AI Grammar Rephrase Online Free

AI Grammar Rephrase Online Free — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • AFNLP

    AFNLP

    AFNLP (Asian Federation of Natural Language Processing Associations) is the organization for coordinating the natural language processing related activities and events in the Asia-Pacific region. == Foundation == AFNLP was founded on 4 October 2000. == Member Associations == ALTA – Australasian Language Technology Association ANLP Japan Association of Natural Language Processing ROCLING Taiwan ROC Computational Linguistics Society SIG-KLC Korea SIG-Korean Language Computing of Korea Information Science Society == Existing Asian Initiatives == NLPRS: Natural Language Processing Pacific Rim Symposium IRAL: International Workshop on Information Retrieval with Asian Languages PACLING: Pacific Association for Computational Linguistics PACLIC: Pacific Asia Conference on Language, Information and Computation PRICAI: Pacific Rim International Conference on AI ICCPOL: International Conference on Computer Processing of Oriental Languages ROCLING: Research on Computational Linguistics Conference == Conferences == IJCNLP-04: The 1st International Joint Conference on Natural Language Processing in Hainan Island, China IJCNLP-05: The 2nd International Joint Conference on Natural Language Processing in Jeju Island, Korea IJCNLP-08: The 3rd International Joint Conference on Natural Language Processing in Hyderabad, India ACL-IJCNLP-2009: Joint Conference of the 47th Annual Meeting of the Association for Computational Linguistics (ACL) and 4th International Joint Conference on Natural Language Processing (IJCNLP) in Singapore IJNCLP-11: The 5th International Joint Conference on Natural Language Processing in Chiang Mai, Thailand

    Read more →
  • Stixel

    Stixel

    In computer vision, a stixel (portmanteau of "stick" and "pixel") is a superpixel representation of depth information in an image, in the form of a vertical stick that approximates the closest obstacles within a certain vertical slice of the scene. Introduced in 2009, stixels have applications in robotic navigation and advanced driver-assistance systems, where they can be used to define a representation of robotic environments and traffic scenes with a medium level of abstraction. == Definition == One of the problems of scene understanding in computer vision is to determine horizontal freespace around the camera, where the agent can move, and the vertical obstacles delimiting it. An image can be paired with depth information (produced e.g. from stereo disparity, lidar, or monocular depth estimation), allowing a dense tridimensional reconstruction of the observed scene. One drawback of dense reconstruction is the large amount of data involved, since each pixel in the image is mapped to an element of a point cloud. Vision problems characterised by planar freespace delimited by mostly vertical obstacles, such as traffic scenes or robotic navigation, can benefit from a condensed representation that allows to save memory and processing time. Stixels are thin vertical rectangles representing a slice of a vertical surface belonging to the closest obstacle in the observed scene. They allow to dramatically reduce the amount of information needed to represent a scene in such problems. A stixel is characterised by three parameters: vertical coordinate of the bottom, height of the stick, and depth. Stixels have fixed width, with each stixel spanning over a certain number of image columns, allowing downsampling of the horizontal image resolution. In the original formulation, each column of the image would contain at most one stixel, and later extensions were developed to allow multiple stixels on each column, allowing to represent multiple objects at different distances. == Stixel estimation == The input to stixel estimation is a dense depth map, that can be computed from stereo disparity or other means. The original approach computes an occupancy grid that can be segmented to estimate the freespace, with dynamic programming providing an efficient method to find an optimal segmentation. Alternative approaches can be used instead of occupancy grid mapping, such as manifold-based methods. The freespace boundary provides the base points of the obstacles at closest longitudinal distance, however multiple objects at different distances might appear in each column of the image. To fully define the obstacles, their height should be estimated, and this is accomplished by segmenting the depth of the object from the depth of the background. A membership function over the pixels can be defined based on the depth value, where the membership represents the confidence of a pixel belonging to the closest vertical obstacle or to the background, and a cut separating the obstacles from the background can again be computed effectively with dynamic programming. Once both the freespace and the obstacle height are known, the stixels can be estimated by fusing the information over the columns spanned by each stixel, and finally a refined depth of the stixel can be estimated via model fitting over the depth of the pixels covered by the stixel, possibly paired with confidence information (e.g. disparity confidence produced by methods such as semi-global matching).

    Read more →
  • Umoove

    Umoove

    Umoove is a high tech startup company that has developed and patented a software-only face and eye tracking technology. The idea was first conceived as an attempt to aid people with disabilities but has since evolved. The only compatibility qualification for tablet computers and smartphones to run Umoove software is a front-facing camera. Umoove headquarters are in Israel on Jerusalem’s Har Hotzvim. Umoove has 15 employees and received two million dollars in financing in 2012. The company's original founders invested around $800,000 to start the business in 2010. In 2013 Umoove was named one of the top three most promising Israeli start ups by Newsgeeks magazine. The company also participated in the 2013 LeWeb conference in Paris, France, where innovative technology startups are showcased. == Technology == The technology uses information extracted from previous frames, such as the angle of the user's head to predict where to look for facial targets in the next frame. This anticipation minimizes the amount of computation needed to scan each image. Umoove accounts for variances in environment, lighting conditions and user hand shake/movement. The technology is designed to provide a consistent experience, whether you're in a brightly lit area or a darkened basement, and to work fluidly between them by adapting its processing when it detects color and brightness shifts. It uses an active stabilization technique to filter out natural body movements from an unstable camera in order to minimize false-positive motion detection. Running the Umoove software on a Samsung Galaxy S3 is said to take up only 2% CPU. Umoove works exclusively with software and there is no hardware add-on necessary. It can be run on any smartphone or tablet computer that has a front-facing camera. Umoove claims that even a low-quality camera on an old device will run their software flawlessly. == Umoove Experience == In January 2014 Umoove released its first game onto the app store. The Umoove Experience game lets users control where they are 'flying' in the game through simple gestures and motions with their head. The avatar will basically go toward wherever the user looks. The game was created to showcase the technology for game developers but that did not stop some from criticizing its simplicity. Umoove also announced that they raised another one million dollars and that they are opening offices in Silicon Valley, California. In February 2014, Umoove announced that their face-tracking software development kit is available for Android developers as well as iOS. == Reviews == The Umoove Experience garnered mostly positive reviews from bloggers and mainstream media with some predicting that it could be the future of mobile gaming. Mashable wrote that Umoove's technology could be the emergence of gesture recognition technology in the mobile space, similar to Kinect with console gaming and what Leap Motion has done with desktop computers. Some, however, remain skeptical. CNET, for example, did not give the game a positive review and called the eye tracking technology 'freaky but cool'. They also noted that pioneering technologies have been known to fall short of expectations, citing Apple Inc’s Siri as an example. The technology blog GigaOM said that the Umoove Experience is ’awesome’ and technology evangelist Robert Scoble has called Umoove "brilliant". == uHealth == In January 2015, Umoove released uHealth, a mobile application that uses eye tracking game-like exercise to challenge the user's ability to be attentive, continuously focus, follow commands and avoid distractions. The app is designed in the form of two games, one to improve attention and another that hones focus. uHealth is a training tool, not a diagnostic. Umoove has stated that they want to use their technology for diagnosing neurological disorders but this will depend on clinical tests and FDA approval. The company cites the direct relationship between eye movements and brain activity as well as various vision-based therapies have been backed by many scientific studies conducted over the past decades. uHealth is the first time this type of therapy is delivered right to the end user through a simple download. == Collaboration rumors == In March 2013 there were rumors on the internet that Umoove would be the functioning software embedded into the Samsung Galaxy S4, which was due to launch that month. This rumor was perpetrated by, among others, New York Times, Techcrunch and Yahoo. Once Samsung launched without the Umoove technology rumors about a potential collaboration with Apple Inc hit the web. It has been said that due to the fact that Apple Inc is losing market share and stock value to Samsung they will be more aggressive and eye tracking is a logical place to make that move.

    Read more →
  • Shape context

    Shape context

    Shape context is a feature descriptor used in object recognition. Serge Belongie and Jitendra Malik proposed the term in their paper "Matching with Shape Contexts" in 2000. == Theory == The shape context is intended to be a way of describing shapes that allows for measuring shape similarity and the recovering of point correspondences. The basic idea is to pick n points on the contours of a shape. For each point pi on the shape, consider the n − 1 vectors obtained by connecting pi to all other points. The set of all these vectors is a rich description of the shape localized at that point but is far too detailed. The key idea is that the distribution over relative positions is a robust, compact, and highly discriminative descriptor. So, for the point pi, the coarse histogram of the relative coordinates of the remaining n − 1 points, h i ( k ) = # { q ≠ p i : ( q − p i ) ∈ bin ( k ) } {\displaystyle h_{i}(k)=\#\{q\neq p_{i}:(q-p_{i})\in {\mbox{bin}}(k)\}} is defined to be the shape context of p i {\displaystyle p_{i}} . The bins are normally taken to be uniform in log-polar space. The fact that the shape context is a rich and discriminative descriptor can be seen in the figure below, in which the shape contexts of two different versions of the letter "A" are shown. (a) and (b) are the sampled edge points of the two shapes. (c) is the diagram of the log-polar bins used to compute the shape context. (d) is the shape context for the point marked with a circle in (a), (e) is that for the point marked as a diamond in (b), and (f) is that for the triangle. As can be seen, since (d) and (e) are the shape contexts for two closely related points, they are quite similar, while the shape context in (f) is very different. For a feature descriptor to be useful, it needs to have certain invariances. In particular it needs to be invariant to translation, scaling, small perturbations, and, depending on the application, rotation. Translational invariance comes naturally to shape context. Scale invariance is obtained by normalizing all radial distances by the mean distance α {\displaystyle \alpha } between all the point pairs in the shape although the median distance can also be used. Shape contexts are empirically demonstrated to be robust to deformations, noise, and outliers using synthetic point set matching experiments. One can provide complete rotational invariance in shape contexts. One way is to measure angles at each point relative to the direction of the tangent at that point (since the points are chosen on edges). This results in a completely rotationally invariant descriptor. But of course this is not always desired since some local features lose their discriminative power if not measured relative to the same frame. Many applications in fact forbid rotational invariance e.g. distinguishing a "6" from a "9". == Use in shape matching == A complete system that uses shape contexts for shape matching consists of the following steps (which will be covered in more detail in the Details of Implementation section): Randomly select a set of points that lie on the edges of a known shape and another set of points on an unknown shape. Compute the shape context of each point found in step 1. Match each point from the known shape to a point on an unknown shape. To minimize the cost of matching, first choose a transformation (e.g. affine, thin plate spline, etc.) that warps the edges of the known shape to the unknown (essentially aligning the two shapes). Then select the point on the unknown shape that most closely corresponds to each warped point on the known shape. Calculate the "shape distance" between each pair of points on the two shapes. Use a weighted sum of the shape context distance, the image appearance distance, and the bending energy (a measure of how much transformation is required to bring the two shapes into alignment). To identify the unknown shape, use a nearest-neighbor classifier to compare its shape distance to shape distances of known objects. == Details of implementation == === Step 1: Finding a list of points on shape edges === The approach assumes that the shape of an object is essentially captured by a finite subset of the points on the internal or external contours on the object. These can be simply obtained using the Canny edge detector and picking a random set of points from the edges. Note that these points need not and in general do not correspond to key-points such as maxima of curvature or inflection points. It is preferable to sample the shape with roughly uniform spacing, though it is not critical. === Step 2: Computing the shape context === This step is described in detail in the Theory section. === Step 3: Computing the cost matrix === Consider two points p and q that have normalized K-bin histograms (i.e. shape contexts) g(k) and h(k). As shape contexts are distributions represented as histograms, it is natural to use the χ2 test statistic as the "shape context cost" of matching the two points: C S = 1 2 ∑ k = 1 K [ g ( k ) − h ( k ) ] 2 g ( k ) + h ( k ) {\displaystyle C_{S}={\frac {1}{2}}\sum _{k=1}^{K}{\frac {[g(k)-h(k)]^{2}}{g(k)+h(k)}}} The values of this range from 0 to 1. In addition to the shape context cost, an extra cost based on the appearance can be added. For instance, it could be a measure of tangent angle dissimilarity (particularly useful in digit recognition): C A = 1 2 ‖ ( cos ⁡ ( θ 1 ) sin ⁡ ( θ 1 ) ) − ( cos ⁡ ( θ 2 ) sin ⁡ ( θ 2 ) ) ‖ {\displaystyle C_{A}={\frac {1}{2}}{\begin{Vmatrix}{\dbinom {\cos(\theta _{1})}{\sin(\theta _{1})}}-{\dbinom {\cos(\theta _{2})}{\sin(\theta _{2})}}\end{Vmatrix}}} This is half the length of the chord in unit circle between the unit vectors with angles θ 1 {\displaystyle \theta _{1}} and θ 2 {\displaystyle \theta _{2}} . Its values also range from 0 to 1. Now the total cost of matching the two points could be a weighted-sum of the two costs: C = ( 1 − β ) C S + β C A {\displaystyle C=(1-\beta )C_{S}+\beta C_{A}\!\,} Now for each point pi on the first shape and a point qj on the second shape, calculate the cost as described and call it Ci,j. This is the cost matrix. === Step 4: Finding the matching that minimizes total cost === Now, a one-to-one matching π ( i ) {\displaystyle \pi (i)} that matches each point pi on shape 1 and qj on shape 2 that minimizes the total cost of matching, H ( π ) = ∑ i C ( p i , q π ( i ) ) {\displaystyle H(\pi )=\sum _{i}C\left(p_{i},q_{\pi (i)}\right)} is needed. This can be done in O ( N 3 ) {\displaystyle O(N^{3})} time using the Hungarian method, although there are more efficient algorithms. To have robust handling of outliers, one can add "dummy" nodes that have a constant but reasonably large cost of matching to the cost matrix. This would cause the matching algorithm to match outliers to a "dummy" if there is no real match. === Step 5: Modeling transformation === Given the set of correspondences between a finite set of points on the two shapes, a transformation T : R 2 → R 2 {\displaystyle T:\mathbb {R} ^{2}\to \mathbb {R} ^{2}} can be estimated to map any point from one shape to the other. There are several choices for this transformation, described below. ==== Affine ==== The affine model is a standard choice: T ( p ) = A p + o {\displaystyle T(p)=Ap+o\!} . The least squares solution for the matrix A {\displaystyle A} and the translational offset vector o is obtained by: o = 1 n ∑ i = 1 n ( p i − q π ( i ) ) , A = ( Q + P ) t {\displaystyle o={\frac {1}{n}}\sum _{i=1}^{n}\left(p_{i}-q_{\pi (i)}\right),A=(Q^{+}P)^{t}} Where P = ( 1 p 11 p 12 ⋮ ⋮ ⋮ 1 p n 1 p n 2 ) {\displaystyle P={\begin{pmatrix}1&p_{11}&p_{12}\\\vdots &\vdots &\vdots \\1&p_{n1}&p_{n2}\end{pmatrix}}} with a similar expression for Q {\displaystyle Q\!} . Q + {\displaystyle Q^{+}\!} is the pseudoinverse of Q {\displaystyle Q\!} . ==== Thin plate spline ==== The thin plate spline (TPS) model is the most widely used model for transformations when working with shape contexts. A 2D transformation can be separated into two TPS function to model a coordinate transform: T ( x , y ) = ( f x ( x , y ) , f y ( x , y ) ) {\displaystyle T(x,y)=\left(f_{x}(x,y),f_{y}(x,y)\right)} where each of the ƒx and ƒy have the form: f ( x , y ) = a 1 + a x x + a y y + ∑ i = 1 n ω i U ( ‖ ( x i , y i ) − ( x , y ) ‖ ) , {\displaystyle f(x,y)=a_{1}+a_{x}x+a_{y}y+\sum _{i=1}^{n}\omega _{i}U\left({\begin{Vmatrix}(x_{i},y_{i})-(x,y)\end{Vmatrix}}\right),} and the kernel function U ( r ) {\displaystyle U(r)\!} is defined by U ( r ) = r 2 log ⁡ r 2 {\displaystyle U(r)=r^{2}\log r^{2}\!} . The exact details of how to solve for the parameters can be found elsewhere but it essentially involves solving a linear system of equations. The bending energy (a measure of how much transformation is needed to align the points) will also be easily obtained. ==== Regularized TPS ==== The TPS formulation above has exact matching requirement for the pairs of points on the two shapes. For noisy data, it is best to

    Read more →
  • CLEVER score

    CLEVER score

    The CLEVER (Cross Lipschitz Extreme Value for nEtwork Robustness) score is a way of measuring the robustness of an artificial neural network towards adversarial attacks. It was developed by a team at the MIT-IBM Watson AI Lab in IBM Research and first presented at the 2018 International Conference on Learning Representations. It was mentioned and reviewed by Ian Goodfellow as well. It was adopted into an educational game Fool The Bank by Narendra Nath Joshi, Abhishek Bhandwaldar and Casey Dugan

    Read more →
  • Natural language understanding

    Natural language understanding

    Natural language understanding (NLU) or natural language interpretation (NLI) is a subset of natural language processing in artificial intelligence that deals with machine reading comprehension. NLU has been considered an AI-hard problem. There is considerable commercial interest in the field because of its application to automated reasoning, machine translation, question answering, news-gathering, text categorization, voice-activation, archiving, and large-scale content analysis. == History == The program STUDENT, written in 1964 by Daniel Bobrow for his PhD dissertation at MIT, is one of the earliest known attempts at NLU by a computer. Eight years after John McCarthy coined the term artificial intelligence, Bobrow's dissertation (titled Natural Language Input for a Computer Problem Solving System) showed how a computer could understand simple natural language input to solve algebra word problems. A year later, in 1965, Joseph Weizenbaum at MIT wrote ELIZA, an interactive program that carried on a dialogue in English on any topic, the most popular being psychotherapy. ELIZA worked by simple parsing and substitution of key words into canned phrases and Weizenbaum sidestepped the problem of giving the program a database of real-world knowledge or a rich lexicon. Yet ELIZA gained surprising popularity as a toy project and can be seen as a very early precursor to current commercial systems such as those used by Ask.com. In 1969, Roger Schank at Stanford University introduced the conceptual dependency theory for NLU. This model, partially influenced by the work of Sydney Lamb, was extensively used by Schank's students at Yale University, such as Robert Wilensky, Wendy Lehnert, and Janet Kolodner. In 1970, William A. Woods introduced the augmented transition network (ATN) to represent natural language input. Instead of phrase structure rules ATNs used an equivalent set of finite-state automata that were called recursively. ATNs and their more general format called "generalized ATNs" continued to be used for a number of years. In 1971, Terry Winograd finished writing SHRDLU for his PhD thesis at MIT. SHRDLU could understand simple English sentences in a restricted world of children's blocks to direct a robotic arm to move items. The successful demonstration of SHRDLU provided significant momentum for continued research in the field. Winograd continued to be a major influence in the field with the publication of his book Language as a Cognitive Process. At Stanford, Winograd would later advise Larry Page, who co-founded Google. In the 1970s and 1980s, the natural language processing group at SRI International continued research and development in the field. A number of commercial efforts based on the research were undertaken, e.g., in 1982 Gary Hendrix formed Symantec Corporation originally as a company for developing a natural language interface for database queries on personal computers. However, with the advent of mouse-driven graphical user interfaces, Symantec changed direction. A number of other commercial efforts were started around the same time, e.g., Larry R. Harris at the Artificial Intelligence Corporation and Roger Schank and his students at Cognitive Systems Corp. In 1983, Michael Dyer developed the BORIS system at Yale which bore similarities to the work of Roger Schank and W. G. Lehnert. The third millennium saw the introduction of systems using machine learning for text classification, such as the IBM Watson. However, experts debate how much "understanding" such systems demonstrate: e.g., according to John Searle, Watson did not even understand the questions. John Ball, cognitive scientist and inventor of the Patom Theory, supports this assessment. Natural language processing has made inroads for applications to support human productivity in service and e-commerce, but this has largely been made possible by narrowing the scope of the application. There are thousands of ways to request something in a human language that still defies conventional natural language processing. According to Wibe Wagemans, "To have a meaningful conversation with machines is only possible when we match every word to the correct meaning based on the meanings of the other words in the sentence – just like a 3-year-old does without guesswork." == Scope and context == The umbrella term "natural language understanding" can be applied to a diverse set of computer applications, ranging from small, relatively simple tasks such as short commands issued to robots, to highly complex endeavors such as the full comprehension of newspaper articles or poetry passages. Many real-world applications fall between the two extremes, for instance text classification for the automatic analysis of emails and their routing to a suitable department in a corporation does not require an in-depth understanding of the text, but needs to deal with a much larger vocabulary and more diverse syntax than the management of simple queries to database tables with fixed schemata. Throughout the years various attempts at processing natural language or English-like sentences presented to computers have taken place at varying degrees of complexity. Some attempts have not resulted in systems with deep understanding, but have helped overall system usability. For example, Wayne Ratliff originally developed the Vulcan program with an English-like syntax to mimic the English speaking computer in Star Trek. Vulcan later became the dBase system whose easy-to-use syntax effectively launched the personal computer database industry. Systems with an easy-to-use or English-like syntax are, however, quite distinct from systems that use a rich lexicon and include an internal representation (often as first order logic) of the semantics of natural language sentences. Hence the breadth and depth of "understanding" aimed at by a system determine both the complexity of the system (and the implied challenges) and the types of applications it can deal with. The "breadth" of a system is measured by the sizes of its vocabulary and grammar. The "depth" is measured by the degree to which its understanding approximates that of a fluent native speaker. At the narrowest and shallowest, English-like command interpreters require minimal complexity, but have a small range of applications. Narrow but deep systems explore and model mechanisms of understanding, but they still have limited application. Systems that attempt to understand the contents of a document such as a news release beyond simple keyword matching and to judge its suitability for a user are broader and require significant complexity, but they are still somewhat shallow. Systems that are both very broad and very deep are beyond the current state of the art. == Components and architecture == Regardless of the approach used, most NLU systems share some common components. The system needs a lexicon of the language and a parser and grammar rules to break sentences into an internal representation. The construction of a rich lexicon with a suitable ontology requires significant effort, e.g., the Wordnet lexicon required many person-years of effort. The system also needs theory from semantics to guide the comprehension. The interpretation capabilities of a language-understanding system depend on the semantic theory it uses. Competing semantic theories of language have specific trade-offs in their suitability as the basis of computer-automated semantic interpretation. These range from naive semantics or stochastic semantic analysis to the use of pragmatics to derive meaning from context. Semantic parsers convert natural-language texts into formal meaning representations. Advanced applications of NLU also attempt to incorporate logical inference within their framework. This is generally achieved by mapping the derived meaning into a set of assertions in predicate logic, then using logical deduction to arrive at conclusions. Therefore, systems based on functional languages such as Lisp need to include a subsystem to represent logical assertions, while logic-oriented systems such as those using the language Prolog generally rely on an extension of the built-in logical representation framework. The management of context in NLU can present special challenges. A large variety of examples and counter examples have resulted in multiple approaches to the formal modeling of context, each with specific strengths and weaknesses.

    Read more →
  • Lexical substitution

    Lexical substitution

    Lexical substitution is the task of identifying a substitute for a word in the context of a clause. For instance, given the following text: "After the match, replace any remaining fluid deficit to prevent chronic dehydration throughout the tournament", a substitute of game might be given. Lexical substitution is strictly related to word sense disambiguation (WSD), in that both aim to determine the meaning of a word. However, while WSD consists of automatically assigning the appropriate sense from a fixed sense inventory, lexical substitution does not impose any constraint on which substitute to choose as the best representative for the word in context. By not prescribing the inventory, lexical substitution overcomes the issue of the granularity of sense distinctions and provides a level playing field for automatic systems that automatically acquire word senses (a task referred to as Word Sense Induction). == Evaluation == In order to evaluate automatic systems on lexical substitution, a task was organized at the Semeval-2007 evaluation competition held in Prague in 2007. A Semeval-2010 task on cross-lingual lexical substitution has also taken place. == Skip-gram model == The skip-gram model takes words with similar meanings into a vector space (collection of objects that can be added together and multiplied by numbers) that are found close to each other in N-dimensions (list of items). A variety of neural networks (computer system modeled after a human brain) are formed together as a result of the vectors and networks that are related together. This all occurs in the dimensions of the vocabulary that has been generated in a network. The model has been used in lexical substitution automation and prediction algorithms. One such algorithm developed by Oren Melamud, Omer Levy, and Ido Dagan uses the skip-gram model to find a vector for each word and its synonyms. Then, it calculates the cosine distance between vectors to determine which words will be the best substitutes. === Example === In a sentence like "The dog walked at a quick pace" each word has a specific vector in relation to the other. The vector for "The" would be [1,0,0,0,0,0,0] because the 1 is the word vocabulary and the 0s are the words surrounding that vocabulary, which create a vector.

    Read more →
  • Cleverbot

    Cleverbot

    Cleverbot is a chatterbot web application. It was created by British AI scientist Rollo Carpenter and launched in October 2008. It was preceded by Jabberwacky, a chatbot project that began in 1988 and went online in 1997. In its first decade, Cleverbot held several thousand conversations with Carpenter and his associates. Since launching on the web, the number of conversations held has exceeded 150 million. Besides the web application, Cleverbot is also available as an iOS, Android, and Windows Phone app. == Operation == Cleverbot's responses are not pre-programmed because it learns from human input: Humans type into the box below the Cleverbot logo and the system finds all keywords or an exact phrase matching the input. After searching through its saved conversations, it responds to the input by finding how a human responded to that input when it was asked, in part or in full, by Cleverbot. Cleverbot participated in a formal Turing test at the 2011 Techniche festival at the Indian Institute of Technology Guwahati on 3 September 2011. Out of the 1334 votes cast, Cleverbot was judged to be 59.3% human, compared to the rating of 63.3% human achieved by human participants. A score of 50.05% or higher is often considered to be a passing grade. The software running for the event had to handle just 1 or 2 simultaneous requests, whereas online Cleverbot is usually talking to around 10,000 to 50,000 people at once. == Developments == Cleverbot is constantly growing in data size at the rate of 4 to 7 million interactions per day. Updates to the software have been mostly behind the scenes. In 2014, Cleverbot was upgraded to use GPU serving techniques. Unlike Eliza, the program does not respond in a fixed way, instead choosing its responses heuristically using fuzzy logic, the whole of the conversation being compared to the millions that have taken place before. Cleverbot now uses over 279 million interactions, about 3-4% of the data it has already accumulated. The developers of Cleverbot are attempting to build a new version using machine learning techniques. An app that uses the Cleverscript engine to play a game of 20 Questions has been launched under the name Clevernator. Unlike other such games, the player asks the questions and it is the role of the AI to understand, and answer factually. An app that allows owners to create and talk to their own small Cleverbot-like AI has been launched, called Cleverme! for Apple products. == In popular culture == Cleverbot received media attention after being featured in the popular 2010 creepypasta ARG web serial Ben Drowned by Alexander D. Hall. In early 2017, a Twitch stream of two Google Home devices modified to talk to each other using Cleverbot garnered over 700,000 visitors and over 30,000 peak concurrent viewers.

    Read more →
  • Server.com

    Server.com

    Server.com is a domain name that was owned by software as a service (SaaS) company Server Corporation. They offered a suite of services from 1996 until 2007. It was the first SaaS site to offer a variety of services and the first to use the term WebApp to describe its services. It was selected as an Incredibly Useful Site by Yahoo! Internet Life magazine. net magazine listed Server.com among the 100 most influential websites of all time. Server.com launched in 1996 offering the first online personal information manager. In 1997, they rolled out the first threaded message board service; the first web based mailing list manager; one of the first online calendar services; and one of the first online form builders. In 2000, Server.com partnered with NBCi and became server.snap.com until 2001. In 2001, Server.com was serving 100 million monthly pageviews. Media Life declared it one of the 20 biggest ad domains on the Web. In 2002, Server.com developed one of the first web-based RSS aggregators. In 2007, all services were moved to YourWebApps.com. The domain name Server.com was sold in 2009 for $770,000.

    Read more →
  • Dynamic Graphics Project

    Dynamic Graphics Project

    The Dynamic Graphics Project (commonly referred to as DGP) is an interdisciplinary research laboratory at the University of Toronto devoted to projects involving computer graphics, computer vision, human computer interaction, and visualization. The lab began as the computer graphics research group of Department of Computer Science Professor Leslie Mezei in 1967. Mezei invited Bill Buxton, a pioneer of human–computer interaction (HCI) to join. In 1972, Ronald Baecker, another HCI pioneer joined, establishing DGP as the first Canadian university group focused on computer graphics and human-computer interaction. According to csrankings.org, the DGP is the top research institution in the world for the combined subfields of computer graphics, HCI, and visualization. Since then, DGP has hosted many well known faculty and students in computer graphics, computer vision and HCI (e.g., Alain Fournier, Bill Reeves, Jos Stam, Demetri Terzopoulos, Marilyn Tremaine). DGP also occasionally hosts artists in residence (e.g., Oscar-winner Chris Landreth). Many past and current researchers at Autodesk (and before that Alias Wavefront) graduated after working at DGP. DGP is located in the St. George campus of University of Toronto in the Bahen Centre for Information Technology. DGP researchers regularly publish at ACM SIGGRAPH, ACM SIGCHI and ICCV. DGP hosts the Toronto User Experience (TUX) Speaker Series and the Sanders Series Lectures. == Notable alumni == Bill Buxton (MS 1978) James McCrae (PhD 2013) Dimitris Metaxas (PhD 1992) Bill Reeves (MS 1976, Ph.D. 1980) Jos Stam (MS 1991, Ph.D. 1995)

    Read more →
  • ReRites

    ReRites

    ReRites (also known as RERITES, ReadingRites, Big Data Poetry) is a literary work of "Human + A.I. poetry" by David Jhave Johnston that used neural network models trained to generate poetry which the author then edited. ReRites won the Robert Coover Award for a Work of Electronic Literature in 2022. == About the project == The ReRites project began as a daily rite of writing with a neural network, expanded into a series of performances from which video documentation has been published online, and concluded with a set of 12 books and an accompanying book of essays published by Anteism Books in 2019. In Electronic Literature, Scott Rettberg describes the early phases of the project in 2016, when it bore the preliminary name Big Data Poetry. Jhave (the artist name that David Jhave Johnston goes by) describes the process of writing ReRites as a rite: "Every morning for 2 hours (normally 6:30–8:30am) I get up and edit the poetic output of a neural net. Deleting, weaving, conjugating, lineating, cohering. Re-writing. Re-wiring authorship: hybrid augmented enhanced evolutionary". There is video documentation of the writing process. The human editing of the neural network's output is fundamental to this project, and Jhave gives examples of both unedited text extracts and his edited versions in publications about the project. Kyle Booten describes ReRites as "simultaneously dusty and outrageously verdant, monotonously sublime and speckled with beautiful and rare specimens". === Performances === ReRites was first shared with an audience through a series of performances where audience members and poets would participate in reading the automatically generated texts, which appeared on screen so fast that human readers could barely keep up. This has been described as allowing participants to "re-discover[..] the peculiar pleasures of being embodied", or, in Jhave's own words, as a space where human participants were "playing their wits and voices against an evocative infinite deep-learning muse". The first performance was at Brown University's Interrupt Festival in 2019. It has been performed many times since, including at the Barbican Centre in London and Anteism Books. === Print publications === For a single year Jhave published one book of poetry from the ReRites project each month. These twelve volumes are accompanied by a book of essays, all published by Anteism Books. The accompanying essays provide critical responses to the project from poets and scholars including Allison Parrish, Johanna Drucker, Kyle Booten, Stephanie Strickland, John Cayley, Lai-Tze Fan, Nick Montfort, Mairéad Byrne, and Chris Funkhouser. Allison Parrish notes elsewhere that these paratexts to ReRites serve a legitimising function for a genre of poetry that is not yet institutionally acknowledged. === Technical details === Starting in 2016 under the name Big Data Poetry, Jhave generated poems using, in his own words, "neural network code (..) adapted from three corporate github-hosted machine-learning libraries: TensorFlow (Google), PyTorch (Facebook), and AWD-LSTM (SalesForce)". He explains that the "models were trained on a customised corpus of 600,000 lines of poetry ranging from the romantic epoch to the 20th century avant garde". Jhave maintains a GitHub repository with some of the code supporting ReRites. == Reception == ReRites is described by John Cayley as "one of the most thorough and beautiful" poetic responses to machine learning. The work's influence on the field of electronic literature was acknowledged in 2022, when the work won the Electronic Literature Organization's Robert Coover Award for a Work of Electronic Literature. The jury described ReRites as particularly poignant in the time of the pandemic, as it was "a documentation of the performance of the private ritual of writing and the obsessive-compulsive need for writers to communicate — even when no one else is reading". The question of authorship and voice in ReRites has been raised by several critics. Although generated poetry is an established genre in electronic literature, Cayley notes that unlike the combinatory poems created by authors like Nick Montfort, where the author explicitly defines which words and phrases will be recombined, ReRites has "not been directed by literary preconceptions inscribed in the program itself, but only by patterns and rhythms pre-existing in the corpora". In an essay for the Australian journal TEXT, David Thomas Henry Wright asks how to understand authorship and authority in ReRites: "Who or what is the authority of the work? The original data fed into the machine, that is not currently retrievable or discernible from the final works? The code that was taken and adapted for his purposes? Or Jhave, the human editor?" Wright concludes that Jhave is the only actor with any intentionality and therefore the authority of the work. The centrality of the human editor is also emphasised by other scholars. In a chapter analysing ReRites Malthe Stavning Erslev argues that the machine learning misrepresents the dataset it is trained on. While ReRites uses 21st century neural networks, it has been compared to earlier literary traditions. Poet Victoria Stanton, who read at one of the ReRites performances, has compared ReRites to found poetry, while David Thomas Henry Wright compares it to the Oulipo movement and Mark Amerika to the cut-up technique. Scholars also position ReRites firmly within the long tradition of generative poetry both in electronic literature and print, stretching from the I Ching, Queneau's Cent Mille Milliards de Poemes and Nabokov's Pale Fire to computer-generated poems like Christopher Strachey's Love Letter Generator (1952) and more contemporary examples. Jhave describes the process of working with the output from the neural network as "carving". In his book My Life as an Artificial Creative Intelligence, Mark Amerika writes that the "method of carving the digital outputs provided by the language model as part of a collaborative remix jam session with GPT-2, where the language artist and the language model play off each other’s unexpected outputs as if caught in a live postproduction set, is one I share with electronic literature composer David Jhave Johnston, whose AI poetry experiments precede my own investigations."

    Read more →
  • Chatbot

    Chatbot

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

    Read more →
  • Pedagogical agent

    Pedagogical agent

    A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion". == History == The history of Pedagogical Agents is closely aligned with the history of computer animation. As computer animation progressed, it was adopted by educators to enhance computerized learning by including a lifelike interface between the program and the learner. The first versions of a pedagogical agent were more cartoon than person, like Microsoft's Clippy which helped users of Microsoft Office load and use the program's features in 1997. However, with developments in computer animation, pedagogical agents can now look lifelike. By 2006 there was a call to develop modular, reusable agents to decrease the time and expertise required to create a pedagogical agent. There was also a call in 2009 to enact agent standards. The standardization and re-usability of pedagogical agents is less of an issue since the decrease in cost and widespread availability of animation tools. Individualized pedagogical agents can be found across disciplines including medicine, math, law, language learning, automotive, and armed forces. They are used in applications directed to every age, from preschool to adult. == Learning theories related to pedagogical agent design == === Distributed cognition theory === Distributed cognition theory is the method in which cognition progresses in the context of collaboration with others. Pedagogical agents can be designed to assist the cognitive transfer to the learner, operating as artifacts or partners with collaborative role in learning. To support the performance of an action by the user, the pedagogical agent can act as a cognitive tool as long as the agent is equipped with the knowledge that the user lacks. The interactions between the user and the pedagogical agent can facilitate a social relationship. The pedagogical agent may fulfill the role of a working partner. === Socio-cultural learning theory === Socio-cultural learning theory is how the user develops when they are involved in learning activities in which there is interaction with other agents. A pedagogical agent can: intervene when the user requests, provide support for tasks that the user cannot address, and potentially extend the learners cognitive reach. Interaction with the pedagogical agent may elicit a variety of emotions from the learner. The learner may become excited, confused, frustrated, and/or discouraged. These emotions affect the learners' motivation. === Extraneous Cognitive Load === Extraneous cognitive load is the extra effort being exerted by an individual's working memory due to the way information is being presented. A pedagogical agent can increase the user's cognitive load by distracting them and becoming the focus of their attention, causing split attention between the instructional material and the agent. Agents can reduce the perceived cognitive load by providing narration and personalization that can also promote a user's interest and motivation. While research on the reduction of cognitive load from pedagogical agents is minimal, more studies have shown that agents do not increase it. == Effectiveness == It has been suggested by researchers that pedagogical agents may take on different roles in the learning environment. Examples of these roles are: supplanting, scaffolding, coaching, testing, or demonstrating or modelling a procedure. A pedagogical agent as a tutor has not been demonstrated to add any benefit to an educational strategy in equivalent lessons with and without a pedagogical agent. According to Richard Mayer, there is some support in research for pedagogical agent increasing learning, but only as a presenter of social cues. A co-learner pedagogical agent is believed to increase the student's self-efficacy. By pointing out important features of instructional content, a pedagogical agent can fulfill the signaling function, which research on multimedia learning has shown to enhance learning. Research has demonstrated that human-human interaction may not be completely replaced by pedagogical agents, but learners may prefer the agents to non-agent multimedia systems. This finding is supported by social agency theory. Much like the varying effectiveness of the pedagogical agent roles in the learning environment, agents that take into account the user's affect have had mixed results. Research has shown pedagogical agents that make use of the users’ affect have been found to increase user knowledge retention, motivation, and perceived self-efficacy. However, with such a broad range of modalities in affective expressions, it is often difficult to utilize them. Additionally, having agents detect a user's affective state with precision remains challenging, as displays of affect are different across individuals. == Design == === Attractiveness === The appearance of a pedagogical agent can be manipulated to meet the learning requirements. The attractiveness of a pedagogical agent can enhance student's learning when the users were the opposite gender of the pedagogical agent. Male students prefer a sexy appearance of a female pedagogical agents and dislike the sexy appearance of male agents. Female students were not attracted by the sexy appearance of either male or female pedagogical agents. === Affective Response === Pedagogical agents have reached a point where they can convey and elicit emotion, but also reason about and respond to it. These agents are often designed to elicit and respond to affective actions from users through various modalities such as speech, facial expressions, and body gestures. They respond to the affective state of the given user, and make use of these modalities using a wide array of sensors incorporated into the design of the agent. Specifically in education and training applications, pedagogical agents are often designed to increasingly recognize when users or learners exhibit frustration, boredom, confusion, and states of flow. The added recognition in these agents is a step toward making them more emotionally intelligent, comforting and motivating the users as they interact. === Digital Representation === The design of a pedagogical agent often begins with its digital representation, whether it will be 2D or 3D and static or animated. Several studies have developed pedagogical agents that were both static and animated, then evaluated the relative benefits. Similar to other design considerations, the improved learning from static or animated agents remains questionable. One study showed that the appearance of an agent portrayed using a static image can impact a user's recall, based on the visual appearance. Other research found results that suggest static agent images improve learning outcomes. However, several other studies found user's learned more when the pedagogical agent was animated rather than static. Recently a meta-analysis of such research found a negligible improvement in learning via pedagogical agents, suggesting more work needs to be done in the area to support any claims.

    Read more →
  • Color histogram

    Color histogram

    In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

    Read more →
  • INDECT

    INDECT

    INDECT is a research project in the area of intelligent security systems performed by several European universities since 2009 and funded by the European Union. The purpose of the project is to involve European scientists and researchers in the development of solutions to and tools for automatic threat detection through e.g. processing of CCTV camera data streams, standardization of video sequence quality for user applications, threat detection in computer networks as well as data and privacy protection. The area of research, applied methods, and techniques are described in the public deliverables which are available to the public on the project's website. Practically, all information related to the research is public. Only documents that comprise information related to financial data or information that could negatively influence the competitiveness and law enforcement capabilities of parties involved in the project are not published. This follows regulations and practices applied in EU research projects. == Application and target users == The main end-user of INDECT solutions are police forces and security services. The principle of operation of the project is detecting threats and identifying sources of threats, without monitoring and searching for particular citizens or groups of citizens. Then, the system operator (i.e. police officer) decides whether an intervention of services responsible for public security are required or not. Further investigation eventually leading to persons related to threats is performed, preserving the presumption of innocence, based on existing procedures already used by police services and prosecutors. As it can be found in the project deliverables, INDECT does not involve storage of personal data (such as names, addresses, identity document numbers, etc.). A similar, behavior-based surveillance program was SAMURAI (Suspicious and Abnormal behavior Monitoring Using a netwoRk of cAmeras & sensors for sItuation awareness enhancement). == Expected results == The main expected results of the INDECT project are: Trial of intelligent analysis of video and audio data for threat detection in urban environments Creation of tools and technology for privacy and data protection during storage and transmission of information using quantum cryptography and new methods of digital watermarking Performing computer-aided detection of threats and targeted crimes in Internet resources with privacy-protecting solutions Construction of a search engine for rapid semantic search based on watermarking of content related to child pornography and human organ trafficking Implementation of a distributed computer system that is capable of effective intelligent processing == Controversy == Some media and other sources accuse INDECT of privacy abuse, collecting personal data, and keeping information from the public. Consequently, these issues have been commented and discussed by some Members of the European Parliament. As seen in the project's documentation, INDECT does not involve mobile phone tracking or call interception. The rumors about testing INDECT during 2012 UEFA European Football Championship also turned out to be false. The mid-term review of the Seventh Framework Programme to the European Parliament strongly urges the European Commission to immediately make all documents available and to define a clear and strict mandate for the research goal, the application, and the end users of INDECT, and stresses a thorough investigation of the possible impact on fundamental rights. Nevertheless, according to Mr. Paweł Kowal, MEP, the project had the ethical review on 15 March 2011 in Brussels with the participation of ethics experts from Austria, France, Netherlands, Germany and Great Britain.

    Read more →