AI Detector Check

AI Detector Check — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • H (company)

    H (company)

    H Company, also known simply as H, is a French artificial intelligence startup which develops "action-oriented" artificial intelligence agents for enterprise automation and productivity. In May 2024, H Company closed a record-setting $220 million seed round, at the time the largest AI raise in Europe. In 2026, H Company released Holo 3, the latest generation of its computer-use AI models. The update marked a major advance in agentic AI, enabling agents to navigate any user interface, interpret screens, and complete complex, multi-step tasks across enterprise systems—much like a human user. This breakthrough positioned H Company at the frontier of computer-use autonomy, accelerating the integration of AI in enterprise workflows. == History == H Company was founded in 2023 in Paris by Laurent Sifre, Charles Kantor, and three DeepMind veterans: Daan Wiestra, Karl Tuyls, Julien Perollat. In May 2024, the firm secured what was then the largest European AI seed round, totaling $220 million led by US investors including Eric Schmidt (former Google CEO), Amazon, and backed by Accel, Bpifrance, UiPath, Eurazeo, Xavier Niel, Yuri Milner, Bernard Arnault, Samsung and others. In August 2024, three cofounders (Wiestra, Tuyls, Perollat) left the company over operational disagreements. In November 2024, H launched Runner H, its first agentic-API platform, which combined a large language model (LLM) and a reduced, 2-billion parameter vision-language model (VLM). In May 2025, H Company acquired Mithril Security, and in June 2025 the company widened its offering for agentic models. In June 2025, Gautier Cloix (formerly CEO Palantir France) replaced Charles Kantor as CEO of H Company, aiming to pivot the company towards a "forward deployed engineers" model. In July 2025, H Company introduced Surfer-H-CLI, an open-source, web-native Chrome agent designed for browser-based automation—able to search, scroll, click, and type on behalf of users and controllable via any visual language model (VLM). When paired with its June 2025 open-sourced 3B-parameter Holo-1 model, Surfer-H-CLI achieved 92.2% WebVoyager benchmark accuracy. == Activity == H Company creates enterprise AI models and agents (agentic AI) to automate and optimize complex workflows. H Company specifically designs AI agents called computer use capable of autonomously interfacing with any software (local or cloud-based) to detect and automate repetitive operations. H Company is based in Paris, France, with international offices in London and New York. H Company raised $220 million since its inception. Gautier Cloix is president and CEO of the company. H Company client include the French national lottery FDJ United. In March 2026, H Company released Holo3, a family of artificial intelligence models designed to operate digital systems by interacting directly with user interfaces. Holo3 enables agents ("virtual humanoids") to understand what is displayed in front-end environments—such as web pages, desktop applications, and other graphical user interfaces—and perform actions such as clicking, typing, and navigating across them to complete multi-step tasks. On the OSWorld-Verified benchmark, Holo3 reportedly achieved about 78.9%, surpassing the scores of OpenAI’s GPT‑5.4 and Anthropic’s Claude Opus 4.6 on this specific test, at roughly one-tenth of the inference cost of these proprietary systems. The release has been presented as a significant step toward automating routine digital workflows, allowing organizations to offload repetitive on-screen work, such as data entry and reconciliation across multiple tools, to AI-based agents.

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  • Artificial development

    Artificial development

    Artificial development, also known as artificial embryogeny or machine intelligence or computational development, is an area of computer science and engineering concerned with computational models motivated by genotype–phenotype mappings in biological systems. Artificial development is often considered a sub-field of evolutionary computation, although the principles of artificial development have also been used within stand-alone computational models. Within evolutionary computation, the need for artificial development techniques was motivated by the perceived lack of scalability and evolvability of direct solution encodings (Tufte, 2008). Artificial development entails indirect solution encoding. Rather than describing a solution directly, an indirect encoding describes (either explicitly or implicitly) the process by which a solution is constructed. Often, but not always, these indirect encodings are based upon biological principles of development such as morphogen gradients, cell division and cellular differentiation (e.g. Doursat 2008), gene regulatory networks (e.g. Guo et al., 2009), degeneracy (Whitacre et al., 2010), grammatical evolution (de Salabert et al., 2006), or analogous computational processes such as re-writing, iteration, and time. The influences of interaction with the environment, spatiality and physical constraints on differentiated multi-cellular development have been investigated more recently (e.g. Knabe et al. 2008). Artificial development approaches have been applied to a number of computational and design problems, including electronic circuit design (Miller and Banzhaf 2003), robotic controllers (e.g. Taylor 2004), and the design of physical structures (e.g. Hornby 2004).

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  • Ensemble learning

    Ensemble learning

    In statistics and machine learning, ensemble methods use multiple learning algorithms to obtain better predictive performance than could be obtained from any of the constituent learning algorithms alone. Unlike a statistical ensemble in statistical mechanics, which is usually infinite, a machine learning ensemble consists of only a concrete finite set of alternative models, but typically allows for much more flexible structure to exist among those alternatives. == Overview == Supervised learning algorithms search through a hypothesis space to find a suitable hypothesis that will make good predictions with a particular problem. Even if this space contains hypotheses that are very well-suited for a particular problem, it may be very difficult to find a good one. Ensembles combine multiple hypotheses to form one which should be theoretically better. Ensemble learning trains two or more machine learning algorithms on a specific classification or regression task. The algorithms within the ensemble model are generally referred as "base models", "base learners", or "weak learners" in literature. These base models can be constructed using a single modelling algorithm, or several different algorithms. The idea is to train a diverse set of weak models on the same modelling task, such that the outputs of each weak learner have poor predictive ability (i.e., high bias), and among all weak learners, the outcome and error values exhibit high variance. Fundamentally, an ensemble learning model trains at least two high-bias (weak) and high-variance (diverse) models to be combined into a better-performing model. The set of weak models — which would not produce satisfactory predictive results individually — are combined or averaged to produce a single, high performing, accurate, and low-variance model to fit the task as required. Ensemble learning typically refers to bagging (bootstrap aggregating), boosting or stacking/blending techniques to induce high variance among the base models. Bagging creates diversity by generating random samples from the training observations and fitting the same model to each different sample — also known as homogeneous parallel ensembles. Boosting follows an iterative process by sequentially training each base model on the up-weighted errors of the previous base model, producing an additive model to reduce the final model errors — also known as sequential ensemble learning. Stacking or blending consists of different base models, each trained independently (i.e. diverse/high variance) to be combined into the ensemble model — producing a heterogeneous parallel ensemble. Common applications of ensemble learning include random forests (an extension of bagging), Boosted Tree models, and Gradient Boosted Tree Models. Models in applications of stacking are generally more task-specific — such as combining clustering techniques with other parametric and/or non-parametric techniques. Evaluating the prediction of an ensemble typically requires more computation than evaluating the prediction of a single model. In one sense, ensemble learning may be thought of as a way to compensate for poor learning algorithms by performing a lot of extra computation. On the other hand, the alternative is to do a lot more learning with one non-ensemble model. An ensemble may be more efficient at improving overall accuracy for the same increase in compute, storage, or communication resources by using that increase on two or more methods, than would have been improved by increasing resource use for a single method. Fast algorithms such as decision trees are commonly used in ensemble methods (e.g., random forests), although slower algorithms can benefit from ensemble techniques as well. By analogy, ensemble techniques have been used also in unsupervised learning scenarios, for example in consensus clustering or in anomaly detection. == Ensemble theory == Empirically, ensembles tend to yield better results when there is a significant diversity among the models. Many ensemble methods, therefore, seek to promote diversity among the models they combine. Although perhaps non-intuitive, more random algorithms (like random decision trees) can be used to produce a stronger ensemble than very deliberate algorithms (like entropy-reducing decision trees). Using a variety of strong learning algorithms, however, has been shown to be more effective than using techniques that attempt to dumb-down the models in order to promote diversity. It is possible to increase diversity in the training stage of the model using correlation for regression tasks or using information measures such as cross entropy for classification tasks. Theoretically, one can justify the diversity concept because the lower bound of the error rate of an ensemble system can be decomposed into accuracy, diversity, and the other term. === The geometric framework === Ensemble learning, including both regression and classification tasks, can be explained using a geometric framework. Within this framework, the output of each individual classifier or regressor for the entire dataset can be viewed as a point in a multi-dimensional space. Additionally, the target result is also represented as a point in this space, referred to as the "ideal point." The Euclidean distance is used as the metric to measure both the performance of a single classifier or regressor (the distance between its point and the ideal point) and the dissimilarity between two classifiers or regressors (the distance between their respective points). This perspective transforms ensemble learning into a deterministic problem. For example, within this geometric framework, it can be proved that the averaging of the outputs (scores) of all base classifiers or regressors can lead to equal or better results than the average of all the individual models. It can also be proved that if the optimal weighting scheme is used, then a weighted averaging approach can outperform any of the individual classifiers or regressors that make up the ensemble or as good as the best performer at least. == Ensemble size == While the number of component classifiers of an ensemble has a great impact on the accuracy of prediction, there is a limited number of studies addressing this problem. A priori determining of ensemble size and the volume and velocity of big data streams make this even more crucial for online ensemble classifiers. Mostly statistical tests were used for determining the proper number of components. More recently, a theoretical framework suggested that there is an ideal number of component classifiers for an ensemble such that having more or less than this number of classifiers would deteriorate the accuracy. It is called "the law of diminishing returns in ensemble construction." Their theoretical framework shows that using the same number of independent component classifiers as class labels gives the highest accuracy. == Common types of ensembles == === Bayes optimal classifier === The Bayes optimal classifier is a classification technique. It is an ensemble of all the hypotheses in the hypothesis space. On average, no other ensemble can outperform it. The Naive Bayes classifier is a version of this that assumes that the data is conditionally independent on the class and makes the computation more feasible. Each hypothesis is given a vote proportional to the likelihood that the training dataset would be sampled from a system if that hypothesis were true. To facilitate training data of finite size, the vote of each hypothesis is also multiplied by the prior probability of that hypothesis. The Bayes optimal classifier can be expressed with the following equation: y = a r g m a x c j ∈ C ∑ h i ∈ H P ( c j | h i ) P ( T | h i ) P ( h i ) {\displaystyle y={\underset {c_{j}\in C}{\mathrm {argmax} }}\sum _{h_{i}\in H}{P(c_{j}|h_{i})P(T|h_{i})P(h_{i})}} where y {\displaystyle y} is the predicted class, C {\displaystyle C} is the set of all possible classes, H {\displaystyle H} is the hypothesis space, P {\displaystyle P} refers to a probability, and T {\displaystyle T} is the training data. As an ensemble, the Bayes optimal classifier represents a hypothesis that is not necessarily in H {\displaystyle H} . The hypothesis represented by the Bayes optimal classifier, however, is the optimal hypothesis in ensemble space (the space of all possible ensembles consisting only of hypotheses in H {\displaystyle H} ). This formula can be restated using Bayes' theorem, which says that the posterior is proportional to the likelihood times the prior: P ( h i | T ) ∝ P ( T | h i ) P ( h i ) {\displaystyle P(h_{i}|T)\propto P(T|h_{i})P(h_{i})} hence, y = a r g m a x c j ∈ C ∑ h i ∈ H P ( c j | h i ) P ( h i | T ) {\displaystyle y={\underset {c_{j}\in C}{\mathrm {argmax} }}\sum _{h_{i}\in H}{P(c_{j}|h_{i})P(h_{i}|T)}} === Bootstrap aggregating (bagging) === Bootstrap aggregation (bagging) involves training an ensemble on bootstrapped data sets. A bootstrapped set is cr

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  • Blockmodeling linked networks

    Blockmodeling linked networks

    Blockmodeling linked networks is an approach in blockmodeling in analysing the linked networks. Such approach is based on the generalized multilevel blockmodeling approach. The main objective of this approach is to achieve clustering of the nodes from all involved sets, while at the same time using all available information. At the same time, all one-mode and two-node networks, that are connected, are blockmodeled, which results in obtaining only one clustering, using nodes from each sets. Each cluster ideally contains only nodes from one set, which also allows the modeling of the links among clusters from different sets (through two-mode networks). This approach was introduced by Aleš Žiberna in 2014. Blockmodeling linked networks can be done using: separate analysis: blockmodeling each level separately; conversion approach: converting all one-mode networks to the same level and joining with two-mode networks; a true multilevel approach: one-mode and two-mode networks are blockmodeled at the same time, resulting in one clustering for nodes from each level.

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  • TinyML

    TinyML

    TinyML (short for tiny machine learning) is an area of machine learning that focuses on deploying and running models on low-power, resource-constrained embedded systems such as microcontrollers and edge devices. TinyML supports on-device inference with low latency and minimal reliance on cloud connectivity, which makes it suitable for applications in the Internet of Things (IoT), wearable devices, and real-time systems. == History == The idea of running machine learning models on embedded systems has gained traction in the late 2010s, as model compression, quantization, and efficient neural network architectures progressed. The term TinyML was popularized in 2019 with the publication of the book TinyML by Pete Warden and Daniel Situnayake and the creation of the TinyML Foundation.

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  • PVLV

    PVLV

    The primary value learned value (PVLV) model is a possible explanation for the reward-predictive firing properties of dopamine (DA) neurons. It simulates behavioral and neural data on Pavlovian conditioning and the midbrain dopaminergic neurons that fire in proportion to unexpected rewards. It is an alternative to the temporal-differences (TD) algorithm. It is used as part of Leabra.

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  • Influence diagram

    Influence diagram

    An influence diagram (ID) (also called a relevance diagram, decision diagram or a decision network) is a compact graphical and mathematical representation of a decision situation. It is a generalization of a Bayesian network, in which not only probabilistic inference problems but also decision making problems (following the maximum expected utility criterion) can be modeled and solved. ID was first developed in the mid-1970s by decision analysts with an intuitive semantic that is easy to understand. It is now adopted widely and becoming an alternative to the decision tree which typically suffers from exponential growth in number of branches with each variable modeled. ID is directly applicable in team decision analysis, since it allows incomplete sharing of information among team members to be modeled and solved explicitly. Extensions of ID also find their use in game theory as an alternative representation of the game tree. == Semantics == An ID is a directed acyclic graph with three types (plus one subtype) of node and three types of arc (or arrow) between nodes. Nodes: Decision node (corresponding to each decision to be made) is drawn as a rectangle. Uncertainty node (corresponding to each uncertainty to be modeled) is drawn as an oval. Deterministic node (corresponding to special kind of uncertainty that its outcome is deterministically known whenever the outcome of some other uncertainties are also known) is drawn as a double oval. Value node (corresponding to each component of additively separable Von Neumann-Morgenstern utility function) is drawn as an octagon (or diamond). Arcs: Functional arcs (ending in value node) indicate that one of the components of additively separable utility function is a function of all the nodes at their tails. Conditional arcs (ending in uncertainty node) indicate that the uncertainty at their heads is probabilistically conditioned on all the nodes at their tails. Conditional arcs (ending in deterministic node) indicate that the uncertainty at their heads is deterministically conditioned on all the nodes at their tails. Informational arcs (ending in decision node) indicate that the decision at their heads is made with the outcome of all the nodes at their tails known beforehand. Given a properly structured ID: Decision nodes and incoming information arcs collectively state the alternatives (what can be done when the outcome of certain decisions and/or uncertainties are known beforehand) Uncertainty/deterministic nodes and incoming conditional arcs collectively model the information (what are known and their probabilistic/deterministic relationships) Value nodes and incoming functional arcs collectively quantify the preference (how things are preferred over one another). Alternative, information, and preference are termed decision basis in decision analysis, they represent three required components of any valid decision situation. Formally, the semantic of influence diagram is based on sequential construction of nodes and arcs, which implies a specification of all conditional independencies in the diagram. The specification is defined by the d {\displaystyle d} -separation criterion of Bayesian network. According to this semantic, every node is probabilistically independent on its non-successor nodes given the outcome of its immediate predecessor nodes. Likewise, a missing arc between non-value node X {\displaystyle X} and non-value node Y {\displaystyle Y} implies that there exists a set of non-value nodes Z {\displaystyle Z} , e.g., the parents of Y {\displaystyle Y} , that renders Y {\displaystyle Y} independent of X {\displaystyle X} given the outcome of the nodes in Z {\displaystyle Z} . == Example == Consider the simple influence diagram representing a situation where a decision-maker is planning their vacation. There is 1 decision node (Vacation Activity), 2 uncertainty nodes (Weather Condition, Weather Forecast), and 1 value node (Satisfaction). There are 2 functional arcs (ending in Satisfaction), 1 conditional arc (ending in Weather Forecast), and 1 informational arc (ending in Vacation Activity). Functional arcs ending in Satisfaction indicate that Satisfaction is a utility function of Weather Condition and Vacation Activity. In other words, their satisfaction can be quantified if they know what the weather is like and what their choice of activity is. (Note that they do not value Weather Forecast directly) Conditional arc ending in Weather Forecast indicates their belief that Weather Forecast and Weather Condition can be dependent. Informational arc ending in Vacation Activity indicates that they will only know Weather Forecast, not Weather Condition, when making their choice. In other words, actual weather will be known after they make their choice, and only forecast is what they can count on at this stage. It also follows semantically, for example, that Vacation Activity is independent on (irrelevant to) Weather Condition given Weather Forecast is known. == Applicability to value of information == The above example highlights the power of the influence diagram in representing an extremely important concept in decision analysis known as the value of information. Consider the following three scenarios; Scenario 1: The decision-maker could make their Vacation Activity decision while knowing what Weather Condition will be like. This corresponds to adding extra informational arc from Weather Condition to Vacation Activity in the above influence diagram. Scenario 2: The original influence diagram as shown above. Scenario 3: The decision-maker makes their decision without even knowing the Weather Forecast. This corresponds to removing informational arc from Weather Forecast to Vacation Activity in the above influence diagram. Scenario 1 is the best possible scenario for this decision situation since there is no longer any uncertainty on what they care about (Weather Condition) when making their decision. Scenario 3, however, is the worst possible scenario for this decision situation since they need to make their decision without any hint (Weather Forecast) on what they care about (Weather Condition) will turn out to be. The decision-maker is usually better off (definitely no worse off, on average) to move from scenario 3 to scenario 2 through the acquisition of new information. The most they should be willing to pay for such move is called the value of information on Weather Forecast, which is essentially the value of imperfect information on Weather Condition. The applicability of this simple ID and the value of information concept is tremendous, especially in medical decision making when most decisions have to be made with imperfect information about their patients, diseases, etc. == Related concepts == Influence diagrams are hierarchical and can be defined either in terms of their structure or in greater detail in terms of the functional and numerical relation between diagram elements. An ID that is consistently defined at all levels—structure, function, and number—is a well-defined mathematical representation and is referred to as a well-formed influence diagram (WFID). WFIDs can be evaluated using reversal and removal operations to yield answers to a large class of probabilistic, inferential, and decision questions. More recent techniques have been developed by artificial intelligence researchers concerning Bayesian network inference (belief propagation). An influence diagram having only uncertainty nodes (i.e., a Bayesian network) is also called a relevance diagram. An arc connecting node A to B implies not only that "A is relevant to B", but also that "B is relevant to A" (i.e., relevance is a symmetric relationship).

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  • Handwriting recognition

    Handwriting recognition

    Handwriting recognition (HWR), also known as handwritten text recognition (HTR), is the ability of a computer to receive and interpret intelligible handwritten input from sources such as paper documents, photographs, touch-screens and other devices. The image of the written text may be sensed "off line" from a piece of paper by optical scanning (optical character recognition) or intelligent word recognition. Alternatively, the movements of the pen tip may be sensed "on line", for example by a pen-based computer screen surface, a generally easier task as there are more clues available. A handwriting recognition system handles formatting, performs correct segmentation into characters, and finds the most possible words. == Offline recognition == Offline handwriting recognition involves the automatic conversion of text in an image into letter codes that are usable within computer and text-processing applications. The data obtained by this form is regarded as a static representation of handwriting. Offline handwriting recognition is comparatively difficult, as different people have different handwriting styles. And, as of today, OCR engines are primarily focused on machine printed text and ICR for hand "printed" (written in capital letters) text. === Traditional techniques === ==== Character extraction ==== Offline character recognition often involves scanning a form or document. This means the individual characters contained in the scanned image will need to be extracted. Tools exist that are capable of performing this step. However, there are several common imperfections in this step. The most common is when characters that are connected are returned as a single sub-image containing both characters. This causes a major problem in the recognition stage. Yet many algorithms are available that reduce the risk of connected characters. ==== Character recognition ==== After individual characters have been extracted, a recognition engine is used to identify the corresponding computer character. Several different recognition techniques are currently available. ===== Feature extraction ===== Feature extraction works in a similar fashion to neural network recognizers. However, programmers must manually determine the properties they feel are important. This approach gives the recognizer more control over the properties used in identification. Yet any system using this approach requires substantially more development time than a neural network because the properties are not learned automatically. === Modern techniques === Where traditional techniques focus on segmenting individual characters for recognition, modern techniques focus on recognizing all the characters in a segmented line of text. Particularly they focus on machine learning techniques that are able to learn visual features, avoiding the limiting feature engineering previously used. State-of-the-art methods use convolutional networks to extract visual features over several overlapping windows of a text line image which a recurrent neural network uses to produce character probabilities. == Online recognition == Online handwriting recognition involves the automatic conversion of text as it is written on a special digitizer or PDA, where a sensor picks up the pen-tip movements as well as pen-up/pen-down switching. This kind of data is known as digital ink and can be regarded as a digital representation of handwriting. The obtained signal is converted into letter codes that are usable within computer and text-processing applications. The elements of an online handwriting recognition interface typically include: a pen or stylus for the user to write with a touch sensitive surface, which may be integrated with, or adjacent to, an output display. a software application which interprets the movements of the stylus across the writing surface, translating the resulting strokes into digital text. The process of online handwriting recognition can be broken down into a few general steps: preprocessing, feature extraction and classification The purpose of preprocessing is to discard irrelevant information in the input data, that can negatively affect the recognition. This concerns speed and accuracy. Preprocessing usually consists of binarization, normalization, sampling, smoothing and denoising. The second step is feature extraction. Out of the two- or higher-dimensional vector field received from the preprocessing algorithms, higher-dimensional data is extracted. The purpose of this step is to highlight important information for the recognition model. This data may include information like pen pressure, velocity or the changes of writing direction. The last big step is classification. In this step, various models are used to map the extracted features to different classes and thus identifying the characters or words the features represent. === Hardware === Commercial products incorporating handwriting recognition as a replacement for keyboard input were introduced in the early 1980s. Examples include handwriting terminals such as the Pencept Penpad and the Inforite point-of-sale terminal. With the advent of the large consumer market for personal computers, several commercial products were introduced to replace the keyboard and mouse on a personal computer with a single pointing/handwriting system, such as those from Pencept, CIC and others. The first commercially available tablet-type portable computer was the Write-Top from Linus Technologies, released in July 1988. Its operating system was based on MS-DOS. In the early 1990s, hardware makers including NCR, IBM and EO released tablet computers running the PenPoint operating system developed by GO Corp. PenPoint used handwriting recognition and gestures throughout and provided the facilities to third-party software. IBM's tablet computer was the first to use the ThinkPad name and used IBM's handwriting recognition. This recognition system was later ported to Microsoft Windows for Pen Computing, and IBM's Pen for OS/2. None of these were commercially successful. Advancements in electronics allowed the computing power necessary for handwriting recognition to fit into a smaller form factor than tablet computers, and handwriting recognition is often used as an input method for hand-held PDAs. The first PDA to provide written input was the Apple Newton, which exposed the public to the advantage of a streamlined user interface. However, the device was not a commercial success, owing to the unreliability of the software, which tried to learn a user's writing patterns. By the time of the release of the Newton OS 2.0, wherein the handwriting recognition was greatly improved, including unique features still not found in current recognition systems such as modeless error correction, the largely negative first impression had been made. After discontinuation of Apple Newton, the feature was incorporated in Mac OS X 10.2 and later as Inkwell. Palm later launched a successful series of PDAs based on the Graffiti recognition system. Graffiti improved usability by defining a set of "unistrokes", or one-stroke forms, for each character. This narrowed the possibility for erroneous input, although memorization of the stroke patterns did increase the learning curve for the user. The Graffiti handwriting recognition was found to infringe on a patent held by Xerox, and Palm replaced Graffiti with a licensed version of the CIC handwriting recognition which, while also supporting unistroke forms, pre-dated the Xerox patent. The court finding of infringement was reversed on appeal, and then reversed again on a later appeal. The parties involved subsequently negotiated a settlement concerning this and other patents. A Tablet PC is a notebook computer with a digitizer tablet and a stylus, which allows a user to handwrite text on the unit's screen. The operating system recognizes the handwriting and converts it into text. Windows Vista and Windows 7 include personalization features that learn a user's writing patterns or vocabulary for English, Japanese, Chinese Traditional, Chinese Simplified and Korean. The features include a "personalization wizard" that prompts for samples of a user's handwriting and uses them to retrain the system for higher accuracy recognition. This system is distinct from the less advanced handwriting recognition system employed in its Windows Mobile OS for PDAs. Although handwriting recognition is an input form that the public has become accustomed to, it has not achieved widespread use in either desktop computers or laptops. It is still generally accepted that keyboard input is both faster and more reliable. As of 2006, many PDAs offer handwriting input, sometimes even accepting natural cursive handwriting, but accuracy is still a problem, and some people still find even a simple on-screen keyboard more efficient. === Software === Early software could understand print handwriting where the characters were separated; however, cursive handwriting

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  • Dropbox Paper

    Dropbox Paper

    Dropbox Paper, or simply Paper, is a collaborative document-editing service developed by Dropbox. Originating from the company's acquisition of document collaboration company Hackpad in April 2014, Dropbox Paper was officially announced in October 2015, and launched in January 2017. It offers a web application, as well as mobile apps for Android and iOS. Dropbox Paper was described in the official announcement post as "a flexible workspace that brings people and ideas together. With Paper, teams can create, review, revise, manage, and organize — all in shared documents". Reception of Dropbox Paper has been mixed. Critics praised collaboration functionality, including content available immediately, the ability to mention specific collaborators, assign tasks, write comments, as well as editing attribution, and revision history. It received particular praise for its support for rich media from a variety of sources, with one reviewer noting that the Paper's support for rich media exceeds the capabilities of most of its competitors. However, it was criticized for a lack of formatting options and editing features. While the user interface was liked for being minimal, reviewers cited the lack of a fixed formatting bar and missing features present in competitors' products as making Dropbox Paper seem like a "light" tool. == History == Dropbox acquired document collaboration company Hackpad in April 2014. A year later, Dropbox launched a Dropbox Notes note-taking product in beta testing phase. Dropbox Paper was officially announced on October 15, 2015, followed by an open beta and release of mobile Android and iOS apps in August 2016. Dropbox Paper was officially released on January 30, 2017. == Reception == In a comparison between Dropbox Paper and Evernote, PC World's Michael Ansaldo wrote that "With its emphasis on document creation, you might expect formatting to be front and center in Dropbox Paper. That's not the case." Ansaldo noted the lack of a "fixed formatting toolbar as you'd find in Evernote or a word processor like Google Docs or Microsoft Word. Instead, the text editor appears as a floating ribbon only when you highlight selected text." The only formatting options available for emphasis were bolding, strikethrough, bulleted and numbered lists, and H1 and H2 tags. Users can also add links, convert text to checklists, and add comments. Ansaldo wrote that "Both Evernote and Dropbox Paper make it easy to add images to a document", but also noted that "Dropbox Paper doesn't support any image editing". Paper supports rich media, and users can "add rich content to your document just by pasting a link to the file. In addition to Dropbox, Paper supports media from a variety of popular services including YouTube, Spotify, Vimeo, SoundCloud, Facebook, and Google's productivity suite. Once the file appears, you can delete the link for a cleaner display." To start working with other people, Paper "allows you to invite people via email from within a document", with sharing options for who can view the link (anyone with the link or just the invited person), and action permissions (edit or only comment). Regarding collaboration, Ansaldo wrote that "Creative collaboration is Paper’s marquee feature, and it provides a variety of ways to work effectively with others in real time". Users can "make any content immediately visible and accessible to a specific collaborator with "@mentions"", and "You can also use @mentions to create and assign task lists within a document." Paper also "boasts essential collaboration tools including comments, editing attribution, and revision history." Writing for TechRadar, John Brandon wrote that Dropbox Paper "might be a 'light' tool for now without the extensive templates of Microsoft Office or the integration with other apps in the Zoho suite, but it does work well with the Dropbox storage service that's so popular with office workers these days." Kyle Wiggers of Digital Trends wrote that Paper is "all about minimizing distractions. Its interface is quite literally a big, blank canvas on which you tap out your agenda. You can organize notes by title and create to-do lists, but even basic formatting tools are obscured from view", noting Paper's "floating box above words and phrases highlighted by your cursor". Wiggers stated that "Paper is not a to-do organizer", but that it's "well suited to the purpose thanks to a bevy of labor-saving conveniences", highlighting that Paper "supports more media than most of its to-do and note-taking counterparts". He praised the collaboration tools, writing that they "are as extensive as you'd hope, and then some", citing its invitation system with permission controls, lists of changes and revision history, comment and chat support, and "perhaps best of all", the ability to assign tasks with a "@" mention. Business Insider's Alex Heath praised that "Paper's interface is spotless and friendly to write in. You don't feel overwhelmed with formatting options", but criticized the available features, writing that "Google Docs is much more full-featured in the formatting department, so Paper has some catching up to do if it wants to be on par with the competition". Writing for The Verge, Casey Newton praised Paper's handling of rich media, complimenting it for being "great", and added that "I imagine that creative types who work on teams will appreciate having rich media embedded in the documents they're working on rather than in a series of infinite tabs".

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  • Variable kernel density estimation

    Variable kernel density estimation

    In statistics, adaptive or "variable-bandwidth" kernel density estimation is a form of kernel density estimation in which the size of the kernels used in the estimate are varied depending upon either the location of the samples or the location of the test point. It is a particularly effective technique when the sample space is multi-dimensional. == Rationale == Given a set of samples, { x → i } {\displaystyle \lbrace {\vec {x}}_{i}\rbrace } , we wish to estimate the density, P ( x → ) {\displaystyle P({\vec {x}})} , at a test point, x → {\displaystyle {\vec {x}}} : P ( x → ) ≈ W n h D {\displaystyle P({\vec {x}})\approx {\frac {W}{nh^{D}}}} W = ∑ i = 1 n w i {\displaystyle W=\sum _{i=1}^{n}w_{i}} w i = K ( x → − x → i h ) {\displaystyle w_{i}=K\left({\frac {{\vec {x}}-{\vec {x}}_{i}}{h}}\right)} where n is the number of samples, K is the "kernel", h is its width and D is the number of dimensions in x → {\displaystyle {\vec {x}}} . The kernel can be thought of as a simple, linear filter. Using a fixed filter width may mean that in regions of low density, all samples will fall in the tails of the filter with very low weighting, while regions of high density will find an excessive number of samples in the central region with weighting close to unity. To fix this problem, we vary the width of the kernel in different regions of the sample space. There are two methods of doing this: balloon and pointwise estimation. In a balloon estimator, the kernel width is varied depending on the location of the test point. In a pointwise estimator, the kernel width is varied depending on the location of the sample. For multivariate estimators, the parameter, h, can be generalized to vary not just the size, but also the shape of the kernel. This more complicated approach will not be covered here. == Balloon estimators == A common method of varying the kernel width is to make it inversely proportional to the density at the test point: h = k [ n P ( x → ) ] 1 / D {\displaystyle h={\frac {k}{\left[nP({\vec {x}})\right]^{1/D}}}} where k is a constant. If we back-substitute the estimated PDF, and assuming a Gaussian kernel function, we can show that W is a constant: W = k D ( 2 π ) D / 2 {\displaystyle W=k^{D}(2\pi )^{D/2}} A similar derivation holds for any kernel whose normalising function is of the order hD, although with a different constant factor in place of the (2 π)D/2 term. This produces a generalization of the k-nearest neighbour algorithm. That is, a uniform kernel function will return the KNN technique. There are two components to the error: a variance term and a bias term. The variance term is given as: e 1 = P ∫ K 2 n h D {\displaystyle e_{1}={\frac {P\int K^{2}}{nh^{D}}}} . The bias term is found by evaluating the approximated function in the limit as the kernel width becomes much larger than the sample spacing. By using a Taylor expansion for the real function, the bias term drops out: e 2 = h 2 n ∇ 2 P {\displaystyle e_{2}={\frac {h^{2}}{n}}\nabla ^{2}P} An optimal kernel width that minimizes the error of each estimate can thus be derived. == Use for statistical classification == The method is particularly effective when applied to statistical classification. There are two ways we can proceed: the first is to compute the PDFs of each class separately, using different bandwidth parameters, and then compare them as in Taylor. Alternatively, we can divide up the sum based on the class of each sample: P ( j , x → ) ≈ 1 n ∑ i = 1 , c i = j n w i {\displaystyle P(j,{\vec {x}})\approx {\frac {1}{n}}\sum _{i=1,c_{i}=j}^{n}w_{i}} where ci is the class of the ith sample. The class of the test point may be estimated through maximum likelihood.

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  • Blockmodeling linked networks

    Blockmodeling linked networks

    Blockmodeling linked networks is an approach in blockmodeling in analysing the linked networks. Such approach is based on the generalized multilevel blockmodeling approach. The main objective of this approach is to achieve clustering of the nodes from all involved sets, while at the same time using all available information. At the same time, all one-mode and two-node networks, that are connected, are blockmodeled, which results in obtaining only one clustering, using nodes from each sets. Each cluster ideally contains only nodes from one set, which also allows the modeling of the links among clusters from different sets (through two-mode networks). This approach was introduced by Aleš Žiberna in 2014. Blockmodeling linked networks can be done using: separate analysis: blockmodeling each level separately; conversion approach: converting all one-mode networks to the same level and joining with two-mode networks; a true multilevel approach: one-mode and two-mode networks are blockmodeled at the same time, resulting in one clustering for nodes from each level.

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  • UIMA

    UIMA

    UIMA ( yoo-EE-mə), short for Unstructured Information Management Architecture, is an OASIS standard for content analytics, originally developed at IBM. It provides a component software architecture for the development, discovery, composition, and deployment of multi-modal analytics for the analysis of unstructured information and integration with search technologies. == Structure == The UIMA architecture can be thought of in four dimensions: It specifies component interfaces in an analytics pipeline. It describes a set of design patterns. It suggests two data representations: an in-memory representation of annotations for high-performance analytics and an XML representation of annotations for integration with remote web services. It suggests development roles allowing tools to be used by users with diverse skills. == Implementations and uses == Apache UIMA, a reference implementation of UIMA, is maintained by the Apache Software Foundation. UIMA is used in a number of software projects: IBM Research's Watson uses UIMA for analyzing unstructured data. The Clinical Text Analysis and Knowledge Extraction System (Apache cTAKES) is a UIMA-based system for information extraction from medical records. DKPro Core is a collection of reusable UIMA components for general-purpose natural language processing.

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  • Digital transaction management

    Digital transaction management

    Digital transaction management (DTM) is a category of cloud services designed to digitally manage document-based transactions. DTM removes the friction inherent in transactions that involve people, documents, and data to create faster, easier, more convenient, and secure processes. DTM goes beyond content and document management to include e-signatures, authentication and non-repudiation; enabling co-browsing between the customer and the business; document transfer and certification; secure archiving that goes beyond records management; and a variety of meta-processes around managing electronic transactions and the documents associated with them. DTM standards are proposed and managed by the xDTM Standard Association Aragon Research has estimated that "by YE 2016, 70% of large enterprises will have a DTM initiative underway or fully implemented."

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  • Stochastic variance reduction

    Stochastic variance reduction

    (Stochastic) variance reduction is an algorithmic approach to minimizing functions that can be decomposed into finite sums. By exploiting the finite sum structure, variance reduction techniques are able to achieve convergence rates that are impossible to achieve with methods that treat the objective as an infinite sum, as in the classical Stochastic approximation setting. Variance reduction approaches are widely used for training machine learning models such as logistic regression and support vector machines as these problems have finite-sum structure and uniform conditioning that make them ideal candidates for variance reduction. == Finite sum objectives == A function f {\displaystyle f} is considered to have finite sum structure if it can be decomposed into a summation or average: f ( x ) = 1 n ∑ i = 1 n f i ( x ) , {\displaystyle f(x)={\frac {1}{n}}\sum _{i=1}^{n}f_{i}(x),} where the function value and derivative of each f i {\displaystyle f_{i}} can be queried independently. Although variance reduction methods can be applied for any positive n {\displaystyle n} and any f i {\displaystyle f_{i}} structure, their favorable theoretical and practical properties arise when n {\displaystyle n} is large compared to the condition number of each f i {\displaystyle f_{i}} , and when the f i {\displaystyle f_{i}} have similar (but not necessarily identical) Lipschitz smoothness and strong convexity constants. The finite sum structure should be contrasted with the stochastic approximation setting which deals with functions of the form f ( θ ) = E ξ ⁡ [ F ( θ , ξ ) ] {\textstyle f(\theta )=\operatorname {E} _{\xi }[F(\theta ,\xi )]} which is the expected value of a function depending on a random variable ξ {\textstyle \xi } . Any finite sum problem can be optimized using a stochastic approximation algorithm by using F ( ⋅ , ξ ) = f ξ {\displaystyle F(\cdot ,\xi )=f_{\xi }} . == Rapid Convergence == Stochastic variance reduced methods without acceleration are able to find a minima of f {\displaystyle f} within accuracy ϵ > {\displaystyle \epsilon >} , i.e. f ( x ) − f ( x ∗ ) ≤ ϵ {\displaystyle f(x)-f(x_{})\leq \epsilon } in a number of steps of the order: O ( ( L μ + n ) log ⁡ ( 1 ϵ ) ) . {\displaystyle O\left(\left({\frac {L}{\mu }}+n\right)\log \left({\frac {1}{\epsilon }}\right)\right).} The number of steps depends only logarithmically on the level of accuracy required, in contrast to the stochastic approximation framework, where the number of steps O ( L / ( μ ϵ ) ) {\displaystyle O{\bigl (}L/(\mu \epsilon ){\bigr )}} required grows proportionally to the accuracy required. Stochastic variance reduction methods converge almost as fast as the gradient descent method's O ( ( L / μ ) log ⁡ ( 1 / ϵ ) ) {\displaystyle O{\bigl (}(L/\mu )\log(1/\epsilon ){\bigr )}} rate, despite using only a stochastic gradient, at a 1 / n {\displaystyle 1/n} lower cost than gradient descent. Accelerated methods in the stochastic variance reduction framework achieve even faster convergence rates, requiring only O ( ( n L μ + n ) log ⁡ ( 1 ϵ ) ) {\displaystyle O\left(\left({\sqrt {\frac {nL}{\mu }}}+n\right)\log \left({\frac {1}{\epsilon }}\right)\right)} steps to reach ϵ {\displaystyle \epsilon } accuracy, potentially n {\displaystyle {\sqrt {n}}} faster than non-accelerated methods. Lower complexity bounds. for the finite sum class establish that this rate is the fastest possible for smooth strongly convex problems. == Approaches == Variance reduction approaches fall within four main categories: table averaging methods, full-gradient snapshot methods, recursive estimator methods (e.g., SARAH), and dual methods. Each category contains methods designed for dealing with convex, non-smooth, and non-convex problems, each differing in hyper-parameter settings and other algorithmic details. === SAGA === In the SAGA method, the prototypical table averaging approach, a table of size n {\displaystyle n} is maintained that contains the last gradient witnessed for each f i {\displaystyle f_{i}} term, which we denote g i {\displaystyle g_{i}} . At each step, an index i {\displaystyle i} is sampled, and a new gradient ∇ f i ( x k ) {\displaystyle \nabla f_{i}(x_{k})} is computed. The iterate x k {\displaystyle x_{k}} is updated with: x k + 1 = x k − γ [ ∇ f i ( x k ) − g i + 1 n ∑ i = 1 n g i ] , {\displaystyle x_{k+1}=x_{k}-\gamma \left[\nabla f_{i}(x_{k})-g_{i}+{\frac {1}{n}}\sum _{i=1}^{n}g_{i}\right],} and afterwards table entry i {\displaystyle i} is updated with g i = ∇ f i ( x k ) {\displaystyle g_{i}=\nabla f_{i}(x_{k})} . SAGA is among the most popular of the variance reduction methods due to its simplicity, easily adaptable theory, and excellent performance. It is the successor of the SAG method, improving on its flexibility and performance. === SVRG === The stochastic variance reduced gradient method (SVRG), the prototypical snapshot method, uses a similar update except instead of using the average of a table it instead uses a full-gradient that is reevaluated at a snapshot point x ~ {\displaystyle {\tilde {x}}} at regular intervals of m ≥ n {\displaystyle m\geq n} iterations. The update becomes: x k + 1 = x k − γ [ ∇ f i ( x k ) − ∇ f i ( x ~ ) + ∇ f ( x ~ ) ] , {\displaystyle x_{k+1}=x_{k}-\gamma [\nabla f_{i}(x_{k})-\nabla f_{i}({\tilde {x}})+\nabla f({\tilde {x}})],} This approach requires two stochastic gradient evaluations per step, one to compute ∇ f i ( x k ) {\displaystyle \nabla f_{i}(x_{k})} and one to compute ∇ f i ( x ~ ) , {\displaystyle \nabla f_{i}({\tilde {x}}),} where-as table averaging approaches need only one. Despite the high computational cost, SVRG is popular as its simple convergence theory is highly adaptable to new optimization settings. It also has lower storage requirements than tabular averaging approaches, which make it applicable in many settings where tabular methods can not be used. === SARAH === The SARAH (stochastic recursive gradient) method maintains a recursive estimator of the gradient rather than storing a table of past gradients (as in SAGA) or computing periodic full-gradient snapshots (as in SVRG). At the start of an inner loop, a full gradient is computed at a reference point x ~ {\displaystyle {\tilde {x}}} : v 0 = ∇ f ( x ~ ) {\displaystyle v_{0}=\nabla f({\tilde {x}})} . For inner iterations, with a sampled index i k {\displaystyle i_{k}} , the gradient estimator and iterate are updated by: v k = ∇ f i k ( x k ) − ∇ f i k ( x k − 1 ) + v k − 1 , x k + 1 = x k − γ v k . {\displaystyle v_{k}=\nabla f_{i_{k}}(x_{k})-\nabla f_{i_{k}}(x_{k-1})+v_{k-1},\qquad x_{k+1}=x_{k}-\gamma v_{k}.} This recursion requires two component-gradient evaluations per step ∇ f i k ( x k ) {\displaystyle \nabla f_{i_{k}}(x_{k})} and ∇ f i k ( x k − 1 ) {\displaystyle \nabla f_{i_{k}}(x_{k-1})} but does not need to store per-sample gradients, resulting in lower memory cost than table-averaging methods. SARAH admits linear convergence for strongly convex functions and has been extended to more general nonconvex and composite problems. === SDCA === Exploiting the dual representation of the objective leads to another variance reduction approach that is particularly suited to finite-sums where each term has a structure that makes computing the convex conjugate f i ∗ , {\displaystyle f_{i}^{},} or its proximal operator tractable. The standard SDCA method considers finite sums that have additional structure compared to generic finite sum setting: f ( x ) = 1 n ∑ i = 1 n f i ( x T v i ) + λ 2 ‖ x ‖ 2 , {\displaystyle f(x)={\frac {1}{n}}\sum _{i=1}^{n}f_{i}(x^{T}v_{i})+{\frac {\lambda }{2}}\|x\|^{2},} where each f i {\displaystyle f_{i}} is 1 dimensional and each v i {\displaystyle v_{i}} is a data point associated with f i {\displaystyle f_{i}} . SDCA solves the dual problem: max α ∈ R n − 1 n ∑ i = 1 n f i ∗ ( − α i ) − λ 2 ‖ 1 λ n ∑ i = 1 n α i v i ‖ 2 , {\displaystyle \max _{\alpha \in \mathbb {R} ^{n}}-{\frac {1}{n}}\sum _{i=1}^{n}f_{i}^{}(-\alpha _{i})-{\frac {\lambda }{2}}\left\|{\frac {1}{\lambda n}}\sum _{i=1}^{n}\alpha _{i}v_{i}\right\|^{2},} by a stochastic coordinate ascent procedure, where at each step the objective is optimized with respect to a randomly chosen coordinate α i {\displaystyle \alpha _{i}} , leaving all other coordinates the same. An approximate primal solution x {\displaystyle x} can be recovered from the α {\displaystyle \alpha } values: x = 1 λ n ∑ i = 1 n α i v i {\displaystyle x={\frac {1}{\lambda n}}\sum _{i=1}^{n}\alpha _{i}v_{i}} . This method obtains similar theoretical rates of convergence to other stochastic variance reduced methods, while avoiding the need to specify a step-size parameter. It is fast in practice when λ {\displaystyle \lambda } is large, but significantly slower than the other approaches when λ {\displaystyle \lambda } is small. == Accelerated approaches == Accelerated variance reduction methods are built upon the standard methods above. The earliest approaches make use of proximal operators t

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  • One-shot learning (computer vision)

    One-shot learning (computer vision)

    One-shot learning is an object categorization problem, found mostly in computer vision. Whereas most machine learning-based object categorization algorithms require training on hundreds or thousands of examples, one-shot learning aims to classify objects from one, or only a few, examples. The term few-shot learning is also used for these problems, especially when more than one example is needed. == Motivation == The ability to learn object categories from few examples, and at a rapid pace, has been demonstrated in humans. It is estimated that a child learns almost all of the 10 ~ 30 thousand object categories in the world by age six. This is due not only to the human mind's computational power, but also to its ability to synthesize and learn new object categories from existing information about different, previously learned categories. Given two examples from two object categories: one, an unknown object composed of familiar shapes, the second, an unknown, amorphous shape; it is much easier for humans to recognize the former than the latter, suggesting that humans make use of previously learned categories when learning new ones. The key motivation for solving one-shot learning is that systems, like humans, can use knowledge about object categories to classify new objects. == Background == As with most classification schemes, one-shot learning involves three main challenges: Representation: How should objects and categories be described? Learning: How can such descriptions be created? Recognition: How can a known object be filtered from enveloping clutter, irrespective of occlusion, viewpoint, and lighting? One-shot learning differs from single object recognition and standard category recognition algorithms in its emphasis on knowledge transfer, which makes use of previously learned categories. Model parameters: Reuses model parameters, based on the similarity between old and new categories. Categories are first learned on numerous training examples, then new categories are learned using transformations of model parameters from those initial categories or selecting relevant parameters for a classifier. Feature sharing: Shares parts or features of objects across categories. One algorithm extracts "diagnostic information" in patches from already learned categories by maximizing the patches' mutual information, and then applies these features to the learning of a new category. A dog category, for example, may be learned in one shot from previous knowledge of horse and cow categories, because dog objects may contain similar distinguishing patches. Contextual information: Appeals to global knowledge of the scene in which the object appears. Such global information can be used as frequency distributions in a conditional random field framework to recognize objects. Alternatively context can consider camera height and scene geometry. Algorithms of this type have two advantages. First, they learn object categories that are relatively dissimilar; and second, they perform well in ad hoc situations where an image has not been hand-cropped and aligned. == Theory == The Bayesian one-shot learning algorithm represents the foreground and background of images as parametrized by a mixture of constellation models. During the learning phase, the parameters of these models are learned using a conjugate density parameter posterior and variational Bayesian expectation–maximization (VBEM). In this stage the previously learned object categories inform the choice of model parameters via transfer by contextual information. For object recognition on new images, the posterior obtained during the learning phase is used in a Bayesian decision framework to estimate the ratio of p(object | test, train) to p(background clutter | test, train) where p is the probability of the outcome. === Bayesian framework === Given the task of finding a particular object in a query image, the overall objective of the Bayesian one-shot learning algorithm is to compare the probability that object is present vs the probability that only background clutter is present. If the former probability is higher, the algorithm reports the object's presence, otherwise the algorithm reports its absence. To compute these probabilities, the object class must be modeled from a set of (1 ~ 5) training images containing examples. To formalize these ideas, let I {\displaystyle I} be the query image, which contains either an example of the foreground category O f g {\displaystyle O_{fg}} or only background clutter of a generic background category O b g {\displaystyle O_{bg}} . Also let I t {\displaystyle I_{t}} be the set of training images used as the foreground category. The decision of whether I {\displaystyle I} contains an object from the foreground category, or only clutter from the background category is: R = p ( O f g | I , I t ) p ( O b g | I , I t ) = p ( I | I t , O f g ) p ( O f g ) p ( I | I t , O b g ) p ( O b g ) , {\displaystyle R={\frac {p(O_{fg}|I,I_{t})}{p(O_{bg}|I,I_{t})}}={\frac {p(I|I_{t},O_{fg})p(O_{fg})}{p(I|I_{t},O_{bg})p(O_{bg})}},} where the class posteriors p ( O f g | I , I t ) {\displaystyle p(O_{fg}|I,I_{t})} and p ( O b g | I , I t ) {\displaystyle p(O_{bg}|I,I_{t})} have been expanded by Bayes' theorem, yielding a ratio of likelihoods and a ratio of object category priors. We decide that the image I {\displaystyle I} contains an object from the foreground class if R {\displaystyle R} exceeds a certain threshold T {\displaystyle T} . We next introduce parametric models for the foreground and background categories with parameters θ {\displaystyle \theta } and θ b g {\displaystyle \theta _{bg}} respectively. This foreground parametric model is learned during the learning stage from I t {\displaystyle I_{t}} , as well as prior information of learned categories. The background model we assume to be uniform across images. Omitting the constant ratio of category priors, p ( O f g ) p ( O b g ) {\displaystyle {\frac {p(O_{fg})}{p(O_{bg})}}} , and parametrizing over θ {\displaystyle \theta } and θ b g {\displaystyle \theta _{bg}} yields R ∝ ∫ p ( I | θ , O f g ) p ( θ | I t , O f g ) d θ ∫ p ( I | θ b g , O b g ) p ( θ b g | I t , O b g ) d θ b g = ∫ p ( I | θ ) p ( θ | I t , O f g ) d θ ∫ p ( I | θ b g ) p ( θ b g | I t , O b g ) d θ b g {\displaystyle R\propto {\frac {\int {p(I|\theta ,O_{fg})p(\theta |I_{t},O_{fg})}d\theta }{\int {p(I|\theta _{bg},O_{bg})p(\theta _{bg}|I_{t},O_{bg})}d\theta _{bg}}}={\frac {\int {p(I|\theta )p(\theta |I_{t},O_{fg})}d\theta }{\int {p(I|\theta _{bg})p(\theta _{bg}|I_{t},O_{bg})}d\theta _{bg}}}} , having simplified p ( I | θ , O f g ) {\displaystyle p(I|\theta ,O_{fg})} and p ( I | θ , O b g ) {\displaystyle p(I|\theta ,O_{bg})} to p ( I | θ f g ) {\displaystyle p(I|\theta _{fg})} and p ( I | θ b g ) . {\displaystyle p(I|\theta _{bg}).} The posterior distribution of model parameters given the training images, p ( θ | I t , O f g ) {\displaystyle p(\theta |I_{t},O_{fg})} is estimated in the learning phase. In this estimation, one-shot learning differs sharply from more traditional Bayesian estimation models that approximate the integral as δ ( θ M L ) {\displaystyle \delta (\theta ^{ML})} . Instead, it uses a variational approach using prior information from previously learned categories. However, the traditional maximum likelihood estimation of the model parameters is used for the background model and the categories learned in advance through training. === Object category model === For each query image I {\displaystyle I} and training images I t {\displaystyle I_{t}} , a constellation model is used for representation. To obtain this model for a given image I {\displaystyle I} , first a set of N interesting regions is detected in the image using the Kadir–Brady saliency detector. Each region selected is represented by a location in the image, X i {\displaystyle X_{i}} and a description of its appearance, A i {\displaystyle A_{i}} . Letting X = ∑ i = 1 N X i , A = ∑ i = 1 N A i {\displaystyle X=\sum _{i=1}^{N}X_{i},A=\sum _{i=1}^{N}A_{i}} and X t {\displaystyle X_{t}} and A t {\displaystyle A_{t}} the analogous representations for training images, the expression for R becomes: R ∝ ∫ p ( X , A | θ , O f g ) p ( θ | X t , A t , O f g ) d θ ∫ p ( X , A | θ b g , O b g ) p ( θ b g | X t , A t , O b g ) d θ b g = ∫ p ( X , A | θ ) p ( θ | X t , A t , O f g ) d θ ∫ p ( X , A | θ b g ) p ( θ b g | X t , A t , O b g ) d θ b g {\displaystyle R\propto {\frac {\int {p(X,A|\theta ,O_{fg})p(\theta |X_{t},A_{t},O_{fg})}d\theta }{\int {p(X,A|\theta _{bg},O_{bg})p(\theta _{bg}|X_{t},A_{t},O_{bg})}d\theta _{bg}}}={\frac {\int {p(X,A|\theta )p(\theta |X_{t},A_{t},O_{fg})}d\theta }{\int {p(X,A|\theta _{bg})p(\theta _{bg}|X_{t},A_{t},O_{bg})}\,d\theta _{bg}}}} The likelihoods p ( X , A | θ ) {\displaystyle p(X,A|\theta )} and p ( X , A | θ b g ) {\displaystyle p(X,A|\theta _{bg})} are represented as mixtures of constellation models. A typical constellation model has

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