AI Detector Validity

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

  • Ugly duckling theorem

    Ugly duckling theorem

    The ugly duckling theorem is an argument showing that classification is not really possible without some sort of bias. More particularly, it assumes finitely many properties combinable by logical connectives, and finitely many objects; it asserts that any two different objects share the same number of (extensional) properties. The theorem is named after Hans Christian Andersen's 1843 story "The Ugly Duckling", because it shows that a duckling is just as similar to a swan as two swans are to each other. It was derived by Satosi Watanabe in 1969. == Mathematical formula == Suppose there are n things in the universe, and one wants to put them into classes or categories. One has no preconceived ideas or biases about what sorts of categories are "natural" or "normal" and what are not. So one has to consider all the possible classes that could be, all the possible ways of making a set out of the n objects. There are 2 n {\displaystyle 2^{n}} such ways, the size of the power set of n objects. One can use that to measure the similarity between two objects, and one would see how many sets they have in common. However, one cannot. Any two objects have exactly the same number of classes in common if we can form any possible class, namely 2 n − 1 {\displaystyle 2^{n-1}} (half the total number of classes there are). To see this is so, one may imagine each class is represented by an n-bit string (or binary encoded integer), with a zero for each element not in the class and a one for each element in the class. As one finds, there are 2 n {\displaystyle 2^{n}} such strings. As all possible choices of zeros and ones are there, any two bit-positions will agree exactly half the time. One may pick two elements and reorder the bits so they are the first two, and imagine the numbers sorted lexicographically. The first 2 n / 2 {\displaystyle 2^{n}/2} numbers will have bit #1 set to zero, and the second 2 n / 2 {\displaystyle 2^{n}/2} will have it set to one. Within each of those blocks, the top 2 n / 4 {\displaystyle 2^{n}/4} will have bit #2 set to zero and the other 2 n / 4 {\displaystyle 2^{n}/4} will have it as one, so they agree on two blocks of 2 n / 4 {\displaystyle 2^{n}/4} or on half of all the cases, no matter which two elements one picks. So if we have no preconceived bias about which categories are better, everything is then equally similar (or equally dissimilar). The number of predicates simultaneously satisfied by two non-identical elements is constant over all such pairs. Thus, some kind of inductive bias is needed to make judgements to prefer certain categories over others. === Boolean functions === Let x 1 , x 2 , … , x n {\displaystyle x_{1},x_{2},\dots ,x_{n}} be a set of vectors of k {\displaystyle k} booleans each. The ugly duckling is the vector which is least like the others. Given the booleans, this can be computed using Hamming distance. However, the choice of boolean features to consider could have been somewhat arbitrary. Perhaps there were features derivable from the original features that were important for identifying the ugly duckling. The set of booleans in the vector can be extended with new features computed as boolean functions of the k {\displaystyle k} original features. The only canonical way to do this is to extend it with all possible Boolean functions. The resulting completed vectors have 2 k {\displaystyle 2^{k}} features. The ugly duckling theorem states that there is no ugly duckling because any two completed vectors will either be equal or differ in exactly half of the features. Proof. Let x and y be two vectors. If they are the same, then their completed vectors must also be the same because any Boolean function of x will agree with the same Boolean function of y. If x and y are different, then there exists a coordinate i {\displaystyle i} where the i {\displaystyle i} -th coordinate of x {\displaystyle x} differs from the i {\displaystyle i} -th coordinate of y {\displaystyle y} . Now the completed features contain every Boolean function on k {\displaystyle k} Boolean variables, with each one exactly once. Viewing these Boolean functions as polynomials in k {\displaystyle k} variables over GF(2), segregate the functions into pairs ( f , g ) {\displaystyle (f,g)} where f {\displaystyle f} contains the i {\displaystyle i} -th coordinate as a linear term and g {\displaystyle g} is f {\displaystyle f} without that linear term. Now, for every such pair ( f , g ) {\displaystyle (f,g)} , x {\displaystyle x} and y {\displaystyle y} will agree on exactly one of the two functions. If they agree on one, they must disagree on the other and vice versa. (This proof is believed to be due to Watanabe.) == Discussion == A possible way around the ugly duckling theorem would be to introduce a constraint on how similarity is measured by limiting the properties involved in classification, for instance, between A and B. However Medin et al. (1993) point out that this does not actually resolve the arbitrariness or bias problem since in what respects A is similar to B: "varies with the stimulus context and task, so that there is no unique answer, to the question of how similar is one object to another". For example, "a barberpole and a zebra would be more similar than a horse and a zebra if the feature striped had sufficient weight. Of course, if these feature weights were fixed, then these similarity relations would be constrained". Yet the property "striped" as a weight 'fix' or constraint is arbitrary itself, meaning: "unless one can specify such criteria, then the claim that categorization is based on attribute matching is almost entirely vacuous". Stamos (2003) remarked that some judgments of overall similarity are non-arbitrary in the sense they are useful: "Presumably, people's perceptual and conceptual processes have evolved that information that matters to human needs and goals can be roughly approximated by a similarity heuristic... If you are in the jungle and you see a tiger but you decide not to stereotype (perhaps because you believe that similarity is a false friend), then you will probably be eaten. In other words, in the biological world stereotyping based on veridical judgments of overall similarity statistically results in greater survival and reproductive success." Unless some properties are considered more salient, or 'weighted' more important than others, everything will appear equally similar, hence Watanabe (1986) wrote: "any objects, in so far as they are distinguishable, are equally similar". In a weaker setting that assumes infinitely many properties, Murphy and Medin (1985) give an example of two putative classified things, plums and lawnmowers: "Suppose that one is to list the attributes that plums and lawnmowers have in common in order to judge their similarity. It is easy to see that the list could be infinite: Both weigh less than 10,000 kg (and less than 10,001 kg), both did not exist 10,000,000 years ago (and 10,000,001 years ago), both cannot hear well, both can be dropped, both take up space, and so on. Likewise, the list of differences could be infinite… any two entities can be arbitrarily similar or dissimilar by changing the criterion of what counts as a relevant attribute." According to Woodward, the ugly duckling theorem is related to Schaffer's Conservation Law for Generalization Performance, which states that all algorithms for learning of boolean functions from input/output examples have the same overall generalization performance as random guessing. The latter result is generalized by Woodward to functions on countably infinite domains.

    Read more →
  • History of natural language processing

    History of natural language processing

    The history of natural language processing describes the advances of natural language processing. There is some overlap with the history of machine translation, the history of speech recognition, and the history of artificial intelligence. == Early history == The history of machine translation dates back to the seventeenth century, when philosophers such as Leibniz and Descartes put forward proposals for codes which would relate words between languages. All of these proposals remained theoretical, and none resulted in the development of an actual machine. The first patents for "translating machines" were applied for in the mid-1930s. One proposal, by Georges Artsrouni, was simply an automatic bilingual dictionary using paper tape. The other proposal, by Peter Troyanskii, a Russian, was more detailed. Troyanskii’s proposal included both the bilingual dictionary and a method for dealing with grammatical roles between languages, based on Esperanto. == Logical period == In 1950, Alan Turing published his famous article "Computing Machinery and Intelligence" which proposed what is now called the Turing test as a criterion of intelligence. This criterion depends on the ability of a computer program to impersonate a human in a real-time written conversation with a human judge, sufficiently well that the judge is unable to distinguish reliably — on the basis of the conversational content alone — between the program and a real human. In 1957, Noam Chomsky’s Syntactic Structures revolutionized Linguistics with 'universal grammar', a rule-based system of syntactic structures. The Georgetown experiment in 1954 involved fully automatic translation of more than sixty Russian sentences into English. The authors claimed that within three or five years, machine translation would be a solved problem. However, real progress was much slower, and after the ALPAC report in 1966, which found that ten years long research had failed to fulfill the expectations, funding for machine translation was dramatically reduced. Little further research in machine translation was conducted until the late 1980s, when the first statistical machine translation systems were developed. Some notably successful NLP systems developed in the 1960s were SHRDLU, a natural language system working in restricted "blocks worlds" with restricted vocabularies. In 1969 Roger Schank introduced the conceptual dependency theory for natural language understanding. This model, partially influenced by the work of Sydney Lamb, was extensively used by Schank's students at Yale University, such as Robert Wilensky, Wendy Lehnert, and Janet Kolodner. In 1970, William A. Woods introduced the augmented transition network (ATN) to represent natural language input. Instead of phrase structure rules ATNs used an equivalent set of finite-state automata that were called recursively. ATNs and their more general format called "generalized ATNs" continued to be used for a number of years. During the 1970s many programmers began to write 'conceptual ontologies', which structured real-world information into computer-understandable data. Examples are MARGIE (Schank, 1975), SAM (Cullingford, 1978), PAM (Wilensky, 1978), TaleSpin (Meehan, 1976), QUALM (Lehnert, 1977), Politics (Carbonell, 1979), and Plot Units (Lehnert 1981). During this time, many chatterbots were written including PARRY, Racter, and Jabberwacky. == Statistical period == Up to the 1980s, most NLP systems were based on complex sets of hand-written rules. Starting in the late 1980s, however, there was a revolution in NLP with the introduction of machine learning algorithms for language processing. This was due both to the steady increase in computational power resulting from Moore's law and the gradual lessening of the dominance of Chomskyan theories of linguistics (e.g. transformational grammar), whose theoretical underpinnings discouraged the sort of corpus linguistics that underlies the machine-learning approach to language processing. Some of the earliest-used machine learning algorithms, such as decision trees, produced systems of hard if-then rules similar to existing hand-written rules. Increasingly, however, research has focused on statistical models, which make soft, probabilistic decisions based on attaching real-valued weights to the features making up the input data. The cache language models upon which many speech recognition systems now rely are examples of such statistical models. Such models are generally more robust when given unfamiliar input, especially input that contains errors (as is very common for real-world data), and produce more reliable results when integrated into a larger system comprising multiple subtasks. === Datasets === The emergence of statistical approaches was aided by both increase in computing power and the availability of large datasets. At that time, large multilingual corpora were starting to emerge. Notably, some were produced by the Parliament of Canada and the European Union as a result of laws calling for the translation of all governmental proceedings into all official languages of the corresponding systems of government. Many of the notable early successes occurred in the field of machine translation. In 1993, the IBM alignment models were used for statistical machine translation. Compared to previous machine translation systems, which were symbolic systems manually coded by computational linguists, these systems were statistical, which allowed them to automatically learn from large textual corpora. Though these systems do not work well in situations where only small corpora is available, so data-efficient methods continue to be an area of research and development. In 2001, a one-billion-word large text corpus, scraped from the Internet, referred to as "very very large" at the time, was used for word disambiguation. To take advantage of large, unlabelled datasets, algorithms were developed for unsupervised and self-supervised learning. Generally, this task is much more difficult than supervised learning, and typically produces less accurate results for a given amount of input data. However, there is an enormous amount of non-annotated data available (including, among other things, the entire content of the World Wide Web), which can often make up for the inferior results. == Neural period == Neural language models were developed in 1990s. In 1990, the Elman network, using a recurrent neural network, encoded each word in a training set as a vector, called a word embedding, and the whole vocabulary as a vector database, allowing it to perform such tasks as sequence-predictions that are beyond the power of a simple multilayer perceptron. A shortcoming of the static embeddings was that they didn't differentiate between multiple meanings of homonyms. Yoshua Bengio developed the first neural probabilistic language model in 2000. Novel algorithms, availability of larger datasets and higher processing power made possible training of larger and larger language models. Attention mechanism was introduced by Bahdanau et al. in 2014. This work laid the foundations for the famous "Attention Is All You Need" paper that introduced the Transformer architecture in 2017. The concept of large language model (LLM) emerged in late 2010s. LLM is a language model trained with self-supervised learning on vast amount of text. Earliest public LLMs had hundreds of millions of parameters, but this number quickly rose to billion and even trillions. In recent years, advancements in deep learning and large language models have significantly enhanced the capabilities of natural language processing, leading to widespread applications in areas such as healthcare, customer service, and content generation. == Software ==

    Read more →
  • Chatbot

    Chatbot

    A chatbot (originally chatterbot) is a software application or web interface designed to converse through text or speech. Modern chatbots are typically online and use generative artificial intelligence systems that are capable of maintaining a conversation with a user in natural language and simulating the way a human would behave as a conversational partner. Such chatbots often use deep learning and natural language processing. Simpler chatbots have existed for decades. Chatbots have gained popularity during the AI boom of the 2020s, with the releases of generative AI chatbots such as ChatGPT, Gemini, Claude, and Grok. These chatbots typically use fine-tuned large language models to generate text. A major area where chatbots have long been used is customer service and support, with various sorts of virtual assistants. == History == === Turing test === In 1950, Alan Turing published an article entitled "Computing Machinery and Intelligence" in which he proposed what is now called the Turing test as a criterion of intelligence. This criterion depends on the ability of a computer program to impersonate a human in a real-time written conversation with a human judge, to the extent that the judge is incapable of reliably distinguishing, on the basis of the conversational content alone, between the program and a real human. === Early chatbots === Joseph Weizenbaum's program ELIZA was first published in 1966. Weizenbaum did not claim that ELIZA was genuinely intelligent, and the introduction to his paper presented it more as a debunking exercise:In artificial intelligence, machines are made to behave in wondrous ways, often sufficient to dazzle even the most experienced observer. But once a particular program is unmasked, once its inner workings are explained, its magic crumbles away; it stands revealed as a mere collection of procedures. The observer says to himself "I could have written that". With that thought, he moves the program in question from the shelf marked "intelligent", to that reserved for curios. The object of this paper is to cause just such a re-evaluation of the program about to be "explained". Few programs ever needed it more. ELIZA's key method of operation involves the recognition of clue words or phrases in the input, and the output of the corresponding pre-prepared or pre-programmed responses that can move the conversation forward in an apparently meaningful way (e.g. by responding to any input that contains the word 'MOTHER' with 'TELL ME MORE ABOUT YOUR FAMILY'). Thus an illusion of understanding is generated, even though the processing involved has been merely superficial. ELIZA showed that such an illusion is surprisingly easy to generate because human judges are ready to give the benefit of the doubt when conversational responses are capable of being interpreted as "intelligent". Following ELIZA, psychiatrist Kenneth Colby developed PARRY in 1972. From 1978 to some time after 1983, the CYRUS project led by Janet Kolodner constructed a chatbot simulating Cyrus Vance (57th United States Secretary of State). It used case-based reasoning, and updated its database daily by parsing wire news from United Press International. The program was unable to process the news items subsequent to the surprise resignation of Cyrus Vance in April 1980, and the team constructed another chatbot simulating his successor, Edmund Muskie. In 1984, an interactive version of the program Racter was released which acted as a chatbot. A.L.I.C.E. was released in 1995. This uses a markup language called AIML, which is specific to its function as a conversational agent, and has since been adopted by various other developers of, so-called, Alicebots. A.L.I.C.E. is a weak AI without any reasoning capabilities. It is based on a similar pattern matching technique as ELIZA in 1966. This is not strong AI, which would require sapience and logical reasoning abilities. Jabberwacky, released in 1997, learns new responses and context based on real-time user interactions, rather than being driven from a static database. Chatbot competitions focus on the Turing test or more specific goals. Two such annual contests are the Loebner Prize and The Chatterbox Challenge (the latter has been offline since 2015, however, materials can still be found from web archives). Pre-dating the current generation of large language models, Gavagai, a Swedish language technology startup, created a Twitter-based bot in 2015 and DBpedia created a chatbot during the 2017 Google Summer of Code that communicated through Facebook Messenger. === Modern chatbots based on large language models === Modern chatbots like ChatGPT are often based on foundational large language models called generative pre-trained transformers (GPT). They are based on a deep learning architecture called the transformer, which contains artificial neural networks. They generate text after being trained on a large text corpus, and have emergent abilities that they are not specifically trained for. Chatbots integrated into apps and websites can call image-generation models or search the web. Some platforms also enable users to interact with conversational interfaces directly through web-based chat environments, allowing real-time assistance, content generation, and task automation without requiring software installation. == Application == === Messaging apps === Many companies' chatbots run on messaging apps or simply via SMS. They are used for B2C customer service, sales and marketing. In 2016, Facebook Messenger allowed developers to place chatbots on their platform. There were 30,000 bots created for Messenger in the first six months, rising to 100,000 by September 2017. Since September 2017, this has also been as part of a pilot program on WhatsApp. Airlines KLM and Aeroméxico both announced their participation in the testing; both airlines had previously launched customer services on the Facebook Messenger platform. The bots usually appear as one of the user's contacts, but can sometimes act as participants in a group chat. Many banks, insurers, media companies, e-commerce companies, airlines, hotel chains, retailers, health care providers, government entities, and restaurant chains have used chatbots to answer simple questions, increase customer engagement, for promotion, and to offer additional ways to order from them. Chatbots are also used in market research to collect short survey responses. A 2017 study showed 4% of companies used chatbots. In a 2016 study, 80% of businesses said they intended to have one by 2020. ==== As part of company apps and websites ==== Previous generations of chatbots were present on company websites, e.g. Ask Jenn from Alaska Airlines which debuted in 2008 or Expedia's virtual customer service agent which launched in 2011. The newer generation of chatbots includes IBM Watson-powered "Rocky", introduced in February 2017 by the New York City-based e-commerce company Rare Carat to provide information to prospective diamond buyers. ==== Chatbot sequences ==== Used by marketers to script sequences of messages, very similar to an autoresponder sequence. Such sequences can be triggered by user opt-in or the use of keywords within user interactions. After a trigger occurs a sequence of messages is delivered until the next anticipated user response. Each user response is used in the decision tree to help the chatbot navigate the response sequences to deliver the correct response message. === Company internal platforms === Companies have used chatbots for customer support, human resources, or in Internet-of-Things (IoT) projects. Overstock.com, for one, has reportedly launched a chatbot named Mila to attempt to automate certain processes when customer service employees request sick leave. Other large companies such as Lloyds Banking Group, Royal Bank of Scotland, Renault and Citroën are now using chatbots instead of call centres with humans to provide a first point of contact. In large companies, like in hospitals and aviation organizations, chatbots are also used to share information within organizations, and to assist and replace service desks. === Customer service === Chatbots have been proposed as a replacement for customer service departments. In 2026, The Financial Times reported on agentic chatbots that could do shopping for customers once given instructions. In 2016, Russia-based Tochka Bank launched a chatbot on Facebook for a range of financial services, including a possibility of making payments. In July 2016, Barclays Africa also launched a Facebook chatbot. === Healthcare === Chatbots are also appearing in the healthcare industry. A study suggested that physicians in the United States believed that chatbots would be most beneficial for scheduling doctor appointments, locating health clinics, or providing medication information. A 2025 review found that participants often rated chatbot responses as more empathic than those from clinicians. In 2020, WhatsApp worked with th

    Read more →
  • Jaggaer

    Jaggaer

    JAGGAER, formerly SciQuest, is a provider of cloud-based business automation technology for Business Spend Management. Its headquarters is in Durham, North Carolina. == Company history == SciQuest was established in 1995 as a B2B eCommerce exchange.The company went public with an IPO in 1999. In 2001, SciQuest transitioned from a B2B exchange company into eProcurement software and supplier enablement platforms. SciQuest was taken private in 2004 and continued to move into eProcurement, inventory management and accounts payable automation. SciQuest completed an IPO in September 2010, raising approximately $57 million. SciQuest, and its 510 person workforce, was taken private in June 2016 as part of a $509 million acquisition by Accel-KKR, a private equity firm headquartered in Menlo Park, CA. In 2017 SciQuest was rebranded as JAGGAER and announced increased focus on offering a complete, integrated source-to-pay suite. Along with the name change, the company expanded its market focus to manufacturing, healthcare, consumer packaged goods, retail, education, life sciences, logistics and the public sector. JAGGAER acquired the European direct materials procurement specialist Pool4Tool in June 2017 giving it end-to-end direct as well as indirect materials procurement coverage. JAGGAER acquired spend management company BravoSolution in 2017, and entered into a joint venture with United Arab Emirates-based Tejari. In February 2019 JAGGAER launched JAGGAER One, which unifies its full product suite on a single platform. In 2019 the UK-based private equity firm Cinven acquired a majority holding in the company. Jim Bureau was subsequently named JAGGAER's Chief Executive Officer. Bureau left the firm in March 2023, and Andy Hovancik was announced as the company's CEO in June. In 2024, JAGGAER was acquired by Vista Equity Partners, a private equity firm specializing in enterprise software investments. == Current positioning == As of April 2025, JAGGAER positions itself as "an enterprise procurement and supplier collaboration SaaS provider." Its core technology platform, which is called JAGGAER One, serves "direct and indirect procurement with specializations in Higher Education, Discrete and Process Manufacturing, and Public Sector." == Product Categories == The JAGGAER One platform supports the following products: Spend Analytics Category Management Supplier Management Sourcing Contracts eProcurement Invoicing Inventory Management Supply Chain Collaboration Quality Management == Acquisitions == SciQuest acquired the following companies: AECsoft - January 2011. Provider of supplier management and sourcing technology. Upside Software, Inc. - August 2012. Provider of contract lifecycle management (CLM) solutions. Spend Radar, LLC - October 2012, Provider of spend analysis software. CombineNet - September 2013, Provider of advanced sourcing software JAGGAER acquired the following companies: POOL4TOOL - June 2017, Provider of direct sourcing and supply chain management software BravoSolution - December 2017, Provider of global platform spend management solutions

    Read more →
  • 15.ai

    15.ai

    15.ai was a free non-commercial web application and research project that uses artificial intelligence to generate text-to-speech voices of fictional characters from popular media. Created by a pseudonymous artificial intelligence researcher known as 15, who began developing the technology as a freshman during their undergraduate research at the Massachusetts Institute of Technology (MIT), the application allows users to make characters from video games, television shows, and movies speak custom text with emotional inflections. The platform is able to generate convincing voice output using minimal training data; the name "15.ai" references the creator's statement that a voice can be cloned with just 15 seconds of audio. It was an early example of an application of generative artificial intelligence during the initial stages of the AI boom. Launched in March 2020, 15.ai became an Internet phenomenon in early 2021 when content utilizing it went viral on social media and quickly gained widespread use among Internet fandoms, such as the My Little Pony: Friendship Is Magic, Team Fortress 2, and SpongeBob SquarePants fandoms. The service featured emotional context through emojis, precise pronunciation control, and multi-speaker capabilities. Critics praised 15.ai's accessibility and emotional control but criticized its technical limitations in prosody options and non-English language support, with mixed results depending on character complexity. 15.ai is credited as the first platform to popularize AI voice cloning in memes and content creation. Voice actors and industry professionals debated 15.ai's implications, raising concerns about employment impacts, voice-related fraud, and potential misuse. In January 2022, it was discovered that a company called Voiceverse had generated voice lines using 15.ai without attribution, promoted them as the byproduct of their own technology, and sold them as non-fungible tokens (NFT) without permission. News publications universally characterized this incident as the company having "stolen" from 15.ai. The service went offline in September 2022 due to legal issues surrounding artificial intelligence and copyright. Its shutdown was followed by the emergence of commercial alternatives whose founders have acknowledged 15.ai's pioneering influence in the field of deep learning speech synthesis. On May 18, 2025, 15 launched 15.dev as the sequel to 15.ai. == History == === Background === The field of speech synthesis underwent a significant transformation with the introduction of deep learning approaches. In 2016, DeepMind's publication of the WaveNet paper marked a shift toward neural network-based speech synthesis, which enabled higher audio quality via causal convolutional neural networks. Previously, concatenative synthesis—which worked by stitching together pre-recorded segments of human speech—was the predominant method for generating artificial speech, but it often produced robotic-sounding results at the boundaries of sentences. In 2018, Google AI's Tacotron 2 showed that neural networks could produce highly natural speech synthesis but required substantial training data (typically tens of hours of audio) to achieve acceptable quality. When trained on two hours of training data, the output quality degraded while still being able to maintain intelligible speech; with 24 minutes of training data, Tacotron 2 failed to produce intelligible speech. The same year saw the emergence of HiFi-GAN, a generative adversarial network (GAN)-based vocoder that improved the efficiency of waveform generation while producing high-fidelity speech, followed by Glow-TTS, which introduced a flow-based approach that allowed for both fast inference and voice style transfer capabilities. Chinese tech companies like Baidu and ByteDance also made contributions to the field by developing breakthroughs that further advanced the technology. === 2016–2020: Conception and development === 15.ai was conceived in 2016 as a research project in deep learning speech synthesis by a developer known as 15 (at the age of 18) during their freshman year at MIT as part of its Undergraduate Research Opportunities Program. 15 was inspired by DeepMind's WaveNet paper, with development continuing through their studies as Google AI released Tacotron 2 the following year. By 2019, they had demonstrated at MIT their ability to replicate WaveNet and Tacotron 2's results using 75% less training data than previously required. The name "15.ai" is a reference to the developer's statement that a voice can be cloned with as little as 15 seconds of data. 15 had originally planned to pursue a PhD based on their undergraduate research, but opted to work in the tech industry instead after their startup was accepted into the Y Combinator accelerator in 2019. After their departure in early 2020, 15 returned to their voice synthesis research and began implementing it as a web application. According to a post on X from 15, instead of using conventional voice datasets like LJSpeech that contained simple, monotone recordings, they sought out more challenging voice samples that could demonstrate the model's ability to handle complex speech patterns and emotional undertones. During this phase, 15 discovered the Pony Preservation Project, a collaborative project started by /mlp/, the My Little Pony board on 4chan. Contributors of the project had manually trimmed, denoised, transcribed, and emotion-tagged thousands of voice lines from My Little Pony: Friendship Is Magic and had compiled them into a dataset that provided ideal training material for 15.ai. === 2020–2022: Release and operation === 15.ai was released on March 2, 2020 as a free and non-commercial web application that did not require user registration to use, but did require the user to accept its terms of service before proceeding. At the time of its launch, the platform had a limited selection of available characters, including those from My Little Pony: Friendship Is Magic and Team Fortress 2. Users were permitted to create any content with the synthesized voices under two conditions: they had to properly credit 15.ai by including "15.ai" in any posts, videos, or projects using the generated audio; and they were prohibited from mixing 15.ai outputs with other text-to-speech outputs in the same work to prevent misrepresentation of the technology's capabilities. On March 8, 2020, Tyler McVicker of Valve News Network uploaded a YouTube video showcasing 15.ai. More voices were added to the website in the following months. In late 2020, 15 implemented a multi-speaker embedding in the deep neural network, which enabled the simultaneous training of multiple voices. Following this, the website's roster expanded from eight to over fifty characters. In addition, this implementation allowed the deep learning model to recognize common emotional patterns across different characters, even when certain emotions were missing from the characters' training data. By May 2020, the site had served over 4.2 million audio files to users. In early 2021, the application gained popularity after skits, memes, and fan content created using 15.ai went viral on Twitter, TikTok, Reddit, Twitch, Facebook, and YouTube. At its peak, the platform incurred operational costs of US$12,000 per month from AWS infrastructure needed to handle millions of daily voice generations; despite receiving offers from companies to acquire 15.ai and its underlying technology, the website remained independent and was funded out of the personal previous startup earnings of the developer. === 2022: Voiceverse NFT controversy === On January 14, 2022, 15 discovered that a blockchain-based company called Voiceverse had generated voice lines using 15.ai, falsely showcased them on Twitter as a demonstration of their own voice technology without permission or attribution, and sold them as NFTs. This came shortly after 15 had stated in December 2021 that they had no interest in incorporating NFTs into their work. A screenshot of the log files posted by 15 showed that Voiceverse had generated audio of characters from My Little Pony: Friendship Is Magic using 15.ai and pitched them up to make them sound unrecognizable, a violation of 15.ai's terms of service, which explicitly prohibited commercial use and required proper attribution. When confronted with evidence, Voiceverse stated that their marketing team had used 15.ai without proper attribution while rushing to create a demo. In response, 15 tweeted "Go fuck yourself," which went viral, amassing hundreds of thousands of retweets and likes on Twitter in support of the developer. The tweets showcasing the stolen voices were subsequently deleted. ==== Aftermath ==== The controversy raised concerns about NFT projects, which, according to critics, were frequently associated with intellectual property theft and questionable business practices. The incident was documented in the AI Incident Database (AIID) and the AI, Alg

    Read more →
  • Pandorabots

    Pandorabots

    Pandorabots, Inc. is an artificial intelligence company that runs a web service for building and deploying chatbots. Pandorabots implements and supports development of the Artificial Intelligence Markup Language and makes portions of its code accessible for free. The Pandorabots Platform is "one of the oldest and largest chatbot hosting services in the world", allowing creation of virtual agents to hold human-like text or voice chats with consumers. The platform is written in Allegro Common LISP. == Use Cases == Common use cases include advertising, virtual assistance, e-learning, entertainment and education. The platform has also been used by academics and universities use the platform for teaching and research.

    Read more →
  • Error level analysis

    Error level analysis

    Error level analysis (ELA) is the analysis of compression artifacts in digital data with lossy compression such as JPEG. == Principles == When used, lossy compression is normally applied uniformly to a set of data, such as an image, resulting in a uniform level of compression artifacts. Alternatively, the data may consist of parts with different levels of compression artifacts. This difference may arise from the different parts having been repeatedly subjected to the same lossy compression a different number of times, or the different parts having been subjected to different kinds of lossy compression. A difference in the level of compression artifacts in different parts of the data may therefore indicate that the data has been edited. In the case of JPEG, even a composite with parts subjected to matching compressions will have a difference in the compression artifacts. In order to make the typically faint compression artifacts more readily visible, the data to be analyzed is subjected to an additional round of lossy compression, this time at a known, uniform level, and the result is subtracted from the original data under investigation. The resulting difference image is then inspected manually for any variation in the level of compression artifacts. In 2007, N. Krawetz denoted this method "error level analysis". Additionally, digital data formats such as JPEG sometimes include metadata describing the specific lossy compression used. If in such data the observed compression artifacts differ from those expected from the given metadata description, then the metadata may not describe the actual compressed data, and thus indicate that the data have been edited. == Limitations == By its nature, data without lossy compression, such as a PNG image, cannot be subjected to error level analysis. Consequently, since editing could have been performed on data without lossy compression with lossy compression applied uniformly to the edited, composite data, the presence of a uniform level of compression artifacts does not rule out editing of the data. Additionally, any non-uniform compression artifacts in a composite may be removed by subjecting the composite to repeated, uniform lossy compression. Also, if the image color space is reduced to 256 colors or less, for example, by conversion to GIF, then error level analysis will generate useless results. More significant, the actual interpretation of the level of compression artifacts in a given segment of the data is subjective, and the determination of whether editing has occurred is therefore not robust. == Controversy == In May 2013, Dr Neal Krawetz used error level analysis on the 2012 World Press Photo of the Year and concluded on his Hacker Factor blog that it was "a composite" with modifications that "fail to adhere to the acceptable journalism standards used by Reuters, Associated Press, Getty Images, National Press Photographer's Association, and other media outlets". The World Press Photo organizers responded by letting two independent experts analyze the image files of the winning photographer and subsequently confirmed the integrity of the files. One of the experts, Hany Farid, said about error level analysis that "It incorrectly labels altered images as original and incorrectly labels original images as altered with the same likelihood". Krawetz responded by clarifying that "It is up to the user to interpret the results. Any errors in identification rest solely on the viewer". In May 2015, the citizen journalism team Bellingcat wrote that error level analysis revealed that the Russian Ministry of Defense had edited satellite images related to the Malaysia Airlines Flight 17 disaster. In a reaction to this, image forensics expert Jens Kriese said about error level analysis: "The method is subjective and not based entirely on science", and that it is "a method used by hobbyists". On his Hacker Factor Blog, the inventor of error level analysis Neal Krawetz criticized both Bellingcat's use of error level analysis as "misinterpreting the results" but also on several points Jens Kriese's "ignorance" regarding error level analysis.

    Read more →
  • Attensity

    Attensity

    Attensity was an American company that provided social analytics and engagement applications for social customer relationship management (social CRM). Attensity's text analytics software applications extracted facts, relationships and sentiment from unstructured data. == History == Attensity was founded in 2000. An early investor in Attensity was In-Q-Tel, which funds technology to support the missions of the US Government and the broader DOD. InTTENSITY, an independent company that has combined Inxight with Attensity Software (the only joint development project that combines two InQTel funded software packages), was the exclusive distributor and outlet for Attensity in the Federal Market. In 2009, Attensity Corp., then based in Palo Alto, merged with Germany's Empolis and Living-e AG to form Attensity Group. In 2010, Attensity Group acquired Biz360, a provider of social media monitoring and market intelligence solutions. In early 2012, Attensity Group divested itself of the Empolis business unit via a management buyout; that unit currently conducts business under its pre-merger name. Attensity Group was a closely held private company. Its majority shareholder was Aeris Capital, a private Swiss investment office advising a high-net-worth individual and his charitable foundation. Foundation Capital, Granite Ventures, and Scale Venture Partners were among Biz360's investors and thus became shareholders in Attensity Group. In February 2016, Attensity's IP assets were acquired by InContact, and Attensity closed.

    Read more →
  • Coalition for App Fairness

    Coalition for App Fairness

    The Coalition for App Fairness (CAF) is a coalition comprised by companies, who aim to reach a fairer deal for the inclusion of their apps into the Apple App Store or the Google Play Store. The organization's executive director is Meghan DiMuzio and its headquarters are located in Washington, D.C. == Background == In July 2015, Spotify launched an email campaign to urge its App Store subscribers to cancel their subscriptions and start new ones through its website, bypassing the 30% transaction fee for in-app purchases required for iOS applications by technology company Apple Inc. A later update to the Spotify app on iOS was rejected by Apple, prompting Spotify's general counsel Horacio Gutierrez to write a letter to Apple's then-general counsel Bruce Sewell, stating: "This latest episode raises serious concerns under both U.S. and EU competition law. It continues a troubling pattern of behavior by Apple to exclude and diminish the competitiveness of Spotify on iOS and as a rival to Apple Music, particularly when seen against the backdrop of Apple's previous anticompetitive conduct aimed at Spotify … we cannot stand by as Apple uses the App Store approval process as a weapon to harm competitors." In August 2020, Epic Games updated their Fortnite Battle Royale game app on both Apple's App Store and Google's Google Play to include its own storefront that offered a 20% discount on V-Bucks, the in-game currency, if players bought through there rather than through the app stores' storefront, both which take a 30% revenue cut of the sale. Both Apple and Google removed the Fortnite app within hours, as this alternate storefront violated their terms of use that required all in-app purchases to be made through their storefronts. Epic immediately filed lawsuits against both companies challenging their storefront policies on antitrust principles, arguing that their non-negotiable 30% revenue cut is too high and the restrictions against alternate storefronts anticompetitive. Apple countersued Epic over its behavior, leading to a highly publicized 2021 bench trial. Ultimately, Epic largely lost its lawsuit against Apple, though the court did order Apple to allow developers to point users to alternative payment methods. Conversely, Epic won its antitrust lawsuit against Google in late 2023. == Foundation == On 24 September 2020, Epic Games joined forces with thirteen other prominent companies—including the music streaming platform Spotify, Tinder owner Match Group, the encrypted mail service Proton Mail, and the crypto currency website Blockchain.com—to establish the Coalition for App Fairness. It also includes Basecamp. The coalition criticizes the fact that for now the app stores of both Apple and Google charge their clients a 30% fee on any purchases made over their stores. Apple and Google defended themselves by arguing that the 30% transaction fee is a standard in the industry while the Coalition for App Fairness states that there is no other transaction fee which is even close to the 30%. In October 2020, it was reported that the coalition grew from 13 to 40 members since its foundation and received more than 400 applications for membership. In October 2025, X (formerly Twitter) joined CAF. This was seen as a larger pushback in the industry against Apple and Google, and a step towards hopefully passing the Bipartisan Open App Markets Act. == Aims == The group has broadened their demands for the app stores and now also aim for a better treatment for the apps available in the App Store. They claim that Apple favors its own services before other services available on the market and unjustifiably excludes other apps from their App Store. The group has also been viewing other transaction fees like the 5% fee which is charged by credit card companies, and states that Apple charges up to 600% more and would like the 30% fee, which was only included in 2011 by Apple, adapted to a comparable percentage that charge other providers of payment solutions. Its demands are mainly directed at Apple's strict control over its App Store, but to a lesser extent are also directed towards Google. Google allows apps to be downloaded over an independent web link or also another App Store, such as the Epic Game App Store. The organization emphasizes that no app developer should come into the position in which they are discriminated and are not granted the same rights as to the developers of the owner of the app store. == Reactions == In October 2020, Microsoft presented a new framework concerning the access to its Windows 10 operating system by app stores other than the one offered by Microsoft. The new framework is based on the demands of the Coalition for App Fairness. Microsoft emphasized though, that these principles would not apply to the Xbox. In December 2020, Apple announced that they would be lowering the revenue cut Apple takes for app developers making $1M or less from 30% to 15% if app developers fill out an application for the lowered revenue cut. In March 2021, Google followed suit by also lowering the revenue cut from the Play Store from 30% to 15% for the first million in revenue earned by a developer each year. == Notable members == Members listed are notable companies listed as members the groups website: Blockchain.com Deezer Epic Games European Digital SME Alliance Fanfix Life360 Masimo Nium Proton Mail Spotify TapTap Threema Vipps

    Read more →
  • Uncertain data

    Uncertain data

    In computer science, uncertain data is data that contains noise that makes it deviate from the correct, intended or original values. In the age of big data, uncertainty or data veracity is one of the defining characteristics of data. Data is constantly growing in volume, variety, velocity and uncertainty (1/veracity). Uncertain data is found in abundance today on the web, in sensor networks, within enterprises both in their structured and unstructured sources. For example, there may be uncertainty regarding the address of a customer in an enterprise dataset, or the temperature readings captured by a sensor due to aging of the sensor. In 2012 IBM called out managing uncertain data at scale in its global technology outlook report that presents a comprehensive analysis looking three to ten years into the future seeking to identify significant, disruptive technologies that will change the world. In order to make confident business decisions based on real-world data, analyses must necessarily account for many different kinds of uncertainty present in very large amounts of data. Analyses based on uncertain data will have an effect on the quality of subsequent decisions, so the degree and types of inaccuracies in this uncertain data cannot be ignored. Uncertain data is found in the area of sensor networks; text where noisy text is found in abundance on social media, web and within enterprises where the structured and unstructured data may be old, outdated, or plain incorrect; in modeling where the mathematical model may only be an approximation of the actual process. When representing such data in a database, an appropriate uncertain database model needs to be selected. == Example data model for uncertain data == One way to represent uncertain data is through probability distributions. Let us take the example of a relational database. There are three main ways to do represent uncertainty as probability distributions in such a database model. In attribute uncertainty, each uncertain attribute in a tuple is subject to its own independent probability distribution. For example, if readings are taken of temperature and wind speed, each would be described by its own probability distribution, as knowing the reading for one measurement would not provide any information about the other. In correlated uncertainty, multiple attributes may be described by a joint probability distribution. For example, if readings are taken of the position of an object, and the x- and y-coordinates stored, the probability of different values may depend on the distance from the recorded coordinates. As distance depends on both coordinates, it may be appropriate to use a joint distribution for these coordinates, as they are not independent. In tuple uncertainty, all the attributes of a tuple are subject to a joint probability distribution. This covers the case of correlated uncertainty, but also includes the case where there is a probability of a tuple not belonging in the relevant relation, which is indicated by all the probabilities not summing to one. For example, assume we have the following tuple from a probabilistic database: Then, the tuple has 10% chance of not existing in the database.

    Read more →
  • Colloquis

    Colloquis

    Colloquis, previously known as ActiveBuddy and Conversagent, was a company that created conversation-based interactive agents originally distributed via instant messaging platforms. The company had offices in New York, New York, and Sunnyvale, California. == History == Founded in 2000, the company was the brainchild of Robert Hoffer, Timothy Kay, and Peter Levitan. The idea for interactive agents (also known as Internet bots) came from the team's vision to add functionality to increasingly popular instant messaging services. The original implementation took shape as a word-based adventure game but quickly grew to include a wide range of database applications, including access to news, weather, stock information, movie times, Yellow Pages listings, and detailed sports data, as well as a variety of tools (calculators, translator, etc.). These various applications were bundled into one entity and launched as SmarterChild in 2001. SmarterChild acted as a showcase for the quick data access and possibilities for fun conversation that the company planned to turn into customized, niche-specific products. The rapid success of SmarterChild led to targeted promotional products for Radiohead, Austin Powers, The Sporting News, and others. ActiveBuddy sought to strengthen its hold on the interactive agent market for the future by filing for, and receiving, a controversial patent on their creation in 2002. The company also released the BuddyScript SDK, a free developer kit that allow programmers to design and launch their own interactive agents using ActiveBuddy's proprietary scripting language, in 2002. Ultimately, however, the decline in ad spending in 2001 and 2002 led to a shift in corporate strategy towards business focused Automated Service Agents, building products for clients including Cingular, Comcast and Cox Communications. The company subsequently changed its name from ActiveBuddy to Conversagent in 2003, and then again to Colloquis in 2006. Colloquis was purchased by Microsoft in October 2006.

    Read more →
  • Speculative decoding

    Speculative decoding

    Speculative decoding is an inference-time optimization for autoregressive large language models (LLMs) that generates multiple tokens per decoding step instead of one. A smaller draft model proposes a sequence of candidate tokens, and the larger target model verifies them in a single forward pass through a modified rejection sampling scheme. The verification preserves the target model's original output distribution, so the technique produces the same results as standard decoding while cutting latency by roughly two to three times. The name is an analogy to speculative execution in CPU design, where a processor runs instructions along a predicted branch before the outcome is known. == Background == Standard autoregressive decoding in large language models generates one token at a time. The model computes a probability distribution over its vocabulary, samples the next token, and feeds that token back as input. For large models, this process is bottlenecked by memory bandwidth rather than arithmetic throughput: loading the model's parameters from high-bandwidth memory (HBM) to the processor takes up most of the wall-clock time at each step. Because of this, a forward pass over one token and a forward pass over several tokens in a batch take roughly the same time. Speculative decoding relies on this property. == Mechanism == The technique alternates between two phases: drafting and verification. During drafting, a fast approximation model generates a short run of K candidate tokens, typically between 3 and 12. The draft model is usually a much smaller version of the target model or a lightweight auxiliary network. During verification, the target model scores the entire draft sequence in one batched forward pass. A modified rejection sampling algorithm compares the draft and target probabilities at each position. If the target model would have been at least as likely to produce a given token, that token is accepted; the first token that fails is resampled from a corrected distribution, and everything after it is thrown out. The result is that the output distribution is the same as if each token had been generated one at a time. How many tokens get accepted per cycle depends on how well the draft model matches the target. For common words and predictable continuations the match tends to be good, so the target model can confirm several tokens at once. == History == An early precursor was blockwise parallel decoding, proposed in 2018 by Stern, Shazeer, and Uszkoreit. Their method predicted multiple future tokens through auxiliary prediction heads and validated them against the autoregressive model, but it only worked with greedy decoding and did not preserve the full sampling distribution. The modern form of the technique came from Yaniv Leviathan, Matan Kalman, and Yossi Matias at Google Research, who posted "Fast Inference from Transformers via Speculative Decoding" on arXiv in November 2022. Separately and at about the same time, Charlie Chen and colleagues at DeepMind arrived at a closely related method they called speculative sampling, published in February 2023. Both papers introduced the use of rejection sampling to guarantee that the output distribution is unchanged. Leviathan et al. showed roughly 2–3x speedup on T5-XXL (11 billion parameters); Chen et al. reported 2–2.5x on the Chinchilla model (70 billion parameters). The Leviathan et al. paper was presented as an oral at the International Conference on Machine Learning in July 2023. == Variants == SpecInfer (Miao et al., 2024) uses multiple small language models to jointly build a tree of candidate continuations rather than a single chain. The target model verifies the whole tree in parallel and keeps the longest valid path, with reported speedups of 1.5–3.5x. Medusa (Cai et al., 2024) takes a different approach by not using a separate draft model at all. Extra lightweight decoding heads are attached to the target model itself, and each one predicts a token at a different future position. The candidates are evaluated through a tree-structured attention mechanism. The authors measured 2.2–3.6x speedup. EAGLE (Li et al., 2024) performs autoregression on the target model's internal feature representations (specifically the second-to-top layer) rather than on tokens directly. On LLaMA 2 Chat 70B, this gave a 2.7–3.5x latency reduction. Later versions added dynamic draft trees (EAGLE-2) and further optimizations (EAGLE-3), reaching 3–6.5x speedup. == Adoption == By 2024, speculative decoding had become a standard part of production LLM serving. Google uses it in the AI Overviews feature of Google Search. Open-source inference frameworks such as vLLM, NVIDIA's TensorRT-LLM, and SGLang all include built-in support for speculative decoding and its variants. Apple, AWS, and Meta have also published research extending the method or deploying it at scale.

    Read more →
  • Ulead DVD MovieFactory

    Ulead DVD MovieFactory

    Corel DVD MovieFactory is a video editing and DVD authoring software product for Microsoft Windows, initially made by Ulead Systems and subsequently by Corel. It creates and authors multimedia discs in HD DVD, Blu-ray, DVD Video and DVD Audio. It also creates and rips Audio CDs and MP3 CDs. DVD MovieFactory is commonly bundled with many of the modern Toshiba Satellite laptops. Official Japanese version is also known as MovieWriter.

    Read more →
  • Point distribution model

    Point distribution model

    The point distribution model is a model for representing the mean geometry of a shape and some statistical modes of geometric variation inferred from a training set of shapes. == Background == The point distribution model concept has been developed by Cootes, Taylor et al. and became a standard in computer vision for the statistical study of shape and for segmentation of medical images where shape priors really help interpretation of noisy and low-contrasted pixels/voxels. The latter point leads to active shape models (ASM) and active appearance models (AAM). Point distribution models rely on landmark points. A landmark is an annotating point posed by an anatomist onto a given locus for every shape instance across the training set population. For instance, the same landmark will designate the tip of the index finger in a training set of 2D hands outlines. Principal component analysis (PCA), for instance, is a relevant tool for studying correlations of movement between groups of landmarks among the training set population. Typically, it might detect that all the landmarks located along the same finger move exactly together across the training set examples showing different finger spacing for a flat-posed hands collection. == Details == First, a set of training images are manually landmarked with enough corresponding landmarks to sufficiently approximate the geometry of the original shapes. These landmarks are aligned using the generalized procrustes analysis, which minimizes the least squared error between the points. k {\displaystyle k} aligned landmarks in two dimensions are given as X = ( x 1 , y 1 , … , x k , y k ) {\displaystyle \mathbf {X} =(x_{1},y_{1},\ldots ,x_{k},y_{k})} . It's important to note that each landmark i ∈ { 1 , … k } {\displaystyle i\in \lbrace 1,\ldots k\rbrace } should represent the same anatomical location. For example, landmark #3, ( x 3 , y 3 ) {\displaystyle (x_{3},y_{3})} might represent the tip of the ring finger across all training images. Now the shape outlines are reduced to sequences of k {\displaystyle k} landmarks, so that a given training shape is defined as the vector X ∈ R 2 k {\displaystyle \mathbf {X} \in \mathbb {R} ^{2k}} . Assuming the scattering is gaussian in this space, PCA is used to compute normalized eigenvectors and eigenvalues of the covariance matrix across all training shapes. The matrix of the top d {\displaystyle d} eigenvectors is given as P ∈ R 2 k × d {\displaystyle \mathbf {P} \in \mathbb {R} ^{2k\times d}} , and each eigenvector describes a principal mode of variation along the set. Finally, a linear combination of the eigenvectors is used to define a new shape X ′ {\displaystyle \mathbf {X} '} , mathematically defined as: X ′ = X ¯ + P b {\displaystyle \mathbf {X} '={\overline {\mathbf {X} }}+\mathbf {P} \mathbf {b} } where X ¯ {\displaystyle {\overline {\mathbf {X} }}} is defined as the mean shape across all training images, and b {\displaystyle \mathbf {b} } is a vector of scaling values for each principal component. Therefore, by modifying the variable b {\displaystyle \mathbf {b} } an infinite number of shapes can be defined. To ensure that the new shapes are all within the variation seen in the training set, it is common to only allow each element of b {\displaystyle \mathbf {b} } to be within ± {\displaystyle \pm } 3 standard deviations, where the standard deviation of a given principal component is defined as the square root of its corresponding eigenvalue. PDM's can be extended to any arbitrary number of dimensions, but are typically used in 2D image and 3D volume applications (where each landmark point is R 2 {\displaystyle \mathbb {R} ^{2}} or R 3 {\displaystyle \mathbb {R} ^{3}} ). == Discussion == An eigenvector, interpreted in euclidean space, can be seen as a sequence of k {\displaystyle k} euclidean vectors associated to corresponding landmark and designating a compound move for the whole shape. Global nonlinear variation is usually well handled provided nonlinear variation is kept to a reasonable level. Typically, a twisting nematode worm is used as an example in the teaching of kernel PCA-based methods. Due to the PCA properties: eigenvectors are mutually orthogonal, form a basis of the training set cloud in the shape space, and cross at the 0 in this space, which represents the mean shape. Also, PCA is a traditional way of fitting a closed ellipsoid to a Gaussian cloud of points (whatever their dimension): this suggests the concept of bounded variation. The idea behind PDMs is that eigenvectors can be linearly combined to create an infinity of new shape instances that will 'look like' the one in the training set. The coefficients are bounded alike the values of the corresponding eigenvalues, so as to ensure the generated 2n/3n-dimensional dot will remain into the hyper-ellipsoidal allowed domain—allowable shape domain (ASD).

    Read more →
  • Natural-language user interface

    Natural-language user interface

    Natural-language user interface (LUI or NLUI) is a type of computer human interface where linguistic phenomena such as verbs, phrases and clauses act as UI controls for creating, selecting and modifying data in software applications. Chatbots are a common implementation of natural-language interfaces, enabling users to interact with software through conversational text or speech. In interface design, natural-language interfaces are sought after for their speed and ease of use, but most suffer the challenges to understanding wide varieties of ambiguous input. Natural-language interfaces are an active area of study in the field of natural-language processing and computational linguistics. An intuitive general natural-language interface is one of the active goals of the Semantic Web. Text interfaces are "natural" to varying degrees. Many formal (un-natural) programming languages incorporate idioms of natural human language. Likewise, a traditional keyword search engine could be described as a "shallow" natural-language user interface. == Overview == A natural-language search engine would in theory find targeted answers to user questions (as opposed to keyword search). For example, when confronted with a question of the form 'which U.S. state has the highest income tax?', conventional search engines ignore the question and instead search on the keywords 'state', 'income' and 'tax'. Natural-language search, on the other hand, attempts to use natural-language processing to understand the nature of the question and then to search and return a subset of the web that contains the answer to the question. If it works, results would have a higher relevance than results from a keyword search engine, due to the question being included. == History == Prototype Nl interfaces had already appeared in the late sixties and early seventies. SHRDLU, a natural-language interface that manipulates blocks in a virtual "blocks world" Lunar, a natural-language interface to a database containing chemical analyses of Apollo 11 Moon rocks by William A. Woods. Chat-80 transformed English questions into Prolog expressions, which were evaluated against the Prolog database. The code of Chat-80 was circulated widely, and formed the basis of several other experimental Nl interfaces. An online demo is available on the LPA website. ELIZA, written at MIT by Joseph Weizenbaum between 1964 and 1966, mimicked a psychotherapist and was operated by processing users' responses to scripts. Using almost no information about human thought or emotion, the DOCTOR script sometimes provided a startlingly human-like interaction. An online demo is available on the LPA website. Janus is also one of the few systems to support temporal questions. Intellect from Trinzic (formed by the merger of AICorp and Aion). BBN's Parlance built on experience from the development of the Rus and Irus systems. IBM Languageaccess Q&A from Symantec. Datatalker from Natural Language Inc. Loqui from BIM Systems. English Wizard from Linguistic Technology Corporation. == Challenges == Natural-language interfaces have in the past led users to anthropomorphize the computer, or at least to attribute more intelligence to machines than is warranted. On the part of the user, this has led to unrealistic expectations of the capabilities of the system. Such expectations will make it difficult to learn the restrictions of the system if users attribute too much capability to it, and will ultimately lead to disappointment when the system fails to perform as expected as was the case in the AI winter of the 1970s and 80s. A 1995 paper titled 'Natural Language Interfaces to Databases – An Introduction', describes some challenges: Modifier attachment The request "List all employees in the company with a driving licence" is ambiguous unless you know that companies can't have driving licences. Conjunction and disjunction "List all applicants who live in California and Arizona" is ambiguous unless you know that a person can't live in two places at once. Anaphora resolution resolve what a user means by 'he', 'she' or 'it', in a self-referential query. Other goals to consider more generally are the speed and efficiency of the interface, in all algorithms these two points are the main point that will determine if some methods are better than others and therefore have greater success in the market. In addition, localisation across multiple language sites requires extra consideration - this is based on differing sentence structure and language syntax variations between most languages. Finally, regarding the methods used, the main problem to be solved is creating a general algorithm that can recognize the entire spectrum of different voices, while disregarding nationality, gender or age. The significant differences between the extracted features - even from speakers who says the same word or phrase - must be successfully overcome. == Uses and applications == The natural-language interface gives rise to technology used for many different applications. Some of the main uses are: Dictation, is the most common use for automated speech recognition (ASR) systems today. This includes medical transcriptions, legal and business dictation, and general word processing. In some cases special vocabularies are used to increase the accuracy of the system. Command and control, ASR systems that are designed to perform functions and actions on the system are defined as command and control systems. Utterances like "Open Netscape" and "Start a new xterm" will do just that. Telephony, some PBX/Voice Mail systems allow callers to speak commands instead of pressing buttons to send specific tones. Wearables, because inputs are limited for wearable devices, speaking is a natural possibility. Medical, disabilities, many people have difficulty typing due to physical limitations such as repetitive strain injuries (RSI), muscular dystrophy, and many others. For example, people with difficulty hearing could use a system connected to their telephone to convert a caller's speech to text. Embedded applications, some new cellular phones include C&C speech recognition that allow utterances such as "call home". This may be a major factor in the future of automatic speech recognition and Linux. Below are named and defined some of the applications that use natural-language recognition, and so have integrated utilities listed above. === Ubiquity === Ubiquity, an add-on for Mozilla Firefox, is a collection of quick and easy natural-language-derived commands that act as mashups of web services, thus allowing users to get information and relate it to current and other webpages. === Wolfram Alpha === Wolfram Alpha is an online service that answers factual queries directly by computing the answer from structured data, rather than providing a list of documents or web pages that might contain the answer as a search engine would. It was announced in March 2009 by Stephen Wolfram, and was released to the public on May 15, 2009. === Siri === Siri is an intelligent personal assistant application integrated with operating system iOS. The application uses natural language processing to answer questions and make recommendations. Siri's marketing claims include that it adapts to a user's individual preferences over time and personalizes results, and performs tasks such as making dinner reservations while trying to catch a cab. === Others === Ask.com – The original idea behind Ask Jeeves (Ask.com) was traditional keyword searching with an ability to get answers to questions posed in everyday, natural language. The current Ask.com still supports this, with added support for math, dictionary, and conversion questions. Braina – Braina is a natural language interface for Windows OS that allows to type or speak English language sentences to perform a certain action or find information. GNOME Do – Allows for quick finding miscellaneous artifacts of GNOME environment (applications, Evolution and Pidgin contacts, Firefox bookmarks, Rhythmbox artists and albums, and so on) and execute the basic actions on them (launch, open, email, chat, play, etc.). hakia – hakia was an Internet search engine. The company invented an alternative new infrastructure to indexing that used SemanticRank algorithm, a solution mix from the disciplines of ontological semantics, fuzzy logic, computational linguistics, and mathematics. hakia closed in 2014. Lexxe – Lexxe was an Internet search engine that used natural-language processing for queries (semantic search). Searches could be made with keywords, phrases, and questions, such as "How old is Wikipedia?" Lexxe closed its search engine services in 2015. Pikimal – Pikimal used natural-language tied to user preference to make search recommendations by template. Pikimal closed in 2015. Powerset – On May 11, 2008, the company unveiled a tool for searching a fixed subset of Wikipedia using conversational phrases rather than keywords. On July 1, 2008, it was purchased by

    Read more →