An influence diagram (ID) (also called a relevance diagram, decision diagram or a decision network) is a compact graphical and mathematical representation of a decision situation. It is a generalization of a Bayesian network, in which not only probabilistic inference problems but also decision making problems (following the maximum expected utility criterion) can be modeled and solved. ID was first developed in the mid-1970s by decision analysts with an intuitive semantic that is easy to understand. It is now adopted widely and becoming an alternative to the decision tree which typically suffers from exponential growth in number of branches with each variable modeled. ID is directly applicable in team decision analysis, since it allows incomplete sharing of information among team members to be modeled and solved explicitly. Extensions of ID also find their use in game theory as an alternative representation of the game tree. == Semantics == An ID is a directed acyclic graph with three types (plus one subtype) of node and three types of arc (or arrow) between nodes. Nodes: Decision node (corresponding to each decision to be made) is drawn as a rectangle. Uncertainty node (corresponding to each uncertainty to be modeled) is drawn as an oval. Deterministic node (corresponding to special kind of uncertainty that its outcome is deterministically known whenever the outcome of some other uncertainties are also known) is drawn as a double oval. Value node (corresponding to each component of additively separable Von Neumann-Morgenstern utility function) is drawn as an octagon (or diamond). Arcs: Functional arcs (ending in value node) indicate that one of the components of additively separable utility function is a function of all the nodes at their tails. Conditional arcs (ending in uncertainty node) indicate that the uncertainty at their heads is probabilistically conditioned on all the nodes at their tails. Conditional arcs (ending in deterministic node) indicate that the uncertainty at their heads is deterministically conditioned on all the nodes at their tails. Informational arcs (ending in decision node) indicate that the decision at their heads is made with the outcome of all the nodes at their tails known beforehand. Given a properly structured ID: Decision nodes and incoming information arcs collectively state the alternatives (what can be done when the outcome of certain decisions and/or uncertainties are known beforehand) Uncertainty/deterministic nodes and incoming conditional arcs collectively model the information (what are known and their probabilistic/deterministic relationships) Value nodes and incoming functional arcs collectively quantify the preference (how things are preferred over one another). Alternative, information, and preference are termed decision basis in decision analysis, they represent three required components of any valid decision situation. Formally, the semantic of influence diagram is based on sequential construction of nodes and arcs, which implies a specification of all conditional independencies in the diagram. The specification is defined by the d {\displaystyle d} -separation criterion of Bayesian network. According to this semantic, every node is probabilistically independent on its non-successor nodes given the outcome of its immediate predecessor nodes. Likewise, a missing arc between non-value node X {\displaystyle X} and non-value node Y {\displaystyle Y} implies that there exists a set of non-value nodes Z {\displaystyle Z} , e.g., the parents of Y {\displaystyle Y} , that renders Y {\displaystyle Y} independent of X {\displaystyle X} given the outcome of the nodes in Z {\displaystyle Z} . == Example == Consider the simple influence diagram representing a situation where a decision-maker is planning their vacation. There is 1 decision node (Vacation Activity), 2 uncertainty nodes (Weather Condition, Weather Forecast), and 1 value node (Satisfaction). There are 2 functional arcs (ending in Satisfaction), 1 conditional arc (ending in Weather Forecast), and 1 informational arc (ending in Vacation Activity). Functional arcs ending in Satisfaction indicate that Satisfaction is a utility function of Weather Condition and Vacation Activity. In other words, their satisfaction can be quantified if they know what the weather is like and what their choice of activity is. (Note that they do not value Weather Forecast directly) Conditional arc ending in Weather Forecast indicates their belief that Weather Forecast and Weather Condition can be dependent. Informational arc ending in Vacation Activity indicates that they will only know Weather Forecast, not Weather Condition, when making their choice. In other words, actual weather will be known after they make their choice, and only forecast is what they can count on at this stage. It also follows semantically, for example, that Vacation Activity is independent on (irrelevant to) Weather Condition given Weather Forecast is known. == Applicability to value of information == The above example highlights the power of the influence diagram in representing an extremely important concept in decision analysis known as the value of information. Consider the following three scenarios; Scenario 1: The decision-maker could make their Vacation Activity decision while knowing what Weather Condition will be like. This corresponds to adding extra informational arc from Weather Condition to Vacation Activity in the above influence diagram. Scenario 2: The original influence diagram as shown above. Scenario 3: The decision-maker makes their decision without even knowing the Weather Forecast. This corresponds to removing informational arc from Weather Forecast to Vacation Activity in the above influence diagram. Scenario 1 is the best possible scenario for this decision situation since there is no longer any uncertainty on what they care about (Weather Condition) when making their decision. Scenario 3, however, is the worst possible scenario for this decision situation since they need to make their decision without any hint (Weather Forecast) on what they care about (Weather Condition) will turn out to be. The decision-maker is usually better off (definitely no worse off, on average) to move from scenario 3 to scenario 2 through the acquisition of new information. The most they should be willing to pay for such move is called the value of information on Weather Forecast, which is essentially the value of imperfect information on Weather Condition. The applicability of this simple ID and the value of information concept is tremendous, especially in medical decision making when most decisions have to be made with imperfect information about their patients, diseases, etc. == Related concepts == Influence diagrams are hierarchical and can be defined either in terms of their structure or in greater detail in terms of the functional and numerical relation between diagram elements. An ID that is consistently defined at all levels—structure, function, and number—is a well-defined mathematical representation and is referred to as a well-formed influence diagram (WFID). WFIDs can be evaluated using reversal and removal operations to yield answers to a large class of probabilistic, inferential, and decision questions. More recent techniques have been developed by artificial intelligence researchers concerning Bayesian network inference (belief propagation). An influence diagram having only uncertainty nodes (i.e., a Bayesian network) is also called a relevance diagram. An arc connecting node A to B implies not only that "A is relevant to B", but also that "B is relevant to A" (i.e., relevance is a symmetric relationship).
JDoodle
JDoodle is a cloud-based online integrated development environment and compiler platform that supports execution of source code in 70+ programming languages including Java, Python, C/C++, PHP, Ruby, Perl, HTML, and more. It provides zero‑setup code for compilation, execution, and sharing via a web browser interface. == Features == Provides real‑time collaboration and code embedding via shareable URLs and APIs Offers an integrated terminal interface supporting database engines such as MySQL and MongoDB. JDroid — AI‑assistant to generate code snippets, optimize code, and assist debugging. == Languages and frameworks supported ==
Automatic scorer
An automatic scorer is the computerized scoring system to keep track of scoring in ten-pin bowling. It was introduced en masse in bowling alleys in the 1970s and combined with mechanical pinsetters to detect overturned pins. By eliminating the need for manual score-keeping, these systems have introduced new bowlers into the game who otherwise would not participate because they had to count the score themselves, as many do not understand the mathematical formula involved in bowler scoring. At first, people were skeptical about whether a computer could keep an accurate score. In the twenty-first century, automatic scorers are used in most bowling centers around the world. The three manufacturers of these specialty computers have been Brunswick Bowling, AMF Bowling (later QubicaAMF), and RCA. == History == Automatic equipment is considered a cornerstone of the modern bowling center. The traditional bowling center of the early 20th century was advanced in automation when the pinsetter person ("pin boy"), who set back up by hand the bowled down pins, was replaced by a machine that automatically replaced the pins in their proper play positions. This machine came out in the 1950s. A detection system was developed from the pinsetter mechanism in the 1960s that could tell which pins had been knocked down, and that information could be transferred to a digital computer. Automatic electronic scoring was first conceived by Robert Reynolds, who was described by a newspaper story at the time as "a West Coast electronics calculator expert." He worked with the technical staff of Brunswick Bowling to develop it. The goal was realized in the late 1960s when a specialized computer was designed for the purpose of automatic scorekeeping for bowling. The field test for the automatic scorer took place at Village Lanes bowling center, Chicago in 1967. The scoring machine received approval for official use by the American Bowling Congress in August of that year. They were first used in national official league gaming on October 10, 1967. In November, Brunswick announced that they were accepting orders for the new digital computer, which cost around $3,000 per bowling lane. Bowling centers that installed these new automatic scoring devices in the 1970s charged a ten cents extra per line of scoring for the convenience. == Description == Each Automatic Scorer computer unit kept score for four lanes. It had two bowler identification panels serving two lanes each. The bowler pushed it into his named position when his turn came up so the computer knew who was bowling and score accordingly. After the bowler rolled the bowling ball down the lane and knocked down pins, the pinsetter detected which pins were down and relayed this information back to the computer for scoring. The result was then printed on a scoresheet and projected overhead onto a large screen for all to see. The Automatic Scorer digital computer was mathematically accurate, however the detection system at the pinsetter mechanism sometimes reported the wrong number of pins knocked down. The computer could be corrected manually for any errors in the system; similarly, human errors, such as neglecting to move the bowler identification mechanism, could be corrected for by manual action. The scorer could take into account bowlers' handicaps and could adjust for late-arriving bowlers. The automatic scorer is directly connected to the foul detection unit. As a result, foul line violations are automatically scored. Brunswick had put ten years of research and development into the Automatic Scorer, and by 1972 there were over 500 of these computers installed in bowling centers around the world. AMF Bowling, competitor to Brunswick, entered into the automatic scorer computer field during the 1970s and their systems were installed into their brand of bowling centers. By 1974, RCA was also making these computers for automatic scoring. == Reception and further developments == The purposes of the computerized scoring were to avoid errors by human scorers and to prevent cheating. It had the side benefit of speeding up the progress of the game and introducing new bowlers to the game. Score-keeping for bowling is based on a formula that many new to bowling were not familiar with and thought difficult to learn. These casual bowlers unfamiliar with the formula thought the scores given by the computers were confusing. Some bowlers were not comfortable with automatic scorers when they were introduced in the 1970s, so kept score using the traditional method on paper score sheets. The introduction of this device increased the popularity of the sport. Automatic scorers came to be considered a normal part of modern bowling installations worldwide, with owners and managers saying that bowlers expect such equipment to be present in bowling establishments and that business increased following their introduction. Brunswick introduced a color television style automatic scorer in 1983. Bowling center owners could use these style automatic scorers for advertising, management, videos, and live television. By the 2010s, these types of electronic visual displays could show bowler avatars and social media connections to publicize the bowlers' scores. Some are capable of being extended entertainment systems of games for children and adults. Some scoring systems support variations on traditional bowling, such as different kinds of bingo games where certain pins have to be knocked down at certain times or practice regimes where certain spares have to be accomplished. By this point, QubicaAMF Worldwide, an outgrowth of AMF, was one of the leading providers of bowling scoring equipment.
Pixel binning
Pixel binning, also known as binning, is a process image sensors of digital cameras use to combine adjacent pixels throughout an image, by summing or averaging their values, during or after readout. It improves low-light performance while still allowing for highly detailed photographs in good light. Charge from adjacent pixels in CCD or charge-coupled device image sensors and some other image sensors can be combined during readout, increasing the line rate or frame rate. In the context of image processing, binning is the procedure of combining clusters of adjacent pixels, throughout an image, into single pixels. For example, in 2×2 binning, an array of 4 pixels becomes a single larger pixel, reducing the number of pixels to 1/4 and halving the image resolution in each dimension. The result can be the sum, average, median, minimum, or maximum value of the cluster. Some systems use more advanced algorithms such as considering the values of nearby pixels, edge detection, self-claimed "AI", etc. to increase the perceived visual quality of the final downsized image. This aggregation, although associated with loss of information, reduces the amount of data to be processed, facilitating analysis. The binned image has lower resolution, but the relative noise level in each pixel is generally reduced. == History == Normally, an increase in megapixel count on a constant image sensor size would lead to a sacrifice of the surface size of the individual pixels, which would result in each pixel being able to catch less light in the same time, thus leading to a darker and/or noisier image in low light (given the same exposure time). In the past, camera manufacturers had to compromise between low-light performance and the amount of detail in good light, by dropping the megapixel count like HTC did in 2013 with their four-megapixel "UltraPixel" camera. However, this results in less detailed images in daylight where enough light is available. With pixel binning, the camera has "the best of both worlds", meaning both the benefit of high detail in good light and the benefit of high brightness in low light. In low light, the surfaces of four or more pixels can act as one large pixel that catches far more light. For example, some smartphones such as the Samsung Galaxy A15 are able to capture photographs with up to fifty megapixels in daylight. However, in low light, the individual pixels would be too small to capture the light needed for a bright image with the short exposure time available for handheld shooting. Therefore, with pixel binning activated, the 50-megapixel image sensor acts as a 12.5-megapixel image sensor, a quarter of its original resolution, with an accordingly larger surface area per pixel.
Biorobotics
Biorobotics is an interdisciplinary science that combines the fields of biomedical engineering, cybernetics, and robotics to develop new technologies that integrate biology with mechanical systems to develop more efficient communication, alter genetic information, and create machines that imitate biological systems. == Cybernetics == Cybernetics focuses on the communication and system of living organisms and machines that can be applied and combined with multiple fields of study such as biology, mathematics, computer science, engineering, and much more. This discipline falls under the branch of biorobotics because of its combined field of study between biological bodies and mechanical systems. Studying these two systems allows for advanced analysis on the functions and processes of each system as well as the interactions between them. === History === Cybernetic theory is a concept that has existed for centuries, dating back to the era of Plato where he applied the term to refer to the "governance of people". The term cybernetique is seen in the mid-1800s used by physicist André-Marie Ampère. The term cybernetics was popularized in the late 1940s to refer to a discipline that touched on, but was separate, from established disciplines, such as electrical engineering, mathematics, and biology. === Science === Cybernetics is often misunderstood because of the breadth of disciplines it covers. In the early 20th century, it was coined as an interdisciplinary field of study that combines biology, science, network theory, and engineering. Today, it covers all scientific fields with system related processes. The goal of cybernetics is to analyze systems and processes of any system or systems in an attempt to make them more efficient and effective. === Applications === Cybernetics is used as an umbrella term so applications extend to all systems related scientific fields such as biology, mathematics, computer science, engineering, management, psychology, sociology, art, and more. Cybernetics is used amongst several fields to discover principles of systems, adaptation of organisms, information analysis and much more. == Genetic engineering == Genetic engineering is a field that uses advances in technology to modify biological organisms. Through different methods, scientists are able to alter the genetic material of microorganisms, plants and animals to provide them with desirable traits. For example, making plants grow bigger, better, and faster. Genetic engineering is included in biorobotics because it uses new technologies to alter biology and change an organism's DNA for their and society's benefit. === History === Although humans have modified genetic material of animals and plants through artificial selection for millennia (such as the genetic mutations that developed teosinte into corn and wolves into dogs), genetic engineering refers to the deliberate alteration or insertion of specific genes to an organism's DNA. The first successful case of genetic engineering occurred in 1973 when Herbert Boyer and Stanley Cohen were able to transfer a gene with antibiotic resistance to a bacterium. === Science === There are three main techniques used in genetic engineering: The plasmid method, the vector method and the biolistic method. ==== Plasmid method ==== This technique is used mainly for microorganisms such as bacteria. Through this method, DNA molecules called plasmids are extracted from bacteria and placed in a lab where restriction enzymes break them down. As the enzymes do this, some develop a rough edge that resembles that of a staircase which is considered 'sticky' and capable of reconnecting. These 'sticky' molecules are inserted into another bacteria where they will connect to the DNA rings with the altered genetic material. ==== Vector method ==== The vector method is considered a more precise technique than the plasmid method as it involves the transfer of a specific gene instead of a whole sequence. In the vector method, a specific gene from a DNA strand is isolated through restriction enzymes in a laboratory and is inserted into a vector. Once the vector accepts the genetic code, it is inserted into the host cell where the DNA will be transferred. ==== Biolistic method ==== The biolistic method is typically used to alter the genetic material of plants. This method embeds the desired DNA with a metallic particle such as gold or tungsten in a high speed gun. The particle is then bombarded into the plant. Due to the high velocities and the vacuum generated during bombardment, the particle is able to penetrate the cell wall and inserts the new DNA into the cell. === Applications === Genetic engineering has many uses in the fields of medicine, research and agriculture. In the medical field, genetically modified bacteria are used to produce drugs such as insulin, human growth hormones and vaccines. In research, scientists genetically modify organisms to observe physical and behavioral changes to understand the function of specific genes. In agriculture, genetic engineering is extremely important as it is used by farmers to grow crops that are resistant to herbicides and to insects such as BTCorn. == Bionics == Bionics is a medical engineering field and a branch of biorobotics consisting of electrical and mechanical systems that imitate biological systems, such as prosthetics and hearing aids. It's a portmanteau that combines biology and electronics. === History === The history of bionics goes as far back in time as ancient Egypt. A prosthetic toe made out of wood and leather was found on the foot of a mummy. The time period of the mummy corpse was estimated to be from around the fifteenth century B.C. Bionics can also be witnessed in ancient Greece and Rome. Prosthetic legs and arms were made for amputee soldiers. In the early 16th century, a French military surgeon by the name of Ambroise Pare became a pioneer in the field of bionics. He was known for making various types of upper and lower prosthetics. One of his most famous prosthetics, Le Petit Lorrain, was a mechanical hand operated by catches and springs. During the early 19th century, Alessandro Volta further progressed bionics. He set the foundation for the creation of hearing aids with his experiments. He found that electrical stimulation could restore hearing by inserting an electrical implant to the saccular nerve of a patient's ear. In 1945, the National Academy of Sciences created the Artificial Limb Program, which focused on improving prosthetics since there were a large number of World War II amputee soldiers. Since this creation, prosthetic materials, computer design methods, and surgical procedures have improved, creating modern-day bionics. === Science === ==== Prosthetics ==== The important components that make up modern-day prosthetics are the pylon, the socket, and the suspension system. The pylon is the internal frame of the prosthetic that is made up of metal rods or carbon-fiber composites. The socket is the part of the prosthetic that connects the prosthetic to the person's missing limb. The socket consists of a soft liner that makes the fit comfortable, but also snug enough to stay on the limb. The suspension system is important in keeping the prosthetic on the limb. The suspension system is usually a harness system made up of straps, belts or sleeves that are used to keep the limb attached. The operation of a prosthetic could be designed in various ways. The prosthetic could be body-powered, externally-powered, or myoelectrically powered. Body-powered prosthetics consist of cables attached to a strap or harness, which is placed on the person's functional shoulder, allowing the person to manipulate and control the prosthetic as he or she deems fit. Externally-powered prosthetics consist of motors to power the prosthetic and buttons and switches to control the prosthetic. Myoelectrically powered prosthetics are new, advanced forms of prosthetics where electrodes are placed on the muscles above the limb. The electrodes will detect the muscle contractions and send electrical signals to the prosthetic to move the prosthetic. The downside to this type of prosthetic is that if the sensors are not placed correctly on the limb then the electrical impulses will fail to move the prosthetic. TrueLimb is a specific brand of prosthetics that uses myoelectrical sensors which enable a person to have control of their bionic limb. ==== Hearing aids ==== Four major components make up the hearing aid: the microphone, the amplifier, the receiver, and the battery. The microphone takes in outside sound, turns that sound to electrical signals, and sends those signals to the amplifier. The amplifier increases the sound and sends that sound to the receiver. The receiver changes the electrical signal back into sound and sends the sound into the ear. Hair cells in the ear will sense the vibrations from the sound, convert the vibrations into nerve signals, and send it to the brain so
Netomi
Netomi, formerly msg.ai, is an American artificial intelligence company and developer of chatbot technologies. == History == msg.ai was founded in May 2015 by Puneet Mehta. msg.ai worked with Sony Pictures to launch a chat bot on Facebook Messenger for a $100M film, Goosebumps and subsequently joined Y Combinator as a member of the Winter 2016 class. Later that year and in 2017, msg.ai completed two rounds of seed funding, led by Y Combinator and Index Ventures. In 2018, the company changed its name to Netomi. In 2019, the company raised $14.7 million in a Series A funding round also led by Index Ventures. In 2021, the company raised $30 million in a Series B funding round led by WndrCo LLC.
Time-compressed speech
Time-compressed speech refers to an audio recording of verbal text in which the text is presented in a much shorter time interval than it would through normally-paced real time speech. The basic purpose is to make recorded speech contain more words in a given time, yet still be understandable. For example: a paragraph that might normally be expected to take 20 seconds to read, might instead be presented in 15 seconds, which would represent a time-compression of 25% (5 seconds out of 20). The term "time-compressed speech" should not be confused with "speech compression", which controls the volume range of a sound, but does not alter its time envelope. == Methods == While some voice talents are capable of speaking at rates significantly in excess of general norms, the term "time-compressed speech" most usually refers to examples in which the time-reduction has been accomplished through some form of electronic processing of the recorded speech. In general, recorded speech can be electronically time-compressed by: increasing its speed (linear compression); removing silences (selective editing); a combination of the two (non-linear compression). The speed of a recording can be increased, which will cause the material to be presented at a faster rate (and hence in a shorter amount of time), but this has the undesirable side-effect of increasing the frequency of the whole passage, raising the pitch of the voices, which can reduce intelligibility. There are normally silences between words and sentences, and even small silences within certain words, both of which can be reduced or removed ("edited-out") which will also reduce the amount of time occupied by the full speech recording. However, this can also have the effect of removing verbal "punctuation" from the speech, causing words and sentences to run together unnaturally, again reducing intelligibility. Vowels are typically held a minimum of 20 milliseconds, over many cycles of the fundamental pitch. DSP systems can detect the beginning and end of each cycle and then skip over some fraction of those cycles, causing the material to be presented at a faster rate, without changing the pitch, maintaining a "normal" tone of voice. The current preferred method of time-compression is called "non-linear compression", which employs a combination of selectively removing silences; speeding up the speech to make the reduced silences sound normally-proportioned to the text; and finally applying various data algorithms to bring the speech back down to the proper pitch. This produces a more acceptable result than either of the two earlier techniques; however, if unrestrained, removing the silences and increasing the speed can make a selection of speech sound more insistent, possibly to the point of unpleasantness. == Applications == === Advertising === Time-compressed speech is frequently used in television and radio advertising. The advantage of time-compressed speech is that the same number of words can be compressed into a smaller amount of time, reducing advertising costs, and/or allowing more information to be included in a given radio or TV advertisement. It is usually most noticeable in the information-dense caveats and disclaimers presented (usually by legal requirement) at the end of commercials—the aural equivalent of the "fine print" in a printed contract. This practice, however, is not new: before electronic methods were developed, spokespeople who could talk extremely quickly and still be understood were widely used as voice talents for radio and TV advertisements, and especially for recording such disclaimers. === Education === Time-compressed speech has educational applications such as increasing the information density of trainings, and as a study aid. A number of studies have demonstrated that the average person is capable of relatively easily comprehending speech delivered at higher-than-normal rates, with the peak occurring at around 25% compression (that is, 25% faster than normal); this facility has been demonstrated in several languages. Conversational speech (in English) takes place at a rate of around 150 wpm (words per minute), but the average person is able to comprehend speech presented at rates of up to 200-250 wpm without undue difficulty. Blind and severely visually impaired subjects scored similar comprehension levels at even higher rates, up to 300-350 wpm. Blind people have been found to use time-compressed speech extensively, for example, when reviewing recorded lectures from high school and college classes, or professional trainings. Comprehension rates in older blind subjects have been found to be as good, or in some cases better than those found in younger sighted subjects. Other studies have determined that the ability to comprehend highly time-compressed speech tends to fall off with increased age, and is also reduced when the language of the time-compressed speech is not the listener's native language. Non-native speakers can, however, improve their comprehension level of time-compressed speech with multiday training. === Voice Mail === Voice mail systems have employed time-compressed speech since as far back as the 1970s. In this application, the technology enables the rapid review of messages in high-traffic systems, by a relatively small number of people. === Streaming Multimedia === Time-compressed speech has been explored as one of a variety of interrelated factors which may be manipulated to increase the efficiency of streaming multimedia presentations, by significantly reducing the latency times involved in the transfer of large digitally encoded media files.