AI Face Upgrade

AI Face Upgrade — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • ASR-complete

    ASR-complete

    ASR-complete is, by analogy to "NP-completeness" in complexity theory, a term to indicate that the difficulty of a computational problem is equivalent to solving the central automatic speech recognition problem, i.e. recognize and understanding spoken language. Unlike "NP-completeness", this term is typically used informally. Such problems are hypothesised to include: Spoken natural language understanding Understanding speech from far-field microphones, i.e. handling the reverbation and background noise These problems are easy for humans to do (in fact, they are described directly in terms of imitating humans). Some systems can solve very simple restricted versions of these problems, but none can solve them in their full generality.

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  • Loebner Prize

    Loebner Prize

    The Loebner Prize was an annual competition in artificial intelligence that awarded prizes to the computer programs considered by the judges to be the most human-like. The format of the competition was that of a standard Turing test. In each round, a human judge simultaneously held textual conversations with a computer program and a human being via computer. Based upon the responses, the judge would attempt to determine which was which. The contest was launched in 1990 by Hugh Loebner in conjunction with the Cambridge Center for Behavioral Studies, Massachusetts, United States. In 2004 and 2005, it was held in Loebner's apartment in New York City. Within the field of artificial intelligence, the Loebner Prize is somewhat controversial; the most prominent critic, Marvin Minsky, called it a publicity stunt that does not help the field along. Beginning in 2014, it was organised by the AISB at Bletchley Park. It has also been associated with Flinders University, Dartmouth College, the Science Museum in London, University of Reading and Ulster University, Magee Campus, Derry, UK City of Culture. For the final 2019 competition, the format changed. There was no panel of judges. Instead, the chatbots were judged by the public and there were to be no human competitors. The prize has been reported as defunct as of 2020. == Prizes == Originally, $2,000 was awarded for the most human-seeming program in the competition. The prize was $3,000 in 2005 and $2,250 in 2006. In 2008, $3,000 was awarded. In addition, there were two one-time-only prizes that have never been awarded. $25,000 is offered for the first program that judges cannot distinguish from a real human and which can convince judges that the human is the computer program. $100,000 is the reward for the first program that judges cannot distinguish from a real human in a Turing test that includes deciphering and understanding text, visual, and auditory input. The competition was planned to end after the achievement of this prize. == Competition rules and restrictions == The rules varied over the years and early competitions featured restricted conversation Turing tests but since 1995 the discussion has been unrestricted. For the three entries in 2007, Robert Medeksza, Noah Duncan and Rollo Carpenter, some basic "screening questions" were used by the sponsor to evaluate the state of the technology. These included simple questions about the time, what round of the contest it is, etc.; general knowledge ("What is a hammer for?"); comparisons ("Which is faster, a train or a plane?"); and questions demonstrating memory for preceding parts of the same conversation. "All nouns, adjectives and verbs will come from a dictionary suitable for children or adolescents under the age of 12." Entries did not need to respond "intelligently" to the questions to be accepted. For the first time in 2008 the sponsor allowed introduction of a preliminary phase to the contest opening up the competition to previously disallowed web-based entries judged by a variety of invited interrogators. The available rules do not state how interrogators are selected or instructed. Interrogators (who judge the systems) have limited time: 5 minutes per entity in the 2003 competition, 20+ per pair in 2004–2007 competitions, 5 minutes to conduct simultaneous conversations with a human and the program in 2008–2009, increased to 25 minutes of simultaneous conversation since 2010. == Criticisms == The prize has long been scorned by experts in the field, for a variety of reasons. It is regarded by many as a publicity stunt. Marvin Minsky scathingly offered a "prize" to anyone who could stop the competition. Loebner responded by jokingly observing that Minsky's offering a prize to stop the competition effectively made him a co-sponsor. The rules of the competition have encouraged poorly qualified judges to make rapid judgements. Interactions between judges and competitors was originally very brief, for example effectively 2.5 mins of questioning, which permitted only a few questions. Questioning was initially restricted to a single topic of the contestant's choice, such as "whimsical conversation", a domain suiting standard chatbot tricks. Competition entrants do not aim at understanding or intelligence but resort to basic ELIZA style tricks, and successful entrants find deception and pretense is rewarded. == Contests == See article history for more details of some earlier contests. A very incomplete listing of a few of the contests: === 2003 === In 2003, the contest was organised by Professor Richard H. R. Harper and Dr. Lynne Hamill from the Digital World Research Centre at the University of Surrey. Although no bot passed the Turing test, the winner was Jabberwock, created by Juergen Pirner. Second was Elbot (Fred Roberts, Artificial Solutions). Third was Jabberwacky, (Rollo Carpenter). === 2006 === In 2006, the contest was organised by Tim Child (CEO of Televirtual) and Huma Shah. On August 30, the four finalists were announced: Rollo Carpenter Richard Churchill and Marie-Claire Jenkins Noah Duncan Robert Medeksza The contest was held on 17 September in the VR theatre, Torrington Place campus of University College London. The judges included the University of Reading's cybernetics professor, Kevin Warwick, a professor of artificial intelligence, John Barnden (specialist in metaphor research at the University of Birmingham), a barrister, Victoria Butler-Cole and a journalist, Graham Duncan-Rowe. The latter's experience of the event can be found in an article in Technology Review. The winner was 'Joan', based on Jabberwacky, both created by Rollo Carpenter. === 2007 === The 2007 competition was held on October 21 in New York City. The judges were: computer science professor Russ Abbott, philosophy professor Hartry Field, psychology assistant professor Clayton Curtis and English lecturer Scott Hutchins. No bot passed the Turing test, but the judges ranked the three contestants as follows: 1st: Robert Medeksza, creator of Ultra Hal 2nd: Noah Duncan, a private entry, creator of Cletus 3rd: Rollo Carpenter from Icogno, creator of Jabberwacky The winner received $2,250 and the annual medal. The runners-up received $250 each. === 2008 === The 2008 competition was organised by professor Kevin Warwick, coordinated by Huma Shah and held on October 12 at the University of Reading, UK. After testing by over one hundred judges during the preliminary phase, in June and July 2008, six finalists were selected from thirteen original entrant artificial conversational entities (ACEs). Five of those invited competed in the finals: Brother Jerome, Peter Cole and Benji Adams Elbot, Fred Roberts / Artificial Solutions Eugene Goostman, Vladimir Veselov, Eugene Demchenko and Sergey Ulasen Jabberwacky, Rollo Carpenter Ultra Hal, Robert Medeksza In the finals, each of the judges was given five minutes to conduct simultaneous, split-screen conversations with two hidden entities. Elbot of Artificial Solutions won the 2008 Loebner Prize bronze award, for most human-like artificial conversational entity, through fooling three of the twelve judges who interrogated it (in the human-parallel comparisons) into believing it was human. This is coming very close to the 30% traditionally required to consider that a program has actually passed the Turing test. Eugene Goostman and Ultra Hal both deceived one judge each that it was the human. Will Pavia, a journalist for The Times, has written about his experience; a Loebner finals' judge, he was deceived by Elbot and Eugene. Kevin Warwick and Huma Shah have reported on the parallel-paired Turing tests. === 2009 === The 2009 Loebner Prize Competition was held September 6, 2009, at the Brighton Centre, Brighton UK in conjunction with the Interspeech 2009 conference. The prize amount for 2009 was $3,000. Entrants were David Levy, Rollo Carpenter, and Mohan Embar, who finished in that order. The writer Brian Christian participated in the 2009 Loebner Prize Competition as a human confederate, and described his experiences at the competition in his book The Most Human Human. === 2010 === The 2010 Loebner Prize Competition was held on October 23 at California State University, Los Angeles. The 2010 competition was the 20th running of the contest. The winner was Bruce Wilcox with Suzette. === 2011 === The 2011 Loebner Prize Competition was held on October 19 at the University of Exeter, Devon, United Kingdom. The prize amount for 2011 was $4,000. The four finalists and their chatterbots were Bruce Wilcox (Rosette), Adeena Mignogna (Zoe), Mohan Embar (Chip Vivant) and Ron Lee (Tutor), who finished in that order. That year there was an addition of a panel of junior judges, namely Georgia-Mae Lindfield, William Dunne, Sam Keat and Kirill Jerdev. The results of the junior contest were markedly different from the main contest, with chatterbots Tutor and Zoe tying for first place and Chip Vivant and Rosette coming in third and fourt

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  • XLNet

    XLNet

    The XLNet was an autoregressive Transformer designed as an improvement over BERT, with 340M parameters and trained on 33 billion words. It was released on 19 June 2019, under the Apache 2.0 license. It achieved state-of-the-art results on a variety of natural language processing tasks, including language modeling, question answering, and natural language inference. == Architecture == The main idea of XLNet is to model language autoregressively like the GPT models, but allow for all possible permutations of a sentence. Concretely, consider the following sentence:My dog is cute.In standard autoregressive language modeling, the model would be tasked with predicting the probability of each word, conditioned on the previous words as its context: We factorize the joint probability of a sequence of words x 1 , … , x T {\displaystyle x_{1},\ldots ,x_{T}} using the chain rule: Pr ( x 1 , … , x T ) = Pr ( x 1 ) Pr ( x 2 | x 1 ) Pr ( x 3 | x 1 , x 2 ) … Pr ( x T | x 1 , … , x T − 1 ) . {\displaystyle \Pr(x_{1},\ldots ,x_{T})=\Pr(x_{1})\Pr(x_{2}|x_{1})\Pr(x_{3}|x_{1},x_{2})\ldots \Pr(x_{T}|x_{1},\ldots ,x_{T-1}).} For example, the sentence "My dog is cute" is factorized as: Pr ( My , dog , is , cute ) = Pr ( My ) Pr ( dog | My ) Pr ( is | My , dog ) Pr ( cute | My , dog , is ) . {\displaystyle \Pr({\text{My}},{\text{dog}},{\text{is}},{\text{cute}})=\Pr({\text{My}})\Pr({\text{dog}}|{\text{My}})\Pr({\text{is}}|{\text{My}},{\text{dog}})\Pr({\text{cute}}|{\text{My}},{\text{dog}},{\text{is}}).} Schematically, we can write it as → My → My dog → My dog is → My dog is cute . {\displaystyle {\texttt {}}{\texttt {}}{\texttt {}}{\texttt {}}\to {\text{My }}{\texttt {}}{\texttt {}}{\texttt {}}\to {\text{My dog }}{\texttt {}}{\texttt {}}\to {\text{My dog is }}{\texttt {}}\to {\text{My dog is cute}}.} However, for XLNet, the model is required to predict the words in a randomly generated order. Suppose we have sampled a randomly generated order 3241, then schematically, the model is required to perform the following prediction task: is dog is dog is cute → My dog is cute {\displaystyle {\texttt {}}{\texttt {}}{\texttt {}}{\texttt {}}\to {\texttt {}}{\texttt {}}{\text{is }}{\texttt {}}\to {\texttt {}}{\text{dog is }}{\texttt {}}\to {\texttt {}}{\text{dog is cute}}\to {\text{My dog is cute}}} By considering all permutations, XLNet is able to capture longer-range dependencies and better model the bidirectional context of words. === Two-Stream Self-Attention === To implement permutation language modeling, XLNet uses a two-stream self-attention mechanism. The two streams are: Content stream: This stream encodes the content of each word, as in standard causally masked self-attention. Query stream: This stream encodes the content of each word in the context of what has gone before. In more detail, it is a masked cross-attention mechanism, where the queries are from the query stream, and the key-value pairs are from the content stream. The content stream uses the causal mask M causal = [ 0 − ∞ − ∞ … − ∞ 0 0 − ∞ … − ∞ 0 0 0 … − ∞ ⋮ ⋮ ⋮ ⋱ ⋮ 0 0 0 … 0 ] {\displaystyle M_{\text{causal}}={\begin{bmatrix}0&-\infty &-\infty &\dots &-\infty \\0&0&-\infty &\dots &-\infty \\0&0&0&\dots &-\infty \\\vdots &\vdots &\vdots &\ddots &\vdots \\0&0&0&\dots &0\end{bmatrix}}} permuted by a random permutation matrix to P M causal P − 1 {\displaystyle PM_{\text{causal}}P^{-1}} . The query stream uses the cross-attention mask P ( M causal − ∞ I ) P − 1 {\displaystyle P(M_{\text{causal}}-\infty I)P^{-1}} , where the diagonal is subtracted away specifically to avoid the model "cheating" by looking at the content stream for what the current masked token is. Like the causal masking for GPT models, this two-stream masked architecture allows the model to train on all tokens in one forward pass. == Training == Two models were released: XLNet-Large, cased: 110M parameters, 24-layer, 1024-hidden, 16-heads XLNet-Base, cased: 340M parameters, 12-layer, 768-hidden, 12-heads. It was trained on a dataset that amounted to 32.89 billion tokens after tokenization with SentencePiece. The dataset was composed of BooksCorpus, and English Wikipedia, Giga5, ClueWeb 2012-B, and Common Crawl. It was trained on 512 TPU v3 chips, for 5.5 days. At the end of training, it still under-fitted the data, meaning it could have achieved lower loss with more training. It took 0.5 million steps with an Adam optimizer, linear learning rate decay, and a batch size of 8192.

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  • Google Mobile Services

    Google Mobile Services

    Google Mobile Services (GMS) is a collection of proprietary applications and application programming interfaces (APIs) services from Google that are typically pre-installed on the majority of Android devices, such as smartphones, tablets, and smart TVs. GMS is not a part of the Android Open Source Project (AOSP), which means an Android manufacturer needs to obtain a license from Google in order to legally pre-install GMS on an Android device. This license is provided by Google without any licensing fees except in the EU. == Core applications == The following are core applications that are part of Google Mobile Services: Google Search Google Chrome YouTube Google Play Google Drive Gmail Google Meet Google Maps Google Photos Google TV YouTube Music === Historically === Google+ Google Hangouts Google Wallet Google Play Magazines Google Play Music Google Play Movies & TV Google Duo == Reception, competitors, and regulators == === FairSearch === Numerous European firms filed a complaint to the European Commission stating that Google had manipulated their power and dominance within the market to push their Services to be used by phone manufacturers. The firms were joined under the name FairSearch, and the main firms included were Microsoft, Expedia, TripAdvisor, Nokia and Oracle. FairSearch's major problem with Google's practices was that they believed Google were forcing phone manufacturers to use their Mobile Services. They claimed Google managed this by asking these manufacturers to sign a contract stating that they must preinstall specific Google Mobile Services, such as Maps, Search and YouTube, in order to get the latest version of Android. Google swiftly responded stating that they "continue to work co-operatively with the European Commission". === Aptoide === The third-party Android app store Aptoide also filed an EU competition complaint against Google once again stating that they are misusing their power within the market. Aptoide alleged that Google was blocking third-party app stores from being on Google Play, as well as blocking Google Chrome from downloading any third-party apps and app stores. As of June 2014, Google had not responded to these allegations. === Abuse of Android dominance === In May 2019, Umar Javeed, Sukarma Thapar, Aaqib Javeed vs. Google LLC & Ors. the Competition Commission of India ordered an antitrust probe against Google for abusing its dominant position with Android to block market rivals. In Prima Facie opinion the commission held that mandatory pre-installation of the entire Google Mobile Services (GMS) suite, under Mobile Application Distribution Agreements (MADA), amounts to the imposition of unfair conditions on the device manufacturers. === EU antitrust ruling === On July 18, 2018, the European Commission fined Google €4.34 billion for breaching EU antitrust rules which resulted in a change of licensing policy for the GMS in the EU. A new paid licensing agreement for smartphones and tablets shipped into the EEA was created. The change is that the GMS is now decoupled from the base Android and will be offered under a separate paid licensing agreement. === Privacy policy === At the same time, Google faced problems with various European data protection agencies, most notably In the United Kingdom and France. The problem they faced was that they had a set of 60 rules merged into one, which allowed Google to "track users more closely". Google once again came out and stated that their new policies still abide by European Union laws. === Android distributions without Google Mobile Services === After surveillance and privacy concerns, several custom android distributions have been implemented, such as GrapheneOS, LineageOS, CalyxOS, iodéOS or /e/OS, and they come either without any GMS installed by default or with microG, that adds a compatibility layer.

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  • SPL notation

    SPL notation

    SPL (Sentence Plan Language) is an abstract notation representing the semantics of a sentence in natural language. In a classical Natural Language Generation (NLG) workflow, an initial text plan (hierarchically or sequentially organized factoids, often modelled in accordance with Rhetorical Structure Theory) is transformed by a sentence planner (generator) component to a sequence of sentence plans modelled in a Sentence Plan Language. A surface generator can be used to transform the SPL notation into natural language sentences. Probably the most widely used SPL language used today (2022) is AMR (Abstract Meaning Representation, see there for further references), but is owes parts of its popularity to its application to NLP problems other than NLG, e.g., machine translation and semantic parsing.

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  • Apache OpenNLP

    Apache OpenNLP

    The Apache OpenNLP library is a machine learning based toolkit for the processing of natural language text. It supports the most common NLP tasks, such as language detection, tokenization, sentence segmentation, part-of-speech tagging, named entity extraction, chunking, parsing and coreference resolution. These tasks are usually required to build more advanced text processing services.

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  • Teknomo–Fernandez algorithm

    Teknomo–Fernandez algorithm

    The Teknomo–Fernandez algorithm (TF algorithm), is an efficient algorithm for generating the background image of a given video sequence. By assuming that the background image is shown in the majority of the video, the algorithm is able to generate a good background image of a video in O ( R ) {\displaystyle O(R)} -time using only a small number of binary operations and Boolean bit operations, which require a small amount of memory and has built-in operators found in many programming languages such as C, C++, and Java. == History == People tracking from videos usually involves some form of background subtraction to segment foreground from background. Once foreground images are extracted, then desired algorithms (such as those for motion tracking, object tracking, and facial recognition) may be executed using these images. However, background subtraction requires that the background image is already available and unfortunately, this is not always the case. Traditionally, the background image is searched for manually or automatically from the video images when there are no objects. More recently, automatic background generation through object detection, medial filtering, medoid filtering, approximated median filtering, linear predictive filter, non-parametric model, Kalman filter, and adaptive smoothening have been suggested; however, most of these methods have high computational complexity and are resource-intensive. The Teknomo–Fernandez algorithm is also an automatic background generation algorithm. Its advantage, however, is its computational speed of only O ( R ) {\displaystyle O(R)} -time, depending on the resolution R {\displaystyle R} of an image and its accuracy gained within a manageable number of frames. Only at least three frames from a video is needed to produce the background image assuming that for every pixel position, the background occurs in the majority of the videos. Furthermore, it can be performed for both grayscale and colored videos. == Assumptions == The camera is stationary. The light of the environment changes only slowly relative to the motions of the people in the scene. The number of people does not occupy the scene for most of the time at the same place. Generally, however, the algorithm will certainly work whenever the following single important assumption holds: For each pixel position, the majority of the pixel values in the entire video contain the pixel value of the actual background image (at that position).As long as each part of the background is shown in the majority of the video, the entire background image needs not to appear in any of its frames. The algorithm is expected to work accurately. == Background image generation == === Equations === For three frames of image sequence x 1 {\displaystyle x_{1}} , x 2 {\displaystyle x_{2}} , and x 3 {\displaystyle x_{3}} , the background image B {\displaystyle B} is obtained using B = x 3 ( x 1 ⊕ x 2 ) + x 1 x 2 {\displaystyle B=x_{3}(x_{1}\oplus x_{2})+x_{1}x_{2}} where ⊕ {\displaystyle \oplus } denotes the exclusive disjunctive bit operator. The Boolean mode function S {\displaystyle S} of the table occurs when the number of 1 entries is larger than half of the number of images such that S = { 1 , if ∑ i = 1 n x i ≥ ⌈ n 2 + 1 ⌉ , and n ≥ 3 0 , otherwise {\displaystyle S={\begin{cases}1,&{\text{if }}\sum _{i=1}^{n}x_{i}\geq \left\lceil {\frac {n}{2}}+1\right\rceil ,{\text{ and }}n\geq 3\\0,&{\text{otherwise}}\end{cases}}} For three images, the background image B {\displaystyle B} can be taken as the value x ¯ 1 x 2 x 3 + x 1 x ¯ 2 x 3 + x 1 x 2 x ¯ 3 + x 1 x 2 x 3 {\displaystyle {\bar {x}}_{1}x_{2}x_{3}+x_{1}{\bar {x}}_{2}x_{3}+x_{1}x_{2}{\bar {x}}_{3}+x_{1}x_{2}x_{3}} === Background generation algorithm === At the first level, three frames are selected at random from the image sequence to produce a background image by combining them using the first equation. This yields a better background image at the second level. The procedure is repeated until desired level L {\displaystyle L} . == Theoretical accuracy == At level ℓ {\displaystyle \ell } , the probability p ℓ {\displaystyle p_{\ell }} that the modal bit predicted is the actual modal bit is represented by the equation p ℓ = ( p ℓ − 1 ) 3 + 3 ( p ℓ − 1 ) 2 ( 1 − p ℓ − 1 ) {\displaystyle p_{\ell }=(p_{\ell -1})^{3}+3(p_{\ell -1})^{2}(1-p_{\ell -1})} . The table below gives the computed probability values across several levels using some specific initial probabilities. It can be observed that even if the modal bit at the considered position is at a low 60% of the frames, the probability of accurate modal bit determination is already more than 99% at 6 levels. == Space complexity == The space requirement of the Teknomo–Fernandez algorithm is given by the function O ( R F + R 3 L ) {\displaystyle O(RF+R3^{L})} , depending on the resolution R {\displaystyle R} of the image, the number F {\displaystyle F} of frames in the video, and the desired number L {\displaystyle L} of levels. However, the fact that L {\displaystyle L} will probably not exceed 6 reduces the space complexity to O ( R F ) {\displaystyle O(RF)} . == Time complexity == The entire algorithm runs in O ( R ) {\displaystyle O(R)} -time, only depending on the resolution of the image. Computing the modal bit for each bit can be done in O ( 1 ) {\displaystyle O(1)} -time while the computation of the resulting image from the three given images can be done in O ( R ) {\displaystyle O(R)} -time. The number of the images to be processed in L {\displaystyle L} levels is O ( 3 L ) {\displaystyle O(3^{L})} . However, since L ≤ 6 {\displaystyle L\leq 6} , then this is actually O ( 1 ) {\displaystyle O(1)} , thus the algorithm runs in O ( R ) {\displaystyle O(R)} . == Variants == A variant of the Teknomo–Fernandez algorithm that incorporates the Monte-Carlo method named CRF has been developed. Two different configurations of CRF were implemented: CRF9,2 and CRF81,1. Experiments on some colored video sequences showed that the CRF configurations outperform the TF algorithm in terms of accuracy. However, the TF algorithm remains more efficient in terms of processing time. == Applications == Object detection Face detection Face recognition Pedestrian detection Video surveillance Motion capture Human-computer interaction Content-based video coding Traffic monitoring Real-time gesture recognition

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  • Kuki AI

    Kuki AI

    Kuki is an embodied AI bot designed for usage in the metaverse. Formerly known as Mitsuku, Kuki is a chatbot created from the Pandorabots framework. The bot has won the Loebner Prize 5 times. == Features == Kuki claims to be an 18-year-old female chatbot from the Metaverse, and the developers have stated she has been worked on since 2005. Early work by one of the company's co-founders inspired the Spike Jonze movie Her. As of 2015, she conversed, on average, in excess of a quarter of a million times daily, and it was estimated 5 million unique users had interacted with her between 2016 and 2020. == Virtual talent, model, and influencer == Kuki has appeared as a Virtual Model in Vogue Business and at Crypto Fashion Week where she modelled NFTs and spoke about the future of digital fashion. In 2021, Kuki modelled five digital looks from emerging Vogue Talents designers for Italian Vogue, that sold out as NFTs in under an hour. Kuki has also modeled for H&M on Instagram in a digital campaign that resulted in an "11x increase in ad recall" per a case study by Meta. == Awards == As of 2019, Kuki had been awarded the Loebner Prize five times, more than any other entrant. In 2020, Kuki competed against Facebook AI's Blenderbot in a 24/7 verbal sparring match called "Bot Battle", winning 79% of the audience vote.

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  • BevQ

    BevQ

    BevQ is a queue management mobile application developed by Faircode Technologies of Kochi, Kerala. It is provided by the Kerala State Beverages Corporation under Government of Kerala. == History == This app was released together by the Government of Kerala and the Kerala State Beverages Corporation in order to implement social distancing in the liquor stores Kerala in the case of the COVID-19 pandemic in Kerala and to reduce the congestion of people. The BevQ App was released by Faircode Technologies on 27 May 2020 on the Google Play Store. In January 2021, the app was withdrawn as bars had opened. In June 2021, there was a commitment from the Kerala CM that the App will be relaunched again. It has been reported that over 132,000 new users downloaded the app in the 48 hours after the announcement. == Achievements == The BEVQ app, which works only in the state of Kerala, beat all other Indian food and drink apps in 2020 to see the highest growth in year-on-year sessions, according to the State of Mobile 2021 report by App Annie. The app even beat the likes of Domino’s, which is used all across India. Around 300 government Liquor shops and 900 private liquor shops were enlisted in the platform. More than 200 million unique users registered in the platform. About 250,000 tokens were given out a day.

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  • Cuboid (computer vision)

    Cuboid (computer vision)

    In computer vision, the term cuboid is used to describe a small spatiotemporal volume extracted for purposes of behavior recognition. The cuboid is regarded as a basic geometric primitive type and is used to depict three-dimensional objects within a three dimensional representation of a flat, two dimensional image. == Production == Cuboids can be produced from both two-dimensional and three-dimensional images. One method used to produce cuboids utilizes scene understanding (SUN) primitive databases, which are collections of pictures that already contain cuboids. By sorting through SUN primitive databases with machine learning tools, computers observe the conditions in which cuboids are produced in images from SUN primitive databases and can learn to produce cuboids from other images. RGB-D images, which are RGB images that also record the depth of each pixel, are occasionally used to produce cuboids because computers no longer need to determine the depth of an object, as they typically do because depth is already recorded. Cuboid production is sensitive to changes in color and illumination, blockage, and background clutter. This means that it is difficult for computers to produce cuboids of objects that are multicolored, irregularly illuminated, or partially covered, or if there are many objects in the background. This is partially due to the fact that algorithms for producing cuboids are still relatively simple. == Usage == Cuboids are created for point cloud-based three-dimensional maps and can be utilized in various situations such as augmented reality, the automated control of cars, drones, and robots, and object detection. Cuboids allow for software to identify a scene through geometric descriptions in an “object-agnostic” fashion. Interest points, locations within images that are identified by a computer as essential to identifying the image, created from two-dimensional images can be used with cuboids for image matching, identifying a room or scene, and instance recognition. Interest points created from three dimensional images can be used with cuboids to recognize activities. This is possible because interest points aid software to focus on only the most important aspects of the images. RGB-D images and SLAM systems are used together in RGB-D SLAM systems, which are employed by Computer-aided design systems to generate point cloud-based three-dimensional maps. Most industrial multi-axis machining tools use computer-aided manufacturing and subsequently work in cuboid work spaces.

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  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Grammar checker

    Grammar checker

    A grammar checker, in computing terms, is a program, or part of a program, that attempts to verify written text for grammatical correctness. Grammar checkers are most often implemented as a feature of a larger program, such as a word processor, but are also available as a stand-alone application that can be activated from within programs that work with editable text. The implementation of a grammar checker makes use of natural language processing. == History == The earliest "grammar checkers" were programs that checked for punctuation and style inconsistencies, rather than a complete range of possible grammatical errors. The first system was called Writer's Workbench, and was a set of writing tools included with Unix systems as far back as the 1970s. The whole Writer's Workbench package included several separate tools to check for various writing problems. The "diction" tool checked for wordy, trite, clichéd or misused phrases in a text. The tool would output a list of questionable phrases and provide suggestions for improving the writing. The "style" tool analyzed the writing style of a given text. It performed a number of readability tests on the text and output the results, and gave some statistical information about the sentences of the text. Aspen Software of Albuquerque, New Mexico released the earliest version of a diction and style checker for personal computers, Grammatik, in 1981. Grammatik was first available for a Radio Shack - TRS-80, and soon had versions for CP/M and the IBM PC. Reference Software International of San Francisco, California, acquired Grammatik in 1985. Development of Grammatik continued, and it became an actual grammar checker that could detect writing errors beyond simple style checking. Other early diction and style checking programs included Punctuation & Style, Correct Grammar, RightWriter and PowerEdit. While all the earliest programs started as simple diction and style checkers, all eventually added various levels of language processing, and developed some level of true grammar checking capability. Until 1992, grammar checkers were sold as add-on programs. There were a large number of different word processing programs available at that time, with WordPerfect and Microsoft Word the top two in market share. In 1992, Microsoft decided to add grammar checking as a feature of Word, and licensed CorrecText, a grammar checker from Houghton Mifflin that had not yet been marketed as a standalone product. WordPerfect answered Microsoft's move by acquiring Reference Software, and the direct descendant of Grammatik is still included with WordPerfect. As of 2019, grammar checkers are built into systems like Google Docs, browser extensions like Grammarly and Qordoba, desktop applications like Ginger, free and open-source software like LanguageTool, and text editor plugins like those available from WebSpellChecker Software. == Technical issues == The earliest writing style programs checked for wordy, trite, clichéd, or misused phrases in a text. This process was based on simple pattern matching. The heart of the program was a list of many hundreds or thousands of phrases that are considered poor writing by many experts. The list of questionable phrases included alternative wording for each phrase. The checking program would simply break text into sentences, check for any matches in the phrase dictionary, flag suspect phrases and show an alternative. These programs could also perform some mechanical checks. For example, they would typically flag doubled words, doubled punctuation, some capitalization errors, and other simple mechanical mistakes. True grammar checking is more complex. While a programming language has a very specific syntax and grammar, this is not so for natural languages. One can write a somewhat complete formal grammar for a natural language, but there are usually so many exceptions in real usage that a formal grammar is of minimal help in writing a grammar checker. One of the most important parts of a natural language grammar checker is a dictionary of all the words in the language, along with the part of speech of each word. The fact that a natural word may be used as any one of several parts of speech (such as "free" being used as an adjective, adverb, noun, or verb) greatly increases the complexity of any grammar checker. A grammar checker will find each sentence in a text, look up each word in the dictionary, and then attempt to parse the sentence into a form that matches a grammar. Using various rules, the program can then detect various errors, such as agreement in tense, number, word order, and so on. It is also possible to detect some stylistic problems with the text. For example, some popular style guides such as The Elements of Style deprecate excessive use of the passive voice. Grammar checkers may attempt to identify passive sentences and suggest an active-voice alternative. The software elements required for grammar checking are closely related to some of the development issues that need to be addressed for speech recognition software. In voice recognition, parsing can be used to help predict which word is most likely intended, based on part of speech and position in the sentence. In grammar checking, the parsing is used to detect words that fail to follow accepted grammar usage. Recently, research has focused on developing algorithms which can recognize grammar errors based on the context of the surrounding words. == Criticism == Grammar checkers are considered a type of foreign language writing aid which non-native speakers can use to proofread their writings as such programs endeavor to identify syntactical errors. However, as with other computerized writing aids such as spell checkers, popular grammar checkers are often criticized when they fail to spot errors and incorrectly flag correct text as erroneous. The linguist Geoffrey K. Pullum argued in 2007 that they were generally so inaccurate as to do more harm than good: "for the most part, accepting the advice of a computer grammar checker on your prose will make it much worse, sometimes hilariously incoherent."

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  • Uniphore

    Uniphore

    Uniphore is an American software company that develops artificial intelligence platforms for business use. The company is headquartered in Palo Alto, California, with offices in the United States, United Kingdom, Spain, Israel, United Arab Emirates, and India. Uniphore is known for its "Business AI Cloud," an enterprise AI platform that combines data, knowledge, models, and software agents for use in sales, marketing, and service. The company has also acquired firms in video emotion AI, AI agents, low-code automation, knowledge automation, voice and screen capture, customer data platforms, and data engineering. == History == Uniphore Software Systems was founded by Umesh Sachdev and Ravi Saraogi in 2008 and was incubated at IIT Madras. The company received an initial grant of $100,000 from the National Research Development Corporation. Early work focused on speech technologies for emerging markets. Uniphore partnered with companies that specialized in English and European languages, and adapting the technology for Indian languages and dialects. In 2014, Uniphore released its first flagship products, auMina, along with two other products, Akeira and amVoice. Uniphore raised series A funding, led by Kris Gopalakrishnan (cofounder of Infosys), in April 2015. The next month, Uniphore received additional investment from IDG Ventures. With input from its investors, Uniphore changed its business model from license fee-based income to a software as a service-based subscription fee model in 2015. By June 2016, it had added more than 70 global languages and expanded its services to Southeast Asia, the Middle East, and the United States. The company opened operations in Singapore in October 2016. The company raised Series B funding in October 2017, led by John Chambers and existing investors. Series C funding of $51 million was announced in August 2019 and led by March Capital. Uniphore acquired an exclusive third-party license for robotic process automation technology from NTT DATA in October 2020. In January 2021, Uniphore acquired Emotion Research Lab, a startup based in Spain that uses artificial intelligence and machine learning to analyze video and interpret emotions. The company received $140 million in Series D funding, led by Sorenson Capital Partners, in March 2021, bringing total funding to $210 million. In January 2021, Uniphore acquired Emotion Research Lab. In July 2021, it agreed to acquire Jacada, a provider of low-code/no-code automation; the transaction closed in October 2021. On February 16, 2022, Uniphore announced a $400 million Series E financing led by NEA, which valued the company at $2.5 billion. Hilarie Koplow-McAdams, an NEA venture partner and former Salesforce/New Relic executive, joined Uniphore's board in 2022. Uniphore's board has also included former Cisco CEO John Chambers, former Convergys CEO Andrea J. Ayers, and CrowdStrike CFO Burt Podbere (appointed January 2021). In February 2023, Uniphore acquired UK-based Red Box, a platform for capturing voice and screen recordings used in regulated and large-scale environments. It also acquired France-based Hexagone, a behavioral analytics firm combining computer vision and natural-language techniques. On December 5, 2024, Uniphore announced agreements to acquire ActionIQ, a customer data platform (CDP) vendor, and Infoworks, an enterprise data engineering platform. Uniphore launched the Business AI Cloud on June 9, 2025. The Business AI Cloud consists of a single, unified platform that includes data, knowledge, AI models, and AI agents. Uniphore announced in August 2025 that it had acquired Orby AI and intended to acquire Autonom8 to extend multi-agent and workflow automation capabilities. As of September 2025, Uniphore's customers included the United States Coast Guard, Singapore Police Force, London Underground, DirecTV, JPMorgan Chase, LG, DHL, UPS, Vodafone, Verizon, NTT Data, and as of May 2021, Firstsource. In October 2025, Uniphore raised $260 million in a Series F round at a reported valuation of $2.5 billion. Investors included March Capital, NEA, Nvidia, AMD, Snowflake, and Databricks. In January 2026, KPMG and Uniphore announced a collaboration focused on deploying AI agents powered by specialized small language models. The announcement was made at the World Economic Forum held in Davos. Cognizant and Uniphore announced a partnership in February 2026 to develop industry-specific AI tools for regulated sectors, which would initially focus on life sciences and finance. Uniphore and Rackspace also announced a partnership in March 2026. This partnership was announced in order to create an "Infrastructure-to-Agents" architecture, focusing on Business AI as a private cloud service. == Products == As of 2025, Uniphore's core offering is the Business AI Cloud and Business AI Suite of agentic AI applications. === Business AI Cloud === Uniphore’s Business AI Cloud is a full-stack platform that organizes enterprise data and knowledge for agentic AI applications. The platform enables deployment across clouds and existing data sources. Key layers and capabilities include the following. Agentic layer: Includes prebuilt agents, a natural-language agent builder, and orchestration based on Business Process Model and Notation (BPMN) to run AI workflows across business units. Model layer: Supports an open, interoperable mix of closed and open-source large language models (LLMs). Models can be orchestrated, governed, and replaced as needed. Knowledge layer: Organizes raw data into structured knowledge used for retrieval, explainability, and fine-tuning of small language models (SLMs). Data layer: Connects to data across multiple platforms and clouds through a zero-copy, composable fabric, enabling in-place preparation and supporting data residency and sovereignty requirements. === Business AI Suite === The Uniphore Business AI Suite has various prebuilt AI agents that can be used in customer service, sales, marketing, and human resources. The Uniphore Business AI Suite includes several LOBs (Lines of Business) for business functions with intelligent agents that are prebuilt, but composable. Built on the Uniphore Business AI Cloud, each application combines agentic automation and fine-tuned models. Marketing AI, Customer Service AI, Sales AI, and People AI (for human resources) are included. Competitors include Palantir, Microsoft Azure, Amazon Bedrock, Google's Vertex AI, Databricks, and Snowflake. == Recognition == Deloitte Technology Fast 50 India identified Uniphore as the 17th fastest-growing technology company in India in 2012 and one of the top 500 fastest growing companies in the Asia-Pacific region in 2014. In 2016, Time included Sachdev on its list of "10 millennials who are changing the world" for “building a phone that can understand almost any language”. NASSCOM named Uniphore to its "League of 10" emerging Indian technology companies in 2017. In 2020, the San Francisco Business Times ranked Uniphore as No. 7 among small companies in its list of the best places to work in the San Francisco Bay Area. In 2022, the company was featured on the Forbes AI 50 list. Uniphore was mentioned in the Deloitte Technology Fast 500 list in 2023, 2024, and 2025. In 2025, Inc. included Uniphore in its Best in Business program.

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  • Deep Instinct

    Deep Instinct

    Deep Instinct is a cybersecurity company that applies deep learning to cybersecurity. The company implements artificial intelligence to the task of preventing and detecting malware. The company was the recipient of the Technology Pioneer by The World Economic Forum in 2017. Lane Bess has been CEO of the company since 2022. == Overview == In 2015, Deep Instinct was founded by Guy Caspi, Dr. Eli David, and Nadav Maman. The headquarters of the company is located in New York City. In July 2017, NVIDIA became an investor. According to Tom's Hardware, NVIDIA’s investment enabled access to a GPU-based neural network and CUDA platform, which they were using to achieve maximum vulnerability detection rates. As of February 2020, the company had raised $43 million in Series C funding round. In April 2021, Deep Instinct raised $100 million in Series D funding to accelerate growth. == Partnerships == In April 2019, Deep Instinct partnered with Chinese artist, Guo O. Dong on an art project titled, The Persistence of Chaos, consisting of a laptop infected with 6 pieces of malware that represented $95 billion in damages. The art was auctioned with a final bid of $1,345,000. In the same year, Globes reported that, HP Inc partnered with Deep Instinct to launch their security solution HP SureSense, which has been applied to the EliteBook and Zbook devices.

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  • KidDesk

    KidDesk

    KidDesk is an alternative desktop software application. The early childhood learning company Hatch Early Childhood created KidDesk; it subsequently went to Edmark, which was bought by IBM then sold to Riverdeep (now Houghton Mifflin Harcourt Learning Technology). KidDesk is compatible with Microsoft Windows 95 and newer, as well as Apple System 7 and newer. KidDesk can be set to start when the computer starts up, and can only be exited through password entry. Adults choose what programs are included for the child to use, what icon represented the desk, and customize the software programs available for use. == History == Edmark first started shipping KidDesk in 1992. In 1993, Edmark updated KidDesk with KidDesk Family Edition for Macintosh and DOS, adding more desk accessories and desk styles (Sometimes included as a free exclusive offer with the Early Learning House and Thinkin' Things Series). In 1995, KidDesk Family Edition was enhanced for Windows 95, and released one month after the new operating system shipped. In 1998, Edmark developed KidDesk Internet Safe. The Internet Safe edition was written for Windows 95, Windows 98, and Macintosh (including OS8). In 2008, HMH ported KidDesk Family Edition was to run on Windows Vista and in 2011 version 3.07 of KidDesk Family Edition was released as part of the 'Young Explorer' suite which is fully supported on Windows XP, Windows Vista and Windows 7. == Features == A picture editor incorporated into the desk. Used both in the Adult settings menu and in the desk itself. KidDesk users can edit their user logo with a pixel grid paint program. A calendar incorporated into the desk. This allows the user to set dates that the user finds important, and allows the date to be marked with a picture or text. A password exit feature. For security reasons, the adult can set a password so that KidDesk can only be exited if it is entered. As an extra security measure, the password exit function could only be accessed if the user pressed the ctrl + alt + A keyboard buttons simultaneously. A skin changer with several themes - farm, princess, sports, ocean, etc. These themes can be changed. The e-mail and voicemail features are customizable depending on the KidDesk installation. The ability to add websites that can be accessed on KidDesk, and the ability to block hyperlinks, JavaScript, data entry, etc., on said sites was an added for the 'Internet Safe' edition released in 1998. KidDesk Internet Safe edition is available in Spanish and Brazilian-Portuguese versions. == Reception == KidDesk was given a platinum award at the 1994 Oppenheim Toy Portfolio Awards. The judges praised the program's security features allowing "configur[ation] so that kids never have access to the possibly destructive DOS prompt", and concluded that "[i]f you and your kids share a computer, you need to install Kiddesk immediately!" === Awards === Since 1992, KidDesk has won 15 major awards.

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