AI Excel Spreadsheet Maker Free

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  • Onshape

    Onshape

    Onshape is a computer-aided design (CAD) software system, delivered over the Internet via a software as a service (SaaS) model. It makes extensive use of cloud computing, with compute-intensive processing and rendering performed on Internet-based servers, and users are able to interact with the system via a web browser or the iOS and Android apps. As a SaaS system, Onshape upgrades are released directly to the web interface, and the software does not require maintenance by the user. Onshape allows teams to collaborate on a single shared design, the same way multiple writers can work together editing a shared document via cloud services. It is primarily focused on mechanical CAD (MCAD) and is used for product and machinery design across many industries, including consumer electronics, mechanical machinery, medical devices, 3D printing, machine parts, and industrial equipment. As of 2025, Onshape is popularly used as a CAD suite for the FIRST Robotics Competition (FRC) alongside the MKCad application available in the Onshape App Store. == Company history == Onshape was developed by a company with the same name. Founded in 2012, Onshape was based in Cambridge, Massachusetts (USA), with offices in Singapore and Pune, India. Its leadership team includes several engineers and executives who originated from SolidWorks, a popular 3D CAD program that runs on Microsoft Windows. Onshape’s co-founders include two former SolidWorks CEOs, Jon Hirschtick and John McEleney. In November 2012, former SolidWorks CEOs Jon Hirschtick and John McEleney led six co-founders launching Belmont Technology, a placeholder name that was later changed to Onshape. The company’s first round of funding was $9 million from North Bridge Venture Partners and Commonwealth Capital. In March 2015, Onshape released the public beta version of its cloud CAD software, after pre-production testing with more than a thousand CAD professionals in 52 countries. Included in the beta launch was Onshape for iPhone. In August 2015, the company released its Onshape for Android app. In December 2015, Onshape launched its full commercial release. The company also launched the Onshape App Store, offering CAM, simulation, rendering and other cloud-based engineering tools. The Onshape App Store was launched with 24 developer partners. In April 2016, Onshape introduced its Education Plan, with a free version of Onshape Professional geared for college students and educators. In May 2016, Onshape released FeatureScript, a new open source (MIT licensed) programming language for creating and customizing CAD features. In October 2019, Onshape agreed to be acquired by PTC. The acquisition closed in November 2019 for $470 million. In February 2024, Onshape released iOS support for the Apple Vision Pro, allowing for real world applications of CAD models and prototypes. In January 2025, Onshape released the CAM studio, allowing users to generate G-code for up to 5-axis Simultaneous milling. == Funding == Onshape was a venture-backed company with investments from firms including Andreessen Horowitz, Commonwealth Capital Ventures, New Enterprise Associates (NEA) and North Bridge Venture Partners. Total venture funding amounted to $169 million. == Supported file formats == === Modelling === ==== Importing ==== As of May 2025, Onshape supported importing (opening) the following common CAD file formats: Parasolid X_T (Preferred) STEP (ISO 10303) ISO JT (ISO 14306) ACIS IGES CATIA v4, v5, v6 Autodesk Inventor Part (.IPT) Assembly (.IAM) Presentation (.IPN) Drawing (.IDW) Pro/ENGINEER, Creo Rhinoceros 3D: .3dm .STL .OBJ SolidWorks file formats Siemens NX file formats Drawings (.DXF/.DWG) ==== Exporting ==== Onshape supports exporting to the following formats: STEP (ISO 10303) Parasolid XT ACIS IGES SolidWorks file formats .STL Rhinoceros 3D: .3dm Collada XML-spec based textual file === Drawing === Ordinary engineering or technical drawing can be exported as .PDF file. === Other Formats === In addition to CAD file formats, Onshape supports importing some Non-CAD file formats for viewing and referencing. === Assembly === Assemblies can be imported and exported to: STEP (ISO 10303) Parasolid XT ACIS Pro/ENGINEER, Creo ISO JT Rhinoceros 3D: .3dm Siemens NX file formats SolidWorks Pack and Go zip file File formats that assemblies can be only-exported to, are: IGES .STL Collada XML-spec based textual file

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  • Best AI Resume Builders in 2026

    Best AI Resume Builders in 2026

    Looking for the best AI resume builder? An AI resume builder is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI resume builder slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • AI Text-to-image Tools: Free vs Paid (2026)

    AI Text-to-image Tools: Free vs Paid (2026)

    Shopping for the best AI text-to-image tool? An AI text-to-image tool is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI text-to-image tool slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Powerset construction

    Powerset construction

    In the theory of computation and automata theory, the powerset construction or subset construction is a standard method for converting a nondeterministic finite automaton (NFA) into a deterministic finite automaton (DFA) that recognizes the same formal language. It is important in theory because it establishes that NFAs, despite their additional flexibility, are unable to recognize any language that cannot be recognized by some DFA. It is also important in practice for converting easier-to-construct NFAs into more efficiently executable DFAs. However, if the NFA has n states, the resulting DFA may have up to 2n states, an exponentially larger number, which sometimes makes the construction impractical for large NFAs. The construction, sometimes called the Rabin–Scott powerset construction (or subset construction) to distinguish it from similar constructions for other types of automata, was first published by Michael O. Rabin and Dana Scott in 1959. == Intuition == To simulate the operation of a DFA on a given input string, one needs to keep track of a single state at any time: the state that the automaton will reach after seeing a prefix of the input. In contrast, to simulate an NFA, one needs to keep track of a set of states: all of the states that the automaton could reach after seeing the same prefix of the input, according to the nondeterministic choices made by the automaton. If, after a certain prefix of the input, a set S of states can be reached, then after the next input symbol x the set of reachable states is a deterministic function of S and x. Therefore, the sets of reachable NFA states play the same role in the NFA simulation as single DFA states play in the DFA simulation, and in fact the sets of NFA states appearing in this simulation may be re-interpreted as being states of a DFA. == Construction == The powerset construction applies most directly to an NFA that does not allow state transformations without consuming input symbols (aka: "ε-moves"). Such an automaton may be defined as a 5-tuple (Q, Σ, T, q0, F), in which Q is the set of states, Σ is the set of input symbols, T is the transition function (mapping a state and an input symbol to a set of states), q0 is the initial state, and F is the set of accepting states. The corresponding DFA has states corresponding to subsets of Q. The initial state of the DFA is {q0}, the (one-element) set of initial states. The transition function of the DFA maps a state S (representing a subset of Q) and an input symbol x to the set T(S,x) = ∪{T(q,x) | q ∈ S}, the set of all states that can be reached by an x-transition from a state in S. A state S of the DFA is an accepting state if and only if at least one member of S is an accepting state of the NFA. In the simplest version of the powerset construction, the set of all states of the DFA is the powerset of Q, the set of all possible subsets of Q. However, many states of the resulting DFA may be useless as they may be unreachable from the initial state. An alternative version of the construction creates only the states that are actually reachable. === NFA with ε-moves === For an NFA with ε-moves (also called an ε-NFA), the construction must be modified to deal with these by computing the ε-closure of states: the set of all states reachable from some given state using only ε-moves. Van Noord recognizes three possible ways of incorporating this closure computation in the powerset construction: Compute the ε-closure of the entire automaton as a preprocessing step, producing an equivalent NFA without ε-moves, then apply the regular powerset construction. This version, also discussed by Hopcroft and Ullman, is straightforward to implement, but impractical for automata with large numbers of ε-moves, as commonly arise in natural language processing application. During the powerset computation, compute the ε-closure { q ′ | q → ε ∗ q ′ } {\displaystyle \{q'~|~q\to _{\varepsilon }^{}q'\}} of each state q that is considered by the algorithm (and cache the result). During the powerset computation, compute the ε-closure { q ′ | ∃ q ∈ Q ′ , q → ε ∗ q ′ } {\displaystyle \{q'~|~\exists q\in Q',q\to _{\varepsilon }^{}q'\}} of each subset of states Q' that is considered by the algorithm, and add its elements to Q'. === Multiple initial states === If NFAs are defined to allow for multiple initial states, the initial state of the corresponding DFA is the set of all initial states of the NFA, or (if the NFA also has ε-moves) the set of all states reachable from initial states by ε-moves. == Example == The NFA below has four states; state 1 is initial, and states 3 and 4 are accepting. Its alphabet consists of the two symbols 0 and 1, and it has ε-moves. The initial state of the DFA constructed from this NFA is the set of all NFA states that are reachable from state 1 by ε-moves; that is, it is the set {1,2,3}. A transition from {1,2,3} by input symbol 0 must follow either the arrow from state 1 to state 2, or the arrow from state 3 to state 4. Additionally, neither state 2 nor state 4 have outgoing ε-moves. Therefore, T({1,2,3},0) = {2,4}, and by the same reasoning the full DFA constructed from the NFA is as shown below. As can be seen in this example, there are five states reachable from the start state of the DFA; the remaining 11 sets in the powerset of the set of NFA states are not reachable. == Complexity == Because the DFA states consist of sets of NFA states, an n-state NFA may be converted to a DFA with at most 2n states. For every n, there exist n-state NFAs such that every subset of states is reachable from the initial subset, so that the converted DFA has exactly 2n states, giving Θ(2n) worst-case time complexity. A simple example requiring nearly this many states is the language of strings over the alphabet {0,1} in which there are at least n characters, the nth from last of which is 1. It can be represented by an (n + 1)-state NFA, but it requires 2n DFA states, one for each n-character suffix of the input; cf. picture for n=4. == Applications == Brzozowski's algorithm for DFA minimization uses the powerset construction, twice. It converts the input DFA into an NFA for the reverse language, by reversing all its arrows and exchanging the roles of initial and accepting states, converts the NFA back into a DFA using the powerset construction, and then repeats its process. Its worst-case complexity is exponential, unlike some other known DFA minimization algorithms, but in many examples it performs more quickly than its worst-case complexity would suggest. Safra's construction, which converts a non-deterministic Büchi automaton with n states into a deterministic Muller automaton or into a deterministic Rabin automaton with 2O(n log n) states, uses the powerset construction as part of its machinery.

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  • Cinema 4D

    Cinema 4D

    Cinema 4D is a 3D software suite developed by the German company Maxon. == Overview == As of R21, only a single version of Cinema 4D is available. It replaces all previous variants, including BodyPaint 3D, and includes all features of the past 'Studio' variant. With R21, all binaries were unified. There is no technical difference between commercial, educational, or demo versions. The difference is now only in licensing. 2014 saw the release of Cinema 4D Lite, which came packaged with Adobe After Effects Creative Cloud 2014. "Lite" acts as an introductory version, with many features withheld. This is part of a partnership between the two companies, where a Maxon-produced plug-in, called Cineware, allows any variant to create a seamless workflow with After Effects. The "Lite" variant is dependent on After Effects CC, needing the latter application running to launch, and is only sold as a package component included with After Effects CC through Adobe. Initially, Cinema 4D was developed for Amiga computers in the early 1990s, and the first three versions of the program were available exclusively for that platform. With v4, however, Maxon began to develop the application for Windows and Macintosh computers as well, citing the wish to reach a wider audience and the growing instability of the Amiga market following Commodore's bankruptcy. It was also released for BeOS. On Linux, Cinema 4D is available as a commandline rendering version. == Modules and older variants == From R12 to R20, Cinema 4D was available in four variants. A core Cinema 4D 'Prime' application, a 'Broadcast' version with additional motion-graphics features, 'Visualize,' which adds functions for architectural design and 'Studio,' which includes all modules. From Release 8 until Release 11.5, Cinema 4D had a modular approach to the application, with the ability to expand upon the core application with various modules. This ended with Release 12, though the functionality of these modules remains in the different flavors of Cinema 4D (Prime, Broadcast, Visualize, Studio) The old modules were: Advanced Render (global illumination/HDRI, caustics, ambient occlusion and sky simulation) BodyPaint 3D (direct painting on UVW meshes; now included in the core. In essence Cinema 4D Core/Prime and the BodyPaint 3D products are identical. The only difference between the two is the splash screen that is shown at startup and the default user interface.) Dynamics (for simulating soft body and rigid body dynamics) Hair (simulates hair, fur, grass, etc.) MOCCA (character animation and cloth simulation) MoGraph (Motion Graphics procedural modelling and animation toolset) NET Render (to render animations over a TCP/IP network in render farms) PyroCluster (simulation of smoke and fire effects) Prime (the core application) Broadcast (adds MoGraph2) Visualize (adds Virtual Walkthrough, Advanced Render, Sky, Sketch and Toon, data exchange, camera matching) Studio (the complete package) == Version history == == Use in industry == A number of films and related works have been modeled and rendered in Cinema 4D, including: == Cinebench == Cinebench is a cross-platform test suite which tests a computer's hardware capabilities. It can be used as a test for Cinema 4D's 3D modeling, animation, motion graphic and rendering performance on multiple CPU cores. The program "target[s] a certain niche and [is] better suited for high-end desktop and workstation platforms". Cinebench is commonly used to demonstrate hardware capabilities at tech shows to show a CPU performance, especially by tech YouTubers and review sites.

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  • Top 10 AI Code Generators Compared (2026)

    Top 10 AI Code Generators Compared (2026)

    Curious about the best AI code generator? An AI code generator is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI code generator slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • The Best Free AI Writing Assistant for Beginners

    The Best Free AI Writing Assistant for Beginners

    Shopping for the best AI writing assistant? An AI writing assistant is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI writing assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • GLIMMER

    GLIMMER

    In bioinformatics, GLIMMER (Gene Locator and Interpolated Markov ModelER) is used to find genes in prokaryotic DNA. "It is effective at finding genes in bacteria, archea, viruses, typically finding 98-99% of all relatively long protein coding genes". GLIMMER was the first system that used the interpolated Markov model to identify coding regions. The GLIMMER software is open source and is maintained by Steven Salzberg, Art Delcher, and their colleagues at the Center for Computational Biology at Johns Hopkins University. The original GLIMMER algorithms and software were designed by Art Delcher, Simon Kasif and Steven Salzberg and applied to bacterial genome annotation in collaboration with Owen White. == Versions == === GLIMMER 1.0 === First Version of GLIMMER "i.e., GLIMMER 1.0" was released in 1998 and it was published in the paper Microbial gene identification using interpolated Markov model. Markov models were used to identify microbial genes in GLIMMER 1.0. GLIMMER considers the local composition sequence dependencies which makes GLIMMER more flexible and more powerful when compared to fixed-order Markov model. There was a comparison made between interpolated Markov model used by GLIMMER and fifth order Markov model in the paper Microbial gene identification using interpolated Markov models. "GLIMMER algorithm found 1680 genes out of 1717 annotated genes in Haemophilus influenzae where fifth order Markov model found 1574 genes. GLIMMER found 209 additional genes which were not included in 1717 annotated genes where fifth order Markov model found 104 genes."' === GLIMMER 2.0 === Second Version of GLIMMER i.e., GLIMMER 2.0 was released in 1999 and it was published in the paper Improved microbial identification with GLIMMER. This paper provides significant technical improvements such as using interpolated context model instead of interpolated Markov model and resolving overlapping genes which improves the accuracy of GLIMMER. Interpolated context models are used instead of interpolated Markov model which gives the flexibility to select any base. In interpolated Markov model probability distribution of a base is determined from the immediate preceding bases. If the immediate preceding base is irrelevant amino acid translation, interpolated Markov model still considers the preceding base to determine the probability of given base where as interpolated context model which was used in GLIMMER 2.0 can ignore irrelevant bases. False positive predictions were increased in GLIMMER 2.0 to reduce the number of false negative predictions. Overlapped genes are also resolved in GLIMMER 2.0. Various comparisons between GLIMMER 1.0 and GLIMMER 2.0 were made in the paper Improved microbial identification with GLIMMER which shows improvement in the later version. "Sensitivity of GLIMMER 1.0 ranges from 98.4 to 99.7% with an average of 99.1% where as GLIMMER 2.0 has a sensitivity range from 98.6 to 99.8% with an average of 99.3%. GLIMMER 2.0 is very effective in finding genes of high density. The parasite Trypanosoma brucei, responsible for causing African sleeping sickness is being identified by GLIMMER 2.0" === GLIMMER 3.0 === Third version of GLIMMER, "GLIMMER 3.0" was released in 2007 and it was published in the paper Identifying bacterial genes and endosymbiont DNA with Glimmer. This paper describes several major changes made to the GLIMMER system including improved methods to identify coding regions and start codon. Scoring of ORF in GLIMMER 3.0 is done in reverse order i.e., starting from stop codon and moves back towards the start codon. Reverse scanning helps in identifying the coding portion of the gene more accurately which is contained in the context window of IMM. GLIMMER 3.0 also improves the generated training set data by comparing the long-ORF with universal amino acid distribution of widely disparate bacterial genomes."GLIMMER 3.0 has an average long-ORF output of 57% for various organisms where as GLIMMER 2.0 has an average long-ORF output of 39%." GLIMMER 3.0 reduces the rate of false positive predictions which were increased in GLIMMER 2.0 to reduce the number of false negative predictions. "GLIMMER 3.0 has a start-site prediction accuracy of 99.5% for 3'5' matches where as GLIMMER 2.0 has 99.1% for 3'5' matches. GLIMMER 3.0 uses a new algorithm for scanning coding regions, a new start site detection module, and architecture which integrates all gene predictions across an entire genome." Minimum description length === Theoretical and Biological Foundation === The GLIMMER project helped introduce and popularize the use of variable length models in Computational Biology and Bioinformatics that subsequently have been applied to numerous problems such as protein classification and others. Variable length modeling was originally pioneered by information theorists and subsequently ingeniously applied and popularized in data compression (e.g. Ziv-Lempel compression). Prediction and compression are intimately linked using Minimum Description Length Principles. The basic idea is to create a dictionary of frequent words (motifs in biological sequences). The intuition is that the frequently occurring motifs are likely to be most predictive and informative. In GLIMMER the interpolated model is a mixture model of the probabilities of these relatively common motifs. Similarly to the development of HMMs in Computational Biology, the authors of GLIMMER were conceptually influenced by the previous application of another variant of interpolated Markov models to speech recognition by researchers such as Fred Jelinek (IBM) and Eric Ristad (Princeton). The learning algorithm in GLIMMER is different from these earlier approaches. == Access == GLIMMER can be downloaded from The Glimmer home page (requires a C++ compiler). Alternatively, an online version is hosted by NCBI [1]. == How it works == GLIMMER primarily searches for long-ORFS. An open reading frame might overlap with any other open reading frame which will be resolved using the technique described in the sub section. Using these long-ORFS and following certain amino acid distribution GLIMMER generates training set data. Using these training data, GLIMMER trains all the six Markov models of coding DNA from zero to eight order and also train the model for noncoding DNA GLIMMER tries to calculate the probabilities from the data. Based on the number of observations, GLIMMER determines whether to use fixed order Markov model or interpolated Markov model. If the number of observations are greater than 400, GLIMMER uses fixed order Markov model to obtain there probabilities. If the number of observations are less than 400, GLIMMER uses interpolated Markov model which is briefly explained in the next sub section. GLIMMER obtains score for every long-ORF generated using all the six coding DNA models and also using non-coding DNA model. If the score obtained in the previous step is greater than a certain threshold then GLIMMER predicts it to be a gene. The steps explained above describes the basic functionality of GLIMMER. There are various improvements made to GLIMMER and some of them are described in the following sub-sections. === The GLIMMER system === GLIMMER system consists of two programs. First program called build-imm, which takes an input set of sequences and outputs the interpolated Markov model as follows. The probability for each base i.e., A,C,G,T for all k-mers for 0 ≤ k ≤ 8 is computed. Then, for each k-mer, GLIMMER computes weight. New sequence probability is computed as follows. where n is the length of the sequence S x {\displaystyle S_{x}} is the oligomer at position x. I M M 8 ( S x ) {\displaystyle IMM_{8}(S_{x})} , the 8 t h {\displaystyle 8^{th}} -order interpolated Markov model score is computed as "where Y k ( S x − 1 ) {\displaystyle Y_{k}(S_{x-1})} is the weight of the k-mer at position x-1 in the sequence S and P k ( S x ) {\displaystyle P_{k}(S_{x})} is the estimate obtained from the training data of the probability of the base located at position x in the k t h {\displaystyle k^{th}} -order model." The probability of base S x {\displaystyle S_{x}} given the i previous bases is computed as follows. "The value of Y i ( S x ) {\displaystyle Y_{i}(S_{x})} associated with P i ( S x ) {\displaystyle P_{i}(S_{x})} can be regarded as a measure of confidence in the accuracy of this value as an estimate of the true probability. GLIMMER uses two criteria to determine Y i ( S x ) {\displaystyle Y_{i}(S_{x})} . The first of these is simple frequency occurrence in which the number of occurrences of context string S x , i {\displaystyle S_{x,i}} in the training data exceeds a specific threshold value, then Y i ( S x ) {\displaystyle Y_{i}(S_{x})} is set to 1.0. The current default value for threshold is 400, which gives 95% confidence. When there are insufficient sample occurrences of a context string, build-imm employ additional criteria to determine Y {\displaystyle Y} value. For a

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  • Embodied agent

    Embodied agent

    In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment. Mobile robots are one example of physically embodied agents; Ananova and Microsoft Agent are examples of graphically embodied agents. Embodied conversational agents are embodied agents (usually with a graphical front-end as opposed to a robotic body) that are capable of engaging in conversation with one another and with humans employing the same verbal and nonverbal means that humans do (such as gesture, facial expression, and so forth). == Embodied conversational agents == Embodied conversational agents are a form of intelligent user interface. Graphically embodied agents aim to unite gesture, facial expression and speech to enable face-to-face communication with users, providing a powerful means of human-computer interaction. == Advantages == Face-to-face communication allows communication protocols that give a much richer communication channel than other means of communicating. It enables pragmatic communication acts such as conversational turn-taking, facial expression of emotions, information structure and emphasis, visualization and iconic gestures, and orientation in a three-dimensional environment. This communication takes place through both verbal and non-verbal channels such as gaze, gesture, spoken intonation and body posture. Research has found that users prefer a non-verbal visual indication of an embodied system's internal state to a verbal indication, demonstrating the value of additional non-verbal communication channels. As well as this, the face-to-face communication involved in interacting with an embodied agent can be conducted alongside another task without distracting the human participants, instead improving the enjoyment of such an interaction. Furthermore, the use of an embodied presentation agent results in improved recall of the presented information. Embodied agents also provide a social dimension to the interaction. Humans willingly ascribe social awareness to computers, and thus interaction with embodied agents follows social conventions, similar to human to human interactions. This social interaction both raises the believably and perceived trustworthiness of agents, and increases the user's engagement with the system. Rickenberg and Reeves found that the presence of an embodied agent on a website increased the level of user trust in that website, but also increased users' anxiety and affected their performance, as if they were being watched by a real human. Another effect of the social aspect of agents is that presentations given by an embodied agent are perceived as being more entertaining and less difficult than similar presentations given without an agent. Research shows that perceived enjoyment, followed by perceived usefulness and ease of use, is the major factor influencing user adoption of embodied agents. A study in January 2004 by Byron Reeves at Stanford demonstrated how digital characters could "enhance online experiences" through explaining how virtual characters essentially add a sense of familiarity to the user experience and make it more approachable. This increase in likability in turn helps make the products better, which benefits both the end users and those creating the product. === Applications === The rich style of communication that characterizes human conversation makes conversational interaction with embodied conversational agents ideal for many non-traditional interaction tasks. A familiar application of graphically embodied agents is computer games; embodied agents are ideal for this setting because the richer communication style makes interacting with the agent enjoyable. Embodied conversational agents have also been used in virtual training environments, portable personal navigation guides, interactive fiction and storytelling systems, interactive online characters and automated presenters and commentators. Major virtual assistants like Siri, Amazon Alexa and Google Assistant do not come with any visual embodied representation, which is believed to limit the sense of human presence by users. The U.S. Department of Defense utilizes a software agent called SGT STAR on U.S. Army-run Web sites and Web applications for site navigation, recruitment and propaganda purposes. Sgt. Star is run by the Army Marketing and Research Group, a division operated directly from The Pentagon. Sgt. Star is based upon the ActiveSentry technology developed by Next IT, a Washington-based information technology services company. Other such bots in the Sgt. Star "family" are utilized by the Federal Bureau of Investigation and the Central Intelligence Agency for intelligence gathering purposes.

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  • Factored language model

    Factored language model

    The factored language model (FLM) is an extension of a conventional language model introduced by Jeff Bilmes and Katrin Kirchoff in 2003. In an FLM, each word is viewed as a vector of k factors: w i = { f i 1 , . . . , f i k } . {\displaystyle w_{i}=\{f_{i}^{1},...,f_{i}^{k}\}.} An FLM provides the probabilistic model P ( f | f 1 , . . . , f N ) {\displaystyle P(f|f_{1},...,f_{N})} where the prediction of a factor f {\displaystyle f} is based on N {\displaystyle N} parents { f 1 , . . . , f N } {\displaystyle \{f_{1},...,f_{N}\}} . For example, if w {\displaystyle w} represents a word token and t {\displaystyle t} represents a Part of speech tag for English, the expression P ( w i | w i − 2 , w i − 1 , t i − 1 ) {\displaystyle P(w_{i}|w_{i-2},w_{i-1},t_{i-1})} gives a model for predicting current word token based on a traditional Ngram model as well as the Part of speech tag of the previous word. A major advantage of factored language models is that they allow users to specify linguistic knowledge such as the relationship between word tokens and Part of speech in English, or morphological information (stems, root, etc.) in Arabic. Like N-gram models, smoothing techniques are necessary in parameter estimation. In particular, generalized back-off is used in training an FLM.

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  • James F. Allen (computer scientist)

    James F. Allen (computer scientist)

    James Frederick Allen (born 1950) is an American computational linguist recognized for his contributions to temporal logic, in particular Allen's interval algebra. He is interested in knowledge representation, commonsense reasoning, and natural language understanding, believing that "deep language understanding can only currently be achieved by significant hand-engineering of semantically-rich formalisms coupled with statistical preferences". He is the John H. Dessaurer Professor of Computer Science at the University of Rochester. == Biography == Allen received his Ph.D. from the University of Toronto in 1979, under the supervision of C. Raymond Perrault, after which he joined the faculty at Rochester. At Rochester, he was department chair from 1987 to 1990, directed the Cognitive Science Program from 1992 to 1996, and co-directed the Center for the Sciences of Language from 1996 to 1998. He served as the Editor-in-Chief of Computational Linguistics from 1983–1993. Since 2006 he has also been associate director of the Florida Institute for Human and Machine Cognition. == Academic life == === TRIPS project === The TRIPS project is a long-term research to build generic technology for dialogue (both spoken and 'chat') systems, which includes natural language processing, collaborative problem solving, and dynamic context-sensitive language modeling. This is contrast with the data driven approaches by machine learning, which requires to collect and annotate corpora, i.e. training data, firstly. === PLOW agent === PLOW agent is a system that learns executable task models from a single collaborative learning session, which integrates wide AI technologies including deep natural language understanding, knowledge representation and reasoning, dialogue systems, planning/agent-based systems, and machine learning. This paper won the outstanding paper award at AAAI in 2007. == Selected works == === Books === Allen is the author of the textbook Natural Language Understanding (Benjamin-Cummings, 1987; 2nd ed., 1995). He is also the co-author with Henry Kautz, Richard Pelavin, and Josh Tenenberg of Reasoning About Plans (Morgan Kaufmann, 1991). === Articles === 2007. PLOW: A Collaborative Task Learning Agent. (with Nathanael Chambers et al) AAAI'07 won the outstanding paper award at AAAI in 2007. 2006. Chester: Towards a Personal Medication Advisor. (with N. Blaylock, et al) Biomedical informatics 39(5) 1998. TRIPS: An Integrated Intelligent Problem-Solving Assistant. (with George Ferguson) AAAI'98 1983. Maintaining Knowledge about Temporal Intervals. CACM 26, 11, 832-843 == Awards and honors == In 1991 he was elected as a fellow of the Association for the Advancement of Artificial Intelligence (1990, founding fellow). In 1992 he became the Dessaurer Professor at Rochester.

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  • Dynamic topic model

    Dynamic topic model

    Within statistics, Dynamic topic models' are generative models that can be used to analyze the evolution of (unobserved) topics of a collection of documents over time. This family of models was proposed by David Blei and John Lafferty and is an extension to Latent Dirichlet Allocation (LDA) that can handle sequential documents. In LDA, both the order the words appear in a document and the order the documents appear in the corpus are oblivious to the model. Whereas words are still assumed to be exchangeable, in a dynamic topic model the order of the documents plays a fundamental role. More precisely, the documents are grouped by time slice (e.g.: years) and it is assumed that the documents of each group come from a set of topics that evolved from the set of the previous slice. == Topics == Similarly to LDA and pLSA, in a dynamic topic model, each document is viewed as a mixture of unobserved topics. Furthermore, each topic defines a multinomial distribution over a set of terms. Thus, for each word of each document, a topic is drawn from the mixture and a term is subsequently drawn from the multinomial distribution corresponding to that topic. The topics, however, evolve over time. For instance, the two most likely terms of a topic at time t could be "network" and "Zipf" (in descending order) while the most likely ones at time t+1 could be "Zipf" and "percolation" (in descending order). == Model == Define α t {\displaystyle \alpha _{t}} as the per-document topic distribution at time t. β t , k {\displaystyle \beta _{t,k}} as the word distribution of topic k at time t. η t , d {\displaystyle \eta _{t,d}} as the topic distribution for document d in time t, z t , d , n {\displaystyle z_{t,d,n}} as the topic for the nth word in document d in time t, and w t , d , n {\displaystyle w_{t,d,n}} as the specific word. In this model, the multinomial distributions α t + 1 {\displaystyle \alpha _{t+1}} and β t + 1 , k {\displaystyle \beta _{t+1,k}} are generated from α t {\displaystyle \alpha _{t}} and β t , k {\displaystyle \beta _{t,k}} , respectively. Even though multinomial distributions are usually written in terms of the mean parameters, representing them in terms of the natural parameters is better in the context of dynamic topic models. The former representation has some disadvantages due to the fact that the parameters are constrained to be non-negative and sum to one. When defining the evolution of these distributions, one would need to assure that such constraints were satisfied. Since both distributions are in the exponential family, one solution to this problem is to represent them in terms of the natural parameters, that can assume any real value and can be individually changed. Using the natural parameterization, the dynamics of the topic model are given by β t , k | β t − 1 , k ∼ N ( β t − 1 , k , σ 2 I ) {\displaystyle \beta _{t,k}|\beta _{t-1,k}\sim N(\beta _{t-1,k},\sigma ^{2}I)} and α t | α t − 1 ∼ N ( α t − 1 , δ 2 I ) {\displaystyle \alpha _{t}|\alpha _{t-1}\sim N(\alpha _{t-1},\delta ^{2}I)} . The generative process at time slice 't' is therefore: Draw topics β t , k | β t − 1 , k ∼ N ( β t − 1 , k , σ 2 I ) ∀ k {\displaystyle \beta _{t,k}|\beta _{t-1,k}\sim N(\beta _{t-1,k},\sigma ^{2}I)\forall k} Draw mixture model α t | α t − 1 ∼ N ( α t − 1 , δ 2 I ) {\displaystyle \alpha _{t}|\alpha _{t-1}\sim N(\alpha _{t-1},\delta ^{2}I)} For each document: Draw η t , d ∼ N ( α t , a 2 I ) {\displaystyle \eta _{t,d}\sim N(\alpha _{t},a^{2}I)} For each word: Draw topic Z t , d , n ∼ Mult ( π ( η t , d ) ) {\displaystyle Z_{t,d,n}\sim {\textrm {Mult}}(\pi (\eta _{t,d}))} Draw word W t , d , n ∼ Mult ( π ( β t , Z t , d , n ) ) {\displaystyle W_{t,d,n}\sim {\textrm {Mult}}(\pi (\beta _{t,Z_{t,d,n}}))} where π ( x ) {\displaystyle \pi (x)} is a mapping from the natural parameterization x to the mean parameterization, namely π ( x i ) = exp ⁡ ( x i ) ∑ i exp ⁡ ( x i ) {\displaystyle \pi (x_{i})={\frac {\exp(x_{i})}{\sum _{i}\exp(x_{i})}}} . == Inference == In the dynamic topic model, only W t , d , n {\displaystyle W_{t,d,n}} is observable. Learning the other parameters constitutes an inference problem. Blei and Lafferty argue that applying Gibbs sampling to do inference in this model is more difficult than in static models, due to the nonconjugacy of the Gaussian and multinomial distributions. They propose the use of variational methods, in particular, the Variational Kalman Filtering and the Variational Wavelet Regression. == Applications == In the original paper, a dynamic topic model is applied to the corpus of Science articles published between 1881 and 1999 aiming to show that this method can be used to analyze the trends of word usage inside topics. The authors also show that the model trained with past documents is able to fit documents of an incoming year better than LDA. A continuous dynamic topic model was developed by Wang et al. and applied to predict the timestamp of documents. Going beyond text documents, dynamic topic models were used to study musical influence, by learning musical topics and how they evolve in recent history.

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  • North Atlantic Population Project

    North Atlantic Population Project

    The North Atlantic Population Project (NAPP) is a collaboration of historical demographers in Britain, Canada, Denmark, Germany, Iceland, Norway, and Sweden to produce a massive census microdata collection for the North Atlantic Region in the late-nineteenth century. The database includes complete individual-level census enumerations for each country, and provides information on over 110 million people. This large scale allows detailed analysis of small geographic areas and population subgroups. The NAPP database is designed to be compatible with the Integrated Public Use Microdata Series (IPUMS), and is disseminated through the IPUMS data-access system at the Minnesota Population Center, University of Minnesota. Major collaborators on the project include Lisa Dillon, University of Montreal; Chad Gaffield, University of Ottawa; Ólöf Garðarsdóttir, Statistics Iceland; Marianne Jarnes Erikstad, University of Tromsø; Jan Oldervall University of Bergen; Evan Roberts, University of Minnesota; Steven Ruggles, University of Minnesota; Kevin Schürer, UK Data Archive; Gunnar Thorvaldsen, University of Tromsø; and Matthew Woollard, UK Data Archive. The project is also coordinated by the Minnesota Population Center at the University of Minnesota.

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  • Max Welling

    Max Welling

    Max Welling (born 1968) is a Dutch computer scientist in machine learning at the University of Amsterdam. In August 2017, the university spin-off Scyfer BV, co-founded by Welling, was acquired by Qualcomm. He has since then served as a Vice President of Technology at Qualcomm Netherlands. He is also a Distinguished Scientist at Microsoft Research AI4Science, based in Amsterdam. Welling received his PhD in physics with a thesis on quantum gravity under the supervision of Nobel laureate Gerard 't Hooft (1998) at the Utrecht University. He has published over 250 peer-reviewed articles in machine learning, computer vision, statistics and physics, and has most notably invented variational autoencoders (VAEs), together with Diederik P Kingma. In 2025 Welling was elected member of the Royal Netherlands Academy of Arts and Sciences.

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  • EuroMatrixPlus

    EuroMatrixPlus

    The EuroMatrixPlus is a project that ran from March 2009 to February 2012. EuroMatrixPlus succeeded a project called EuroMatrix (September 2006 to February 2009) and continued in further development and improvement of machine translation (MT) systems for languages of the European Union (EU). == Project objectives == EuroMatrixPlus focused on achieving several goals: To continue advance of MT technology (create MT systems for all official EU languages and provide other MT researchers with existing data and infrastructure). To continually expand and investigate different MT approaches and techniques; to stay open to novel combinations of methods of MT. To bring MT to the users. Users post-edit output of statistical models and the system learns from the feedback and improves itself. Two groups of users were aimed at: Professional translators and translation agencies Users who voluntarily translate texts into their native language To contribute to MT research in Europe. To produce sample application for automatic translation of news and web pages and make that application freely accessible. == Outcome == EuroMatrixPlus contributed to MT field in several ways. It continued in development of an open source statistical MT engine Moses. The project worked on research in hybrid approaches to MT (combination of rule-based and statistical techniques). Several “MT Marathons” and annual evaluation campaigns were organized by the project. The project also resulted in releasing of 196 scientific publications. The results of the work were arranged into ten work packages: WP1: Rich Tree-Based Statistical Translation WP2: Hybrid Machine Translation WP3: Advanced Learning Methods for MT WP4: Open Source Tools and Data WP5: "WikiTrans" Translation Environments WP6: Integrated Localisation Workflow WP7: Evaluation Campaign WP8: Project Management and Dissemination WP9: Integrating Slovak Language Resources WP10: HPSG-based Statistical Translation === Software and data === Here is a list of software and data that were released by the project: Appraise – an open source tool for manual evaluation of MT output BURGER – Bulgarian Resource BulTreeBank – Treebank of Bulgarian CSLM toolkit – free tool for training continuous space language models (CSLM) to large tasks Caitra – tool for post-editing MT results Europarl – European Parliament parallel corpus IRSTLM toolkit – tool for training language models Joshua – an open-source statistical machine translation decoder for hierarchical and syntax-based MT MT Server Land – an open-source architecture for MT Moses – statistical MT MultiUN Corpora – parallel corpus extracted from the United Nations Website PCEDT 2.0 – Prague Czech-English Dependency Treebank PEDT 2.0 – English part of the Prague Czech-English Dependency Treebank Slovak corpora – English-Slovak and Czech-Slovak as well as a Slovak-English and a Slovak-Czech parallel corpus Slovak treebank – A dependency treebank TermEx – RBMT-Suited Statistical Terminology Extraction Tool Treex, TectoMT == Funding == The EuroMatrixPlus project was sponsored by EU Information Society Technology program. Total cost of the project was 5 942 121 €, from which the European Union contributed 4 266 896 €. == Project members == To ensure advance in MT, several organizations that are experts in various disciplines (linguistics, computer science, mathematics, translation) were brought together to cooperate on EuroMatrixPlus. The consortium consisted of academic as well as commercial partners. Academic partners were the University of Edinburgh (United Kingdom), DFKI – German Research Centre for Artificial Intelligence (Germany), Charles University (Czech Republic), Johns Hopkins University (United States), University of Le Mans (France), Fondazione Bruno Kessler (Italy), Dublin City University (Ireland). Two institutions joined about one year into the project. These were the L'udovít Štúr Institute of Linguistics (Slovak Republic) and IICT – Institute of Information and Communication Technologies at the Bulgarian Academy of Sciences (Bulgaria). Commercial partners included Lucy Software and Services GmbH (Germany) and CEET s.r.o. (Czech Republic). Coordination of the project was in hands of DFKI with its Language Technology Lab in Saarbrücken. The principal investigator and scientific coordinator was Hans Uszkoreit, a professor of Computational Linguistics at Saarland University.

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