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  • Decision tree pruning

    Decision tree pruning

    Pruning is a data compression technique in machine learning and search algorithms that reduces the size of decision trees by removing sections of the tree that are non-critical and redundant to classify instances. Pruning reduces the complexity of the final classifier, and hence improves predictive accuracy by the reduction of overfitting. One of the questions that arises in a decision tree algorithm is the optimal size of the final tree. A tree that is too large risks overfitting the training data and poorly generalizing to new samples. A small tree might not capture important structural information about the sample space. However, it is hard to tell when a tree algorithm should stop because it is impossible to tell if the addition of a single extra node will dramatically decrease error. This problem is known as the horizon effect. A common strategy is to grow the tree until each node contains a small number of instances then use pruning to remove nodes that do not provide additional information. Pruning should reduce the size of a learning tree without reducing predictive accuracy as measured by a cross-validation set. There are many techniques for tree pruning that differ in the measurement that is used to optimize performance. == Techniques == Pruning processes can be divided into two types (pre- and post-pruning). Pre-pruning procedures prevent a complete induction of the training set by replacing a stop () criterion in the induction algorithm (e.g. max. Tree depth or information gain (Attr)> minGain). Pre-pruning methods are considered to be more efficient because they do not induce an entire set, but rather trees remain small from the start. Prepruning methods share a common problem, the horizon effect. This is to be understood as the undesired premature termination of the induction by the stop () criterion. Post-pruning (or just pruning) is the most common way of simplifying trees. Here, nodes and subtrees are replaced with leaves to reduce complexity. Pruning can not only significantly reduce the size but also improve the classification accuracy of unseen objects. It may be the case that the accuracy of the assignment on the train set deteriorates, but the accuracy of the classification properties of the tree increases overall. The procedures are differentiated on the basis of their approach in the tree (top-down or bottom-up). === Bottom-up pruning === These procedures start at the last node in the tree (the lowest point). Following recursively upwards, they determine the relevance of each individual node. If the relevance for the classification is not given, the node is dropped or replaced by a leaf. The advantage is that no relevant sub-trees can be lost with this method. These methods include Reduced Error Pruning (REP), Minimum Cost Complexity Pruning (MCCP), or Minimum Error Pruning (MEP). === Top-down pruning === In contrast to the bottom-up method, this method starts at the root of the tree. Following the structure below, a relevance check is carried out which decides whether a node is relevant for the classification of all n items or not. By pruning the tree at an inner node, it can happen that an entire sub-tree (regardless of its relevance) is dropped. One of these representatives is pessimistic error pruning (PEP), which brings quite good results with unseen items. == Pruning algorithms == === Reduced error pruning === One of the simplest forms of pruning is reduced error pruning. Starting at the leaves, each node is replaced with its most popular class. If the prediction accuracy is not affected then the change is kept. While somewhat naive, reduced error pruning has the advantage of simplicity and speed. === Cost complexity pruning === Cost complexity pruning generates a series of trees ⁠ T 0 … T m {\displaystyle T_{0}\dots T_{m}} ⁠ where ⁠ T 0 {\displaystyle T_{0}} ⁠ is the initial tree and ⁠ T m {\displaystyle T_{m}} ⁠ is the root alone. At step ⁠ i {\displaystyle i} ⁠, the tree is created by removing a subtree from tree ⁠ i − 1 {\displaystyle i-1} ⁠ and replacing it with a leaf node with value chosen as in the tree building algorithm. The subtree that is removed is chosen as follows: Define the error rate of tree ⁠ T {\displaystyle T} ⁠ over data set ⁠ S {\displaystyle S} ⁠ as ⁠ err ⁡ ( T , S ) {\displaystyle \operatorname {err} (T,S)} ⁠. The subtree t {\displaystyle t} that minimizes err ⁡ ( prune ⁡ ( T , t ) , S ) − err ⁡ ( T , S ) | leaves ⁡ ( T ) | − | leaves ⁡ ( prune ⁡ ( T , t ) ) | {\displaystyle {\frac {\operatorname {err} (\operatorname {prune} (T,t),S)-\operatorname {err} (T,S)}{\left\vert \operatorname {leaves} (T)\right\vert -\left\vert \operatorname {leaves} (\operatorname {prune} (T,t))\right\vert }}} is chosen for removal. The function ⁠ prune ⁡ ( T , t ) {\displaystyle \operatorname {prune} (T,t)} ⁠ defines the tree obtained by pruning the subtrees ⁠ t {\displaystyle t} ⁠ from the tree ⁠ T {\displaystyle T} ⁠. Once the series of trees has been created, the best tree is chosen by generalized accuracy as measured by a training set or cross-validation. == Examples == Pruning could be applied in a compression scheme of a learning algorithm to remove the redundant details without compromising the model's performances. In neural networks, pruning removes entire neurons or layers of neurons.

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  • Mooky (app)

    Mooky (app)

    Mooky was a location-based social and dating application, designed to help its users to find the perfect match by providing a large scale of filters. Mooky was free of charge. The app made use of mobile devices' geolocation, a feature of smart phones and other devices which allows users to locate other users who are nearby. == History == Mooky was published on Google Play on April 17, 2016, by Mooky BV. The latest version of this application was version 1.0.6. == Overview == === How it works === Mooky used Facebook to build a user profile with photos and basic information, like the user's surname and age. From there on the user had to fill in their Mooky profile, which contains information about the user's height, posture, hair color, eye color, ethnicity and religion. After this the user could select its preferences to find matches nearby. === User verification === Mooky asked their users to take a selfie holding a piece of paper saying 'Mooky'. Mooky would then manually accept or decline the user verification.

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  • VOCEDplus

    VOCEDplus

    VOCEDplus is a free international research database about tertiary education, maintained and developed by staff at the c (NCVER) in Adelaide, South Australia. The focus of the database content is the relation of post-compulsory education and training to workforce needs, skills development, and social inclusion. == Structure == The content of the VOCEDplus database encompasses vocational education and training (VET), higher education, lifelong learning, informal learning, VET in schools, adult and community education, apprenticeships/traineeships, international education, providers of education and training, and workforce development. It is international in scope and contains over 84,000 English language records, many with links to full text documents. VOCEDplus contains extensive Australian materials and includes a wide range of international information, covering outcomes of tertiary education in the shape of published research, practice, policy, and statistics. Entries are included for the following types of publications: reports; annual reports; papers; discussion papers; occasional papers; working papers; books; book chapters; conference papers; conference proceedings; journals; journal articles; policy documents; published statistics; theses; podcasts; and teaching and training materials. Each database entry contains standard bibliographic information and an abstract. Many entries include full text access via the publisher's website or a digitised copy. == History == === 1989-1997 === In the early years VOCEDplus was known as VOCED. The original database was produced by a network of clearinghouses across Australia with the aim of sharing activities in the technical and further education (TAFE) sector. VOCED was produced in hardcopy and an electronic version was distributed on diskette. === 1997-2001 === 1997 - the first web version of VOCED was made available from the National Centre for Vocational Education Research (NCVER) organisational website 1998 - a major project to upgrade the database and expand its international coverage commenced 2001 - creation of VOCED's own website 2001 - VOCED endorsed as the UNESCO international database for technical and vocational education and training (TVET) research information === 2001-2009 === Many changes to the database and website occurred during this period with a focus on continuous improvement to meet the needs of users and utilise emerging technologies. 2006 - materials produced for two adult literacy and learning programs funded by the Australian Department of Education, Employment and Workplace Relations (DEEWR) - the Workplace English Language and Learning (WELL) Programme and the Adult Literacy National Project (ALNP) included in VOCED 2007 - the Australian clearinghouse network transferred most of the hardcopy collections to NCVER, to form a centralised repository of resources 2009 - materials produced by Reframing the Future (RTF) a vocational education and training workforce development initiative of the Australian, State and Territory Governments included in VOCED === 2009-2014 === A major rebuild of the database and website was undertaken during this period to take advantage of the potential of new technologies to provide improved services and incorporate Web 2.0 technologies (RSS feeds, and share and bookmark tools). 2009 - scope expanded to more fully encompass the higher education sector 2011 - launch of VOCEDplus with the name change representing the enhanced features and extended focus 2012 - a major retrospective digitisation project commenced and by the end of the 2012-2013 financial year a total of 9,328 publications (593,534 pages/microfiche frames) had been digitised, ensuring these publications are available electronically for free === 2014-2019 === A number of significant curated content products were released during this period. 2015 - release of a refreshed look to adopt the new NCVER branding plus a number of search enhancements (Guided search, Expert search, and Glossary search) were added 2015 - first in the series of 'Focus on...' pages released 2016 - launch of the 'Pod Network', a convenient and efficient platform that allows instant access to research and a multitude of resources on a range of subjects 2017 - completion of the 'Pod Network', consisting of 20 Pods (on broad subjects including Apprenticeships and traineeships, Foundation skills, Teaching and learning, Career development, and Students) and 74 Podlets (on narrow topics including Online learning, Social media, VET in schools, STEM skills, and Adult literacy) 2018 - launch of the 'Timeline of Australian VET Policy Initiatives' and the 'VET Knowledge Bank' which contains a suite of products capturing Australia's diverse, complex and ever-changing VET system 2019 - after an internal review, a refreshed, streamlined version of the 'Pod Network' was released, consisting of 13 Pods and 20 Podlets 2019 - launch of the 'VET Practitioner Resource' which contains a range of information to support VET practitioners in their work and is organised into three sections: (1) Teaching, training and assessment: standards, guidance, research and good practice resources to inform daily work; (2) Practitioners as researchers: information for undertaking practitioner-led research; and (3) The VET workforce: information about VET teachers and trainers, and the professional development needs of the VET workforce 2019 - VOCEDplus celebrated 30 years of providing information to the tertiary education sector and the homepage was refreshed to make it more modern and easier to use === 2020- === VOCEDplus continued to be accessible throughout the COVID-19 pandemic. 2020-2021 - the VET Knowledge Bank added a dedicated page, 'COVID-19 announcements', that showcases the measures introduced by the Australian, state and territory governments to mitigate the impact of the pandemic and promote economic recovery 2020-2024 - published research about the effects of the pandemic on education and training, providers, students, labour markets, employment and employees was collected and made permanently available in the database 2024 - VOCEDplus celebrated 35 years of providing information to the tertiary education sector. The homepage was refreshed and a number of enhancements and new features were implemented including a new My Profile feature, improvements to My Selection, accessible search history and saved searches, enhanced search functionality, and improved navigation.

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  • Integrated test facility

    Integrated test facility

    An integrated test facility (ITF) creates a fictitious entity in a database to process test transactions simultaneously with live input. ITF can be used to incorporate test transactions into a normal production run of a system. Its advantage is that periodic testing does not require separate test processes. However, careful planning is necessary, and test data must be isolated from production data. Moreover, ITF validates the correct operation of a transaction in an application, but it does not ensure that a system is being operated correctly. Integrated test facility is considered a useful audit tool during an IT audit because it uses the same programs to compare processing using independently calculated data. This involves setting up dummy entities on an application system and processing test or production data against the entity as a means of verifying processing accuracy.

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  • Identity column

    Identity column

    An identity column is a column (also known as a field) in a database table that is made up of values generated by the database. This is much like an AutoNumber field in Microsoft Access or a sequence in Oracle. Because the concept is so important in database science, many RDBMS systems implement some type of generated key, although each has its own terminology. Today a popular technique for generating identity is to generate a random UUID. An identity column differs from a primary key in that its values are managed by the server and usually cannot be modified. In many cases an identity column is used as a primary key; however, this is not always the case. It is a common misconception that an identity column will enforce uniqueness; however, this is not the case. If you want to enforce uniqueness on the column you must include the appropriate constraint too. In Microsoft SQL Server you have options for both the seed (starting value) and the increment. By default the seed and increment are both 1. == Code samples == or In PostgreSQL == Related functions == It is often useful or necessary to know what identity value was generated by an INSERT command. Microsoft SQL Server provides several functions to do this: @@IDENTITY provides the last value generated on the current connection in the current scope, while IDENT_CURRENT(tablename) provides the last value generated, regardless of the connection or scope it was created on. Example:

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  • Human Race Machine

    Human Race Machine

    The Human Race Machine (HRM) is a computerized console composed of four different programs. The Human Race Machine program allows participants to see themselves with the facial characteristics of six different races: Asian, White, African, Middle Eastern, and Indian, mapped onto their own face. The Age Machine allows viewers see an aged version of his or her face. A version of this methodology has been used for over twenty years by the FBI and the National Center for Missing and Exploited Children to help locate kidnap victims and missing children. The Couples Machine combines photographs of two people in different percentages to show the appearance of their child. The Anomaly Machine lets viewers see themselves with facial anomalies. The HRM was created by artist Nancy Burson and David Kramlich; it uses morphing technology. It was shown on Oprah on 2006-02-16.

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  • Weibo

    Weibo

    Weibo (Chinese: 微博; pinyin: Wēibó), or Sina Weibo (Chinese: 新浪微博; pinyin: Xīnlàng Wēibó), is a Chinese microblogging (weibo) website. Launched by Sina Corporation on 14 August 2009, it is one of the biggest social media platforms in China, with over 582 million monthly active users (252 million daily active users) as of Q1 2022. The platform has been highly successful but has faced criticism for heavy censorship. Sina had gone public on the Nasdaq in 2000. In March 2014, Sina announced a spinoff of Weibo and filed an IPO under the symbol WB. Sina carved out 11% of Weibo in the IPO, with Alibaba owning 32% post-IPO. The company began trading publicly on 17 April 2014. In March 2017, Sina launched Sina Weibo International Version. In November 2018, Sina Weibo suspended its registration function for minors under the age of 14. In July 2019, Sina Weibo announced that it would launch a two-month campaign to clean up pornographic and vulgar information, named "Project Deep Blue" (蔚蓝计划). On 29 September 2020, the company announced it would go private again due to rising tensions between the US and China. == Name == "Weibo" (微博) is the Chinese word for "microblog". Sina Weibo launched its new domain name weibo.com on 7 April 2011, deactivating and redirecting from the old domain, t.sina.com.cn, to the new one. Due to its popularity, the media sometimes refers to the platform simply as "Weibo", despite the numerous other Chinese microblogging services including Tencent Weibo, Sohu Weibo, and NetEase Weibo. However, the latter three have stopped providing services. == Background == Sina Weibo is a platform based on fostering user relationships to share, disseminate, and receive information. Through the website or the mobile app, users can upload pictures and videos publicly for instant sharing, with other users being able to comment with text, pictures and videos, or use a multimedia instant messaging service. The company initially invited a large number of celebrities to join the platform at the beginning and has since invited many media personalities, government departments, businesses and non-governmental organizations to open accounts for the purpose of publishing and communicating information. To avoid the impersonation of celebrities, Sina Weibo uses verification symbols; celebrity accounts have an orange letter "V" and organizations' accounts have a blue letter "V". Sina Weibo has more than 500 million registered users; out of these, 313 million are monthly active users, 85% use the Weibo mobile app, 70% are college-aged, 50.10% are male and 49.90% are female. There are over 100 million messages posted by users each day. With more than 100 million followers, actress Xie Na holds the record for the most followers on the platform. Despite fierce competition among Chinese social media platforms, Sina Weibo remains the most popular. == History == After the July 2009 Ürümqi riots, China shut down most domestic microblogging services, including Fanfou, the very first weibo service. Many popular non-China-based microblogging services like Twitter, Facebook, and Plurk have since been blocked. Sina Corporation CEO Charles Chao considered this to be an opportunity, and on 14 August 2009, Sina launched the tested version of Sina Weibo. Basic functions including message, private message, comment and reposting were made available that September. A Sina Weibo–compatible API platform for developing third-party applications was launched on 28 July 2010. On 1 December 2010, the website experienced an outage, which administrators later said was due to the ever-increasing numbers of users and posts. Registered users surpassed 100 million in February 2011. Since 23 March 2011, t.cn has been used as Sina Weibo's official shortened URL in lieu of sinaurl.cn. On 7 April 2011, weibo.com replaced t.sina.com.cn as the new main domain name used by the website. The official logo was also updated. In June 2011, Sina announced an English-language version of Sina Weibo would be developed and launched, though content would still be governed by Chinese law. On 11 January 2013, Sina Weibo and Alibaba China (a subsidiary of Alibaba Group) signed a strategic cooperation agreement. With more and more foreign celebrities using Sina Weibo, language translation has become an urgent need for Chinese users who wish to communicate with their idols online, especially Korean. In January 2013, Sina Weibo and NetEase.com announced that they had reached a strategic cooperation agreement. When users browse foreign language content, they can now directly obtain translation results through the YouDao Dictionary. The Sina Weibo financial report in February 2013 showed that its total revenue was approximately US$66 million and that the number of registered users had exceeded the 500 million mark. In April 2013, Sina officially announced that Sina Weibo had signed a strategic cooperation agreement with Alibaba. The two sides conducted in-depth cooperation in areas such as user account interoperability, data exchange, online payment, and internet marketing. At the same time, Sina announced that Alibaba, through its wholly owned subsidiary, had purchased the preferred shares and common shares issued by Sina Weibo Company for US$586 million, which accounted for approximately 18% of Weibo's fully diluted and diluted total shares. === Ownership === On 9 April 2013, Alibaba Group announced that it would acquire 18% of Sina Weibo for US$586 million, with the option to buy up to 30% in the future. Alibaba exercised this option when Weibo was listed on the NASDAQ in April 2014. == Users == According to iResearch's report on 30 March 2011, Sina Weibo had 56.5% of China's microblogging market based on active users and 86.6% based on browsing time over competitors such as Tencent Weibo and Baidu. According to research by Sina Corporation, the number of active users reached over 400 million by Q1 2018, making Sina Weibo the 7th platform with at least 400 million active users, and daily usage increased by 21%. As of 2017, approximately 80% of its users were in their 20s and 30s. The top 100 users had over 485 million followers combined. More than 5,000 companies and 2,700 media organizations in China use Sina Weibo. The site is maintained by a growing microblogging department of 200 employees responsible for technology, design, operations, and marketing. Sina executives invited and persuaded many Chinese celebrities to join the platform. Users now include Asian celebrities, movie stars, singers, famous business and media figures, athletes, scholars, artists, organizations, religious figures, government departments, and officials from Hong Kong, Mainland China, Malaysia, Singapore, Taiwan, and Macau, as well as some famous foreign individuals and organizations, including Kevin Rudd, Boris Johnson, David Cameron, Narendra Modi, Toshiba, and the Germany national football team. Sina Weibo has a verification program for known people and organizations. Once an account is verified, a verification badge is added beside the account name. == Features == Many of Sina Weibo's features resemble those of Twitter. A user may post with a 140-character limit (increased to 2,000 as of January 2016 with the exception of reposts and comments). An analysis of 29 million Weibo posts found the median length was 14 characters. Users may mention or talk to other people using "@UserName" formatting, add hashtags, follow other users to make their posts appear in one's own timeline, re-post with "//@UserName" similar to Twitter's retweet function "RT @UserName", select posts for one's favorites list, and verify the account if the user is a celebrity, brand, business or otherwise of public interest. URLs are automatically shortened using the domain name t.cn, akin to Twitter's t.co. Official and third-party applications can access Sina Weibo from other websites or platforms. Users may: Submit up to 18 images/video files in every post Send personal messages to followers Follow others and be followed Post "stories" like on Instagram React to posts using different emojis Receive monetary rewards that can be used in a digital store linked to Weibo View posts identified as "hot" or popular Display the location they post from Hashtags differ slightly between Sina Weibo and Twitter, using the double-hashtag "#HashName#" format (the lack of spacing between Chinese characters necessitates a closing tag). Users can own a hashtag by requesting hashtag monitoring; the company reviews these requests and responds within one to three days. Once a user owns a hashtag, they have access to a wide variety of functions available only to them on the condition that they remain active (less than 1 post per calendar week revokes these privileges). Additionally, comments appear as a list below each post. A commenter can also choose to re-post the comment, quoting the whole original post, to their own page. Unregistered users can only browse a few post

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  • Stop Motion Studio

    Stop Motion Studio

    Stop Motion Studio is a stop motion animation software developed by Cateater LLC. It is available as both an app for iOS and Android and as a software for Windows and Mac. Two versions of the software exist, the standard Stop Motion Studio for free, and the paid Stop Motion Studio Pro, which contains extra, more advanced features. The software is commonly used in brickfilming.

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  • Machine learning

    Machine learning

    Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of statistical algorithms that can learn from data and generalize to unseen data, and thus perform tasks without being explicitly programmed. Advances in the field of deep learning have allowed neural networks, a class of statistical algorithms, to surpass many previous machine learning approaches in performance. Statistics and mathematical optimisation methods compose the foundations of machine learning. Data mining is a related field of study, focusing on exploratory data analysis (EDA) through unsupervised learning. From a theoretical viewpoint, probably approximately correct learning provides a mathematical and statistical framework for describing machine learning. Most traditional machine learning and deep learning algorithms can be described as empirical risk minimisation under this framework. == History == The term machine learning was coined in 1959 by Arthur Samuel, an IBM employee and pioneer in the field of computer gaming and artificial intelligence. The synonym self-teaching computers was also used during this time period. The earliest machine learning program was introduced in the 1950s, when Samuel invented a computer program that calculated the chance of winning in checkers for each side, but the history of machine learning is rooted in decades of efforts to study human cognitive processes. In 1949, Canadian psychologist Donald Hebb published the book The Organization of Behavior, in which he introduced a theoretical neural structure formed by certain interactions among nerve cells. The Hebbian theory of neuron interaction set the groundwork for how many machine learning algorithms work, with connected artificial neurons changing the strength of their connections based on data. Other researchers who have studied human cognitive systems contributed to the modern machine learning technologies as well, including Walter Pitts and Warren McCulloch, who proposed the first mathematical model of neural networks including algorithms that mirror human thought processes. By the early 1960s, an experimental "learning machine" with punched tape memory, called Cybertron, had been developed by Raytheon Company to analyse sonar signals, electrocardiograms, and speech patterns using rudimentary reinforcement learning. It was repetitively "trained" by a human operator/teacher to recognise patterns and equipped with a "goof" button to cause it to reevaluate incorrect decisions. A representative book on research into machine learning during the 1960s was Nils Nilsson's book "Learning Machines", dealing mostly with machine learning for pattern classification. Interest related to pattern recognition continued into the 1970s, as described by Duda and Hart in 1973. In 1981, a report was given on using teaching strategies so that an artificial neural network learns to recognise 40 characters (26 letters, 10 digits, and 4 special symbols) from a computer terminal. Tom M. Mitchell provided a widely quoted, more formal definition of the algorithms studied in the machine learning field: "A computer program is said to learn from experience E with respect to some class of tasks T and performance measure P if its performance at tasks in T, as measured by P, improves with experience E." This definition of the tasks in which machine learning is concerned is fundamentally operational rather than defining the field in cognitive terms. This follows Alan Turing's proposal in his paper "Computing Machinery and Intelligence", in which the question, "Can machines think?", is replaced by asking whether machines can convincingly imitate a human in its responses to human-posed questions. In 2014 Ian Goodfellow and others introduced generative adversarial networks (GANs) which could produce realistic synthetic data. By 2016 AlphaGo had won against top human players in Go using reinforcement learning techniques. == Relationships to other fields == === Artificial intelligence === As a scientific endeavour, machine learning grew out of the quest for artificial intelligence (AI). In the early days of AI as an academic discipline, some researchers were interested in having machines learn from data. They attempted to approach the problem with various symbolic methods, as well as what were then termed "neural networks"; these were mostly perceptrons and other models that were later found to be reinventions of the generalised linear models of statistics. Probabilistic reasoning was also employed, especially in automated medical diagnosis. However, an increasing emphasis on the logical, knowledge-based approach caused a rift between AI and machine learning. Probabilistic systems were plagued by theoretical and practical problems of data acquisition and representation. By 1980, expert systems had come to dominate AI, and statistics was out of favour. Work on symbolic/knowledge-based learning continued within AI, leading to inductive logic programming (ILP), but the more statistical line of research was now outside the field of AI proper, in pattern recognition and information retrieval. Neural network research was abandoned by AI and computer science around the same time. This subfield, termed "connectionism", was continued by researchers from other disciplines, including John Hopfield, David Rumelhart, and Geoffrey Hinton. Their main success came in the mid-1980s with the reinvention of backpropagation. Machine learning (ML), reorganised and recognised as its own field, started to flourish in the 1990s. The field changed its goal from achieving artificial intelligence to tackling solvable problems of a practical nature. It shifted focus away from the symbolic approaches it had inherited from AI, and toward methods and models borrowed from statistics, fuzzy logic, and probability theory. === Data compression === === Data mining === Machine learning and data mining often employ the same methods and overlap significantly, but while machine learning focuses on prediction based on known properties learned from the training data, data mining focuses on the discovery of previously unknown properties in the data (this is the analysis step of knowledge discovery in databases). Data mining uses many machine learning methods, but with different goals; on the other hand, machine learning also employs data mining methods as "unsupervised learning" or as a preprocessing step to improve learner accuracy. Much of the confusion between these two research communities comes from the basic assumptions they work with: in machine learning, performance is usually evaluated with respect to the ability to reproduce known knowledge, while in knowledge discovery and data mining (KDD) the key task is the discovery of previously unknown knowledge. Evaluated with respect to known knowledge, an uninformed (unsupervised) method will easily be outperformed by other supervised methods, while in a typical KDD task, supervised methods cannot be used due to the unavailability of training data. Machine learning also has intimate ties to optimization: Many learning problems are formulated as minimisation of some loss function on a training set of examples. Loss functions express the discrepancy between the predictions of the model being trained and the actual problem instances (for example, in classification, one wants to assign a label to instances, and models are trained to correctly predict the preassigned labels of a set of examples). === Generalization === Characterizing the generalisation of various learning algorithms is an active topic of current research, especially for deep learning algorithms. === Statistics === Machine learning and statistics are closely related fields in terms of methods, but distinct in their principal goal: statistics draws population inferences from a sample, while machine learning finds generalisable predictive patterns. Conventional statistical analyses require the a priori selection of a model most suitable for the study data set. In addition, only significant or theoretically relevant variables based on previous experience are included for analysis. In contrast, machine learning is not built on a pre-structured model; rather, the data shape the model by detecting underlying patterns. The more variables (input) used to train the model, the more accurate the ultimate model will be. Leo Breiman distinguished two statistical modelling paradigms: the data model and the algorithmic model, wherein "algorithmic model" means more or less the machine learning algorithms like Random forest. Some statisticians have adopted methods from machine learning, producing the field of statistical learning. === Statistical physics === Analytical and computational techniques derived from deep-rooted physics of disordered systems can be extended to large-scale problems, including machine learning, e.g., to analyse the weight space of deep neural networks. Statistical physics is thus

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  • Magiran

    Magiran

    Magiran (Persian: مگیران)—Iran's publications database—is a digital library that was founded in 2000 and includes digitized versions of scientific journals, which currently provides the possibility of searching among the full text of 1,500 journals. Registration is required for full access to the database, but access to some items such as newspapers is also possible without registration. A list of Iranian researchers is also maintained there.

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  • Camfecting

    Camfecting

    In computer security, camfecting is the process of attempting to hack into a person's webcam and activate it without the webcam owner's permission. The remotely activated webcam can be used to watch anything within the webcam's field of vision, sometimes including the webcam owner themselves. Camfecting is most often carried out by infecting the victim's computer with a virus that can provide the hacker access to their webcam. This attack is specifically targeted at the victim's webcam, and hence the name camfecting, a portmanteau of the words camera and infecting. Typically, a webcam hacker or a camfecter sends his victim an innocent-looking application which has a hidden Trojan software through which the camfecter can control the victim's webcam. The camfecter virus installs itself silently when the victim runs the original application. Once installed, the camfecter can turn on the webcam and capture pictures/videos. The camfecter software works just like the original webcam software present in the victim computer, the only difference being that the camfecter controls the software instead of the webcam's owner. == Notable cases == Marcus Thomas, former assistant director of the FBI's Operational Technology Division in Quantico, said in a 2013 story in The Washington Post that the FBI had been able to covertly activate a computer's camera—without triggering the light that lets users know it is recording—for several years. In November 2013, American teenager Jared James Abrahams pleaded guilty to hacking over 100-150 women and installing the highly invasive malware Blackshades on their computers in order to obtain nude images and videos of them. One of his victims was Miss Teen USA 2013 Cassidy Wolf. Researchers from Johns Hopkins University have shown how to covertly capture images from the iSight camera on MacBook and iMac models released before 2008, by reprogramming the microcontroller's firmware. == Prevention == A computer that does not have an up-to-date webcam software or any anti-virus (or firewall) software installed and operational may be at increased risk for camfecting from different types of malware. Softcams may nominally increase this risk, if not maintained or configured properly. Although a person cannot protect themselves from zero-day exploits that could potentially activate a camera unknowingly, such as Pegasus is able to do on smartphones. The only way to truly avoid being watched through your own camera is by blocking it physically, since software blocks can be overriden by advanced persistent threats. A simple piece of tape is more commonly used to offuscate the feed of the camera. With even Mark Zuckerberg doing so on his personal laptop that appeared during a presentation. And it being the way Snowden, an ex-contractor for the NSA, is portrayed to do so to prevent camfecting in the biopic Snowden. There is now a market for the manufacture and sale of sliding lens covers that allow users to physically block their computer's camera and, in some cases, microphone. A number of phone and laptop manufacturers tried to implement pop-up cameras that can only be opened manually by the user. But the trend did not become mainstream because of the engineering it took to keep the mechanisms up to date, aswell as the fragility and durability of the cameras.

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  • Snap (computer graphics)

    Snap (computer graphics)

    In computer graphics, snapping allows an object to be easily positioned in alignment with grid lines, guide lines or another object, by causing it to automatically jump to an exact position when the user drags it to the proximity of the desired location. Some CAD software provides a "Snap" pull-down menu with diverse options as preferences for the practice of the operation. In Windows, with the "snap windows" option enabled, snapping a window against the top (or side) edge of the screen causes it to change into full screen (or half-screen for multitasking). Software snapping is analogous to hardware detents which serve to indicate discrete values or steps of an input device.

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  • Faceu

    Faceu

    FaceU (Chinese: 激萌) is a camera app for smartphones running Android or Apple iOS that edits portrait photographs, typically selfies. This app uses AR technology to allow users to add stickers or effects in real-time when taking selfies and videos. It was launched in 2016 and had 250 million registered users in 2017. Most of the users of Faceu are females from 15 to 35 years old. In February 2018, Faceu was acquired by Chinese media startup Toutiao, which is worth about $300 million. The app was banned in India (along with other Chinese apps) on 2 September 2020 by the government, the move came amid the 2020 China-India skirmish. == Online marketing == FaceU is one of several selfie camera apps in China, including MeituPic, Pitu, and Camera360. The app includes social functions such as instant messaging and video chat. Photos and short videos are deleted after a short period. . FaceU has worked with brands to create themed stickers for social media campaigns. In 2016, Faceu collaborated with MeituPic's Meipai and launched a rainbow effect. In October 2017, during the Mid-Autumn Festival and National Day, FaceU released a feature that applied historical or military costumes to selfies. The app has also worked with various social media personalities and celebrities, who have posted content using FaceU effects. Faceu group engages users' emotions utilizing key opinion leaders (KOL) and posters on social media. == Usage and Demographics == FaceU had a large user base. According to industry sources, the app had more than 90 million monthly active users (MAU) and over 11 million daily active users (DAU) at certain points. Most of the users were under 30 and mainly women. The app was especially popular in major Chinese cities like Beijing, Shanghai, and Guangzhou. FaceU also caught on in other parts of East Asia, particularly Japan and South Korea. Some app stores claim the app had hundreds of millions of users worldwide, but these numbers mostly come from the company’s marketing materials and have not been confirmed by independent sources. == Product Features == FaceU includes face recognition and live augmented reality (AR) effects. It allows users to add filters and stickers in real time while they are recording, rather than having to apply them later. The app integrates beauty filters, tools to create emojis and GIFs, and follow-video functionality that automatically tracks the face and movements as it records. Studies and market reports indicate that augmented reality (AR) filters and beautification tools are now common in smartphone photography. These features have influenced the way people take photos and what they expect photos to look like when shared online. Adding AR filters and beautification options has become a standard feature that most mobile photography apps now include.

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  • MoFA Mitra

    MoFA Mitra

    MoFA Mitra is a mobile application launched by the Ministry of Foreign Affairs of Nepal to provide digital consular services, emergency support, rescue coordination, and complaint registration facilities for Nepali citizens living and working abroad. The application allows Nepali migrant workers, students, tourists, and Non-Resident Nepalis (NRNs) to access embassy services, emergency help, and official information directly from their smartphones. == Background == The need for a centralized digital support platform for Nepalis abroad had been discussed for several years due to increasing complaints related to labor exploitation, rescue delays, documentation problems, and lack of communication with Nepali diplomatic missions. Media organizations and migrant rights advocates had continuously highlighted issues faced by Nepali workers abroad, including human trafficking, fraudulent recruitment, delayed repatriation, and difficulties in receiving emergency assistance. In response, the Ministry of Foreign Affairs developed the MoFA Mitra app to digitize complaint handling, improve communication between embassies and citizens, and make emergency response faster and more accessible. == Features == The app includes several services and features for Nepali citizens abroad, including complaint registration, rescue coordination, embassy communication, and digital consular support services. Features of the application include: Online complaint registration Emergency rescue request system Direct contact with Nepali embassies and consulates Digital consular information Passport and document-related assistance Labor and migration support information Emergency hotline access Real-time notifications and alerts Location-based embassy information Tracking and coordination support for stranded citizens According to reports, the application was designed to simplify access to diplomatic services and strengthen emergency response coordination for Nepalis abroad. == Launch == The application was officially launched by Nepal’s Ministry of Foreign Affairs in Kathmandu in May 2026. Government officials stated that the app would strengthen Nepal’s digital governance system and improve support mechanisms for Nepali citizens residing overseas. Officials said the platform would help improve communication between Nepali diplomatic missions and citizens during emergencies and rescue operations. == Reception == The launch of the app received positive coverage from Nepali and international media outlets. Commentators described the initiative as a significant step toward modernization of Nepal’s diplomatic and consular services and digital governance infrastructure. Some observers also emphasized the importance of effective implementation, rapid response mechanisms, and continuous monitoring to ensure practical benefits for migrant workers abroad.

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  • Swap chain

    Swap chain

    In computer graphics, a swap chain (also swapchain) is a series of virtual framebuffers used by the graphics card and graphics API for frame rate stabilization, stutter reduction, and several other purposes. Because of these benefits, many graphics APIs require the use of a swap chain. The swap chain usually exists in graphics memory, but it can exist in system memory as well. A swap chain with two buffers is a kind of double buffer. == Function == In every swap chain there are at least two buffers. The first framebuffer, the screenbuffer, is the buffer that is rendered to the output of the video card. The remaining buffers are known as backbuffers. Each time a new frame is displayed, the first backbuffer in the swap chain takes the place of the screenbuffer, this is called presentation or swapping. A variety of other actions may be taken on the previous screenbuffer and other backbuffers (if they exist). The screenbuffer may be simply overwritten or returned to the back of the swap chain for further processing. The action taken is decided by the client application and is API dependent. == Direct3D == Microsoft Direct3D implements a SwapChain class. Each host device has at least one swap chain assigned to it, and others may be created by the client application. The API provides three methods of swapping: copy, discard, and flip. When the SwapChain is set to flip, the screenbuffer is copied onto the last backbuffer, then all the existing backbuffers are copied forward in the chain. When copy is set, each backbuffer is copied forward, but the screenbuffer is not wrapped to the last buffer, leaving it unchanged. Flip does not work when there is only one backbuffer, as the screenbuffer is copied over the only backbuffer before it can be presented. In discard mode, the driver selects the best method. == Comparison with triple buffering == Outside the context of Direct3D, triple buffering refers to the technique of allowing an application to draw to whichever back buffer was least recently updated. This allows the application to always proceed with rendering, regardless of the pace at which frames are being drawn by the application or the pace at which frames are being sent to the display. Triple buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. By contrast, Direct3D swap chains are a strict first-in, first-out queue, so every frame that is drawn by the application will be displayed even if newer frames are available. Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering". Triple buffering as described above is superior for interactive purposes such as gaming, but Direct3D swap chains of more than three buffers can be better for tasks such as presenting frames of a video where the time taken to decode each frame may be highly variable.

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