Computer aided transceiver

Computer aided transceiver

Computer aided transceiver (CAT) is a non-generic serial protocol used by radio amateurs for (remotely) controlling a transceiver radio receiver equipment using a computer. Conventional transmitters are manually controlled and used to transmit voice using buttons, dials, etc. However, advances in electronics have come to market devices that can be controlled by a computer and allow digital modes such as packet radio and also the use of satellite tracking, because it can continuously change the device's frequency according to the Doppler effect. This is done by connecting a Radio receiver and a PC using a CAT interface and a CAT Program Additionally, CAT interfaces can also be used to position tracking antennas, in controllers. As a satellite moves overhead. A CAT interface is a piece of hardware that connects the PC and radio that provides a connection to allows the radio and the PC to communicate with each other. The CAT interface provides the signals to and fro via correct voltage levels and in the case of a Universal Serial Bus (USB) CAT interface it requires a "protocol" for communication but communication itself is down to the radio and the software on the PC. Software that may be called a CAT program allows a radio to be controlled through the PC. Changes made on the radio through user interactions on the CAT Program are (generally) shown on the PC's screen. The functionality of CAT equipment (software & interface) depends on the radio and what features the software writers included in the CAT software. Modern radio systems do have more CAT functionality If you run a logging program that supports CAT, then that software may take advantage of the CAT system by retrieving information from the radio to help fill in log details, such as the frequency that the contact was made. CAT is also useful on many radios where there are many sub-menus in the radios menu system, and many of the sub-menu items can be easily changed via the PC. On many HF radios, the CAT system is also used to program the memories on the radio, but you would need to use appropriate programming software. A CAT interface does not receive or transmit any DATA mode, that is the purpose of a DATA interface. Although, both may be used at the same time with the correct CAT Equipment. DATA modes, and getting audio to and from the PC is the function of a DATA interface. A completely different thing but it is easier and more useful when CAT and DATA are used at the same time. Wouldn't it be nice to have an interface that could operate Frequency-shift keying (FSK), Audio FSK (AFSK), (real) Morse Code (CW), with a CAT interface and its own sound card..... (eg. The DigiMaster Pro3).

Text Database and Dictionary of Classic Mayan

The project Text Database and Dictionary of Classic Mayan (abbr. TWKM) promotes research on the writing and language of pre-Hispanic Maya culture. It is housed in the Faculty of Arts at the University of Bonn and was established with funding from the North Rhine-Westphalian Academy of Sciences, Humanities and the Arts. The project has a projected run-time of fifteen years and is directed by Nikolai Grube from the Department of Anthropology of the Americas at the University of Bonn. The goal of the project is to conduct computer-based studies of all extant Maya hieroglyphic texts from an epigraphic and cultural-historical standpoint, and to produce and publish a database and a comprehensive dictionary of the Classic Mayan language. == Subject of the Project == The text database, as well as the dictionary that will be compiled by the conclusion of the project, will be assembled based on all known texts from the pre-Hispanic Maya culture. These texts were produced and used between approximately the third century B.C. through A.D. 1500, in a region that today includes parts of the countries of Mexico, Guatemala, Belize, and Honduras. The thousands of hieroglyphic inscriptions on monuments, ceramics, or daily objects that have survived into the present offer insight into the language's vocabulary and structure. The project's database and dictionary will digitally represent original spellings using the logo-syllabic Maya hieroglyphs, as well as their transcription and transliteration in the Roman alphabet. The data will be additionally annotated with various epigraphic analyses, translations, and further object-specific information. == Project Partners == TWKM will employ digital technologies in order to compile and make available the data and metadata, as well as to publish the project's research results. The project thereby methodologically positions itself in the field of the digital humanities. The project will be conducted in cooperation with the project partners (below), the research association for the eHumanities TextGrid, as well as the University and Regional Library of Bonn (ULB). The working environment that is currently under construction, in which the data and metadata will be compiled and annotated, will be realized in theTextGrid Laboratory, a software of the virtual research environment. A further component of this software, the TextGrid Repository, will make the data that are authorized for publication freely available online and ensure their long-term storage. The tools for data compilation and annotation attained from the modularly constructed and extended TextGrid lab thereby provide all the necessary materials for facilitating the research team's the typical epigraphic workflow. The workflow usually begins by documenting the texts and the objects on which they are preserved, and by compiling descriptive data. It then continues with the various levels of epigraphic and linguistic analysis, and concludes in the best case scenario with a translation of the analyzed inscription and a corresponding publication. In cooperation with the ULB, selected data will additionally be made available. The project's Virtual Inscription Archive will present online, in the Digital Collections of the ULB, hieroglyphic inscriptions selected from the published data in the repository, including an image of and brief information about the texts and the objects on which they are written, epigraphic analysis, and translation. == Project Goal == One of the project's goals is to produce a dictionary of Classic Mayan, in both digital and print form, towards the end of the project run-time. Additionally, a database with a corpus of inscriptions, including their translations and epigraphic analyses, will be made freely available online. The database furthermore will provide an ontology-like link of the contextual object data with the inscriptions and with each other, thereby allowing a cultural-historical arrangement of all contents within the periods of pre-Hispanic Maya culture. The contents of the database are additionally linked to citations of relevant literature. As a result, the database will also make freely available to both the scientific community and other interested parties a bibliography representing the research history and a base of knowledge concerning ancient Maya culture and script. In addition, the Classic Maya script, in its temporally defined stages of language development, will be gathered into and documented in a comprehensive language corpus with the aid of the information gathered by the project. In collaboration with all project participants, the corpus data can be used, together with the aid of various comparable analyses and also computational linguistic methods, such as inference-based methods, to confirm readings of some hieroglyphs that are currently only partially confirmed, and to eventually completely decipher the Classic Maya script.

Quotient automaton

In computer science, in particular in formal language theory, a quotient automaton can be obtained from a given nondeterministic finite automaton by joining some of its states. The quotient recognizes a superset of the given automaton; in some cases, handled by the Myhill–Nerode theorem, both languages are equal. == Formal definition == A (nondeterministic) finite automaton is a quintuple A = ⟨Σ, S, s0, δ, Sf⟩, where: Σ is the input alphabet (a finite, non-empty set of symbols), S is a finite, non-empty set of states, s0 is the initial state, an element of S, δ is the state-transition relation: δ ⊆ S × Σ × S, and Sf is the set of final states, a (possibly empty) subset of S. A string a1...an ∈ Σ is recognized by A if there exist states s1, ..., sn ∈ S such that ⟨si-1,ai,si⟩ ∈ δ for i=1,...,n, and sn ∈ Sf. The set of all strings recognized by A is called the language recognized by A; it is denoted as L(A). For an equivalence relation ≈ on the set S of A’s states, the quotient automaton A/≈ = ⟨Σ, S/≈, [s0], δ/≈, Sf/≈⟩ is defined by the input alphabet Σ being the same as that of A, the state set S/≈ being the set of all equivalence classes of states from S, the start state [s0] being the equivalence class of A’s start state, the state-transition relation δ/≈ being defined by δ/≈([s],a,[t]) if δ(s,a,t) for some s ∈ [s] and t ∈ [t], and the set of final states Sf/≈ being the set of all equivalence classes of final states from Sf. The process of computing A/≈ is also called factoring A by ≈. == Example == For example, the automaton A shown in the first row of the table is formally defined by ΣA = {0,1}, SA = {a,b,c,d}, sA0 = a, δA = { ⟨a,1,b⟩, ⟨b,0,c⟩, ⟨c,0,d⟩ }, and SAf = { b,c,d }. It recognizes the finite set of strings { 1, 10, 100 }; this set can also be denoted by the regular expression "1+10+100". The relation (≈) = { ⟨a,a⟩, ⟨a,b⟩, ⟨b,a⟩, ⟨b,b⟩, ⟨c,c⟩, ⟨c,d⟩, ⟨d,c⟩, ⟨d,d⟩ }, more briefly denoted as a≈b,c≈d, is an equivalence relation on the set {a,b,c,d} of automaton A’s states. Building the quotient of A by that relation results in automaton C in the third table row; it is formally defined by ΣC = {0,1}, SC = {a,c}, sC0 = a, δC = { ⟨a,1,a⟩, ⟨a,0,c⟩, ⟨c,0,c⟩ }, and SCf = { a,c }. It recognizes the finite set of all strings composed of arbitrarily many 1s, followed by arbitrarily many 0s, i.e. { ε, 1, 10, 100, 1000, ..., 11, 110, 1100, 11000, ..., 111, ... }; this set can also be denoted by the regular expression "10". Informally, C can be thought of resulting from A by glueing state a onto state b, and glueing state c onto state d. The table shows some more quotient relations, such as B = A/a≈b, and D = C/a≈c. == Properties == For every automaton A and every equivalence relation ≈ on its states set, L(A/≈) is a superset of (or equal to) L(A). Given a finite automaton A over some alphabet Σ, an equivalence relation ≈ can be defined on Σ by x ≈ y if ∀ z ∈ Σ: xz ∈ L(A) ↔ yz ∈ L(A). By the Myhill–Nerode theorem, A/≈ is a deterministic automaton that recognizes the same language as A. As a consequence, the quotient of A by every refinement of ≈ also recognizes the same language as A.

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Boris Katz

Boris Gershevich Katz (Russian: Борис Гершевич Кац; born October 5, 1947) is a principal American research scientist (computer scientist) at the MIT Computer Science and Artificial Intelligence Laboratory at the Massachusetts Institute of Technology in Cambridge and head of the Laboratory's InfoLab Group. His research interests include natural language processing and understanding, machine learning and intelligent information access. His brother Victor Kac is a mathematician at MIT. He was able to get out of the USSR with the help of U.S. Senator Ted Kennedy, before the end of the Cold War. Over the last several decades, Boris Katz has been developing the START natural language system that allows the user to access various types of information using English. == Biography == Boris Katz was born on October 5, 1947, in Chișinău in the family of Hersh Katz (died 1976) and Hayki (Klara) Landman (born 1921, Lipcani, Briceni District - died 2006, Cambridge, Middlesex County), who moved from Lipcani, a town located in the northern Bessarabian, to Chișinău before the war. He graduated from Moscow State University and in November 1978, he left for the United States thanks to the personal intervention of Senator Edward M. Kennedy. He defended his thesis as a candidate of physical and mathematical sciences in 1975 under the supervision of Evgenii M. Landis. He currently lives in Boston and heads the InfoLabresearch team at the Laboratory of Informatics and Artificial Intelligence at the Massachusetts Institute of Technology. Boris Katz is the creator of the START information processing system (since 1993 - on the Internet), the author of several works in the field of processing, generation and perception of natural languages, machine learning, and accelerated access to multimedia information. == Family == Brothers - Victor Gershevich Katz, American mathematician, professor at the Massachusetts Institute of Technology; Mikhail Gershevich Katz, Israeli mathematician, graduate of Harvard and Columbia (Ph.D., 1984) universities, professor at Bar-Ilan University, author of the monograph "Systolic Geometry and Topology" (Mathematical Surveys and Monographs, vol. 137. American Mathematical Society: Providence, 2007). Daughter - Luba Katz, a bioinformatics scientist (her husband is Alan Jasanoff, a neuroimaging scientist, a professor at MIT, the son of Harvard University professors Jay Jasanoff and Sheila Jasanoff). == Past works == A Knowledge Entry System for Subject Matter Experts: The goal of SHAKEN project is to enable subject matter experts, without any assistance from AI technologists, to assemble the models of processes and mechanisms so that questions about them can be answered by declarative inference and simulation. Exploiting lexical regularities in designing natural language systems Word sense disambiguation for information retrieval HIKE (HPKB integrated knowledge environment)- a query interface and integrated knowledge environment for HPKB Quantitative evaluation of passage retrieval algorithms for question answering Sticky notes for the semantic web Question answering from the web using knowledge annotation and knowledge mining techniques The role of context in question answering systems

Split screen (computing)

Split screen is a display technique in computer graphics that consists of dividing graphics and/or text into non-overlapping adjacent parts, typically as two or four rectangular areas. This allows for the simultaneous presentation of (usually) related graphical and textual information on a computer display. TV sports adopted this presentation methodology in the 1960s for instant replay. Non-dynamic split screens differ from windowing systems in that the latter allowed overlapping and freely movable parts of the screen (the "windows") to present both related and unrelated application data to the user. In contrast, split-screen views are strictly limited to fixed positions. The split screen technique can also be used to run two instances of an application, potentially allowing another user to interact with the second instance. == In operating systems == Split screen modes are used by mobile operating systems to enable computer multitasking similar to the window interface present in desktop operating systems. Android supports split screen view of two apps natively on all devices, while certain devices, such as Samsung Galaxy Z TriFold, support three sumultaneous views. Split screen functionality is not supported on iOS, but a similar feature called Split View is present in iPadOS, first introduced in 2015 with the first generation of iPad Pro. == In video games == The split screen feature is commonly used in non-networked, also known as couch co-op, video games with multiplayer options. In its most easily understood form, a split screen for a multiplayer video game is an audiovisual output device (usually a standard television for video game consoles) where the display has been divided into 2-4 equally sized areas (depending on number of players) so that the players can explore different areas simultaneously without being close to each other. This has historically been remarkably popular on consoles, which until the 2000s did not have access to the Internet or any other network and is less common today with modern support for networked console-to-console multiplayer. In competitive split-screen games, it is customarily considered cheating to look at another player's screen section to gain an advantage. === History === Split screen gaming dates back to at least the 1970s, with games such Drag Race (1977) from Kee Games in the arcades being presented in this format. It has always been a common feature of two or more player home console and computer games too, with notable titles being Kikstart II for 8-bit systems, a number of 16-bit racing games (such as Lotus Esprit Turbo Challenge and Road Rash II), and action/strategy games (such as Toejam & Earl and Lemmings), all employing a vertical or horizontal screen split for two player games. Xenophobe is notable as a three-way split screen arcade title, although on home platforms it was reduced to one or two screens. The addition of four controller ports on home consoles also ushered in more four-way split screen games, with Mario Kart 64 and Goldeneye 007 on the Nintendo 64 being two well known examples. In arcades, machines tended to move towards having a whole screen for each player, or multiple connected machines, for multiplayer. On home machines, especially in the first and third person shooter genres, multiplayer is now more common over a network or the internet rather than locally with split screen. Starting from the late 2000s, the presence of split screen multiplayer has largely been declining due to the increasing prevalence of online multiplayer, though TechRadar reported a resurgence of split screen due to support from independent studios and increased interest from the players.

Edward Stabler

Edward Stabler is a Professor of Linguistics at the University of California, Los Angeles. His primary areas of research are (1) Natural Language Processing (NLP), (2) Parsing and formal language theory, and (3) Philosophy of Logic and Language. He was a member of the faculty at UCLA from 1984 to 2016. His work involves the production of software for minimalist grammars (MGs) and related systems. == Early life and education == Stabler received his Ph.D. from the Department of Linguistics and Philosophy at MIT in 1981. == Recent publications == Edward Stabler (2011) Computational perspectives on minimalism. Revised version in C. Boeckx, ed, Oxford Handbook of Linguistic Minimalism, pp. 617–642. Edward Stabler (2010) A defense of this perspective against the Evans&Levinson critique appears here, with revised version in Lingua 120(12): 2680-2685. Edward Stabler (2010) After GB. Revised version in J. van Benthem & A. ter Meulen, eds, Handbook of Logic and Language, pp. 395–414. Edward Stabler (2010) Recursion in grammar and performance. Presented at the 2009 UMass recursion conference. Edward Stabler (2009) Computational models of language universals. Revised version appears in M. H. Christiansen, C. Collins, and S. Edelman, eds., Language Universals, Oxford: Oxford University Press, pages 200-223. Edward Stabler (2008) Tupled pregroup grammars. Revised version appears in P. Casadio and J. Lambek, eds., Computational Algebraic Approaches to Natural Language, Milan: Polimetrica, pages 23–52. Edward Stabler (2006) Sidewards without copying. Proceedings of the 11th Conference on Formal Grammar, edited by P. Monachesi, G. Penn, G. Satta, and S. Wintner. Stanford: CSLI Publications, 2006, pages 133-146.