Haskins Laboratories

Haskins Laboratories

Haskins Laboratories, Inc. is an independent research laboratory, founded in 1935 and located in New Haven, Connecticut since 1970. Many current Haskins researchers are affiliated with Yale University's Child Study Center and/or the University of Connecticut. Haskins is a multidisciplinary and international community of researchers who conduct basic research on spoken and written language and global literacy. A guiding perspective of their research has been to view speech and language as emerging from biological processes, including those of adaptation, response to stimuli, and conspecific interaction. Haskins Laboratories has a long history of technological and theoretical innovation, from creating systems of rules for speech synthesis and development of an early working prototype of a reading machine for the blind to developing the landmark concept of phonemic awareness as the critical preparation for learning to read an alphabetic writing system. == Research tools and facilities == Haskins Laboratories is equipped, in-house, with a comprehensive suite of tools and capabilities to advance its mission of research into language and literacy. As of 2014, these included: Anechoic chamber Electroencephalography BioSemi 264 electrode, 24 bit Active Two System EGI 128 electrode, Geodesic EEG System 300 Electromagnetic articulography (EMMA) Carstens AG501 NDI WAVE Eye tracking: HL is equipped with 3 SR Research eye-trackers. 2 Model Eyelink 1000 systems. 1 Model Eyelink 1000plus system. Magnetic resonance imaging: Haskins has access to MRI scanners through agreements with the University of Connecticut and the Yale School of Medicine. On-site, HL has a Linux computer cluster dedicated to analysis of MRI data. Motion capture: HL is equipped with a Vicon motion capture system with one Basler high-speed digital camera, six Vicon MX T-20 cameras and a Vicon MX Giganet for synching camera data and connecting cameras to the data capture computer. Near infrared spectroscopy: HL has a TechEn CW6 8x8 system (four emitters; eight detectors). Ultrasound sonogram == History == Many researchers have contributed to scientific breakthroughs at Haskins Laboratories since its founding. All of them are indebted to the pioneering work and leadership of Caryl Parker Haskins, Franklin S. Cooper, Alvin Liberman, Seymour Hutner and Luigi Provasoli. The history presented here focuses on the research program of the division of Haskins Laboratories that, since the 1940s, has been most well known for its work in the areas of speech, language, and reading. === 1930s === Caryl Haskins and Franklin S. Cooper established Haskins Laboratories in 1935. It was originally affiliated with Harvard University, MIT, and Union College in Schenectady, NY. Caryl Haskins conducted research in microbiology, radiation physics, and other fields in Cambridge, MA and Schenectady. In 1939 Haskins Laboratories moved its center to New York City. Seymour Hutner joined the staff to set up a research program in microbiology, genetics, and nutrition. The descendant of the division led by Hutner program eventually became a department of Pace University in New York. The two identically named organizations are no longer formally affiliated. === 1940s === The U. S. Office of Scientific Research and Development, under Vannevar Bush asked Haskins Laboratories to evaluate and develop technologies for assisting blinded World War II veterans. Experimental psychologist Alvin Liberman joined Haskins Laboratories to assist in developing a "sound alphabet" to represent the letters in a text for use in a reading machine for the blind. Luigi Provasoli joined Haskins Laboratories to set up a research program in marine biology. The program in marine biology moved to Yale University in 1970 and disbanded with Provasoli's retirement in 1978. === 1950s === Franklin S. Cooper invented the pattern playback, a machine that converts pictures of the acoustic patterns of speech back into sound. With this device, Alvin Liberman, Cooper, and Pierre Delattre (and later joined by Katherine Safford Harris, Leigh Lisker, Arthur Abramson, and others), discovered the acoustic cues for the perception of phonetic segments (consonants and vowels). Liberman and colleagues proposed a motor theory of speech perception to resolve the acoustic complexity: they hypothesized that we perceive speech by tapping into a biological specialization, a speech module, that contains knowledge of the acoustic consequences of articulation. Liberman, aided by Frances Ingemann and others, organized the results of the work on speech cues into a groundbreaking set of rules for speech synthesis by the Pattern Playback. === 1960s === Franklin S. Cooper and Katherine Safford Harris, working with Peter MacNeilage, were the first researchers in the U.S. to use electromyographic techniques, pioneered at the University of Tokyo, to study the neuromuscular organization of speech. Leigh Lisker and Arthur Abramson looked for simplification at the level of articulatory action in the voicing of certain contrasting consonants. They showed that many acoustic properties of voicing contrasts arise from variations in voice onset time, the relative phasing of the onset of vocal cord vibration and the end of a consonant. Their work has been widely replicated and elaborated, here and abroad, over the following decades. Donald Shankweiler and Michael Studdert-Kennedy used a dichotic listening technique (presenting different nonsense syllables simultaneously to opposite ears) to demonstrate the dissociation of phonetic (speech) and auditory (nonspeech) perception by finding that phonetic structure devoid of meaning is an integral part of language, typically processed in the left cerebral hemisphere. Liberman, Cooper, Shankweiler, and Studdert-Kennedy summarized and interpreted fifteen years of research in "Perception of the Speech Code", still among the most cited papers in the speech literature. It set the agenda for many years of research at Haskins and elsewhere by describing speech as a code in which speakers overlap (or coarticulate) segments to form syllables. Researchers at Haskins connected their first computer to a speech synthesizer designed by Haskins Laboratories' engineers. Ignatius Mattingly, with British collaborators, John N. Holmes and J.N. Shearme, adapted the Pattern playback rules to write the first computer program for synthesizing continuous speech from a phonetically spelled input. A further step toward a reading machine for the blind combined Mattingly's program with an automatic look-up procedure for converting alphabetic text into strings of phonetic symbols. === 1970s === In 1970, Haskins Laboratories moved to New Haven, Connecticut, and entered into affiliation agreements with Yale University and the University of Connecticut; Haskins remains fully independent of both Yale and UConn, administratively and financially. The lab's original location in New Haven, at 270 Crown Street (from 1970 to 2005), was leased from Yale University. Isabelle Liberman, Donald Shankweiler, and Alvin Liberman teamed up with Ignatius Mattingly to study the relationship between speech perception and reading, a topic implicit in Haskins Laboratories' research program since its inception. They developed the concept of phonemic awareness, the knowledge that would-be readers must be aware of the phonemic structure of their language in order to be able to read. Leonard Katz related the work to contemporary cognitive theory and provided expertise in experimental design and data analysis. Under the broad rubric of the "alphabetic principle", this is the core of the lab's present program of reading pedagogy. Patrick Nye joined Haskins Laboratories to lead a team working on the reading machine for the blind. The project culminated when the addition of an optical character recognizer allowed investigators to assemble the first automatic text-to-speech reading machine. By the end of the decade this technology had advanced to the point where commercial concerns assumed the task of designing and manufacturing reading machines for the blind. In 1973, Franklin S. Cooper was selected to form a panel of six experts charged with investigating the famous 18-minute gap in the White House office tapes of President Richard Nixon related to the Watergate scandal. Building on earlier work, Philip Rubin developed the sinewave synthesis program, which was then used by Robert Remez, Rubin, and colleagues to show that listeners can perceive continuous speech without traditional speech cues from a pattern of sinewaves that track the changing resonances of the vocal tract. This paved the way for a view of speech as a dynamic pattern of trajectories through articulatory-acoustic space. Philip Rubin and colleagues developed Paul Mermelstein's anatomically simplified vocal tract model, originally worked on at Bell Laboratories, into the first articulatory synthesizer that can be controlled in a phy

Video browsing

Video browsing, also known as exploratory video search, is the interactive process of skimming through video content in order to satisfy some information need or to interactively check if the video content is relevant. While originally proposed to help users inspecting a single video through visual thumbnails, modern video browsing tools enable users to quickly find desired information in a video archive by iterative human–computer interaction through an exploratory search approach. Many of these tools presume a smart user that wants features to interactively inspect video content, as well as automatic content filtering features. For that purpose, several video interaction features are usually provided, such as sophisticated navigation in video or search by a content-based query. Video browsing tools often build on lower-level video content analysis, such as shot transition detection, keyframe extraction, semantic concept detection, and create a structured content overview of the video file or video archive. Furthermore, they usually provide sophisticated navigation features, such as advanced timelines, visual seeker bars or a list of selected thumbnails, as well as means for content querying. Examples of content queries are shot filtering through visual concepts (e.g., only shots showing cars), through some specific characteristics (e.g., color or motion filtering), through user-provided sketches (e.g., a visually drawn sketch), or through content-based similarity search. == History == Video browsing was originally proposed by Iranian engineer Farshid Arman, Taiwanese computer scientist Arding Hsu, and computer scientist Ming-Yee Chiu, while working at Siemens, and it was presented at the ACM International Conference in August 1993. They described a shot detection algorithm for compressed video that was originally encoded with discrete cosine transform (DCT) video coding standards such as JPEG, MPEG and H.26x. The basic idea was that, since the DCT coefficients are mathematically related to the spatial domain and represent the content of each frame, they can be used to detect the differences between video frames. In the algorithm, a subset of blocks in a frame and a subset of DCT coefficients for each block are used as motion vector representation for the frame. By operating on compressed DCT representations, the algorithm significantly reduces the computational requirements for decompression and enables effective video browsing. The algorithm represents separate shots of a video sequence by an r-frame, a thumbnail of the shot framed by a motion tracking region. A variation of this concept was later adopted for QBIC video content mosaics, where each r-frame is a salient still from the shot it represents. === Video Notebook === Modern video browsing solutions include Video Notebook, a Menlo Park startup founded in 2021 by Mike Lanza, which uses computer vision to extract slides and optical character recognition and speech recognition to facilitate video search. The software can be either used on the client side (using a browser extension), where the slides and text are extracted while the video is watched (e.g. on a video platform like YouTube or Udemy), or on the server side. Processed videos, which can be viewed in the Video Notebook web app, feature a video browsing user interface with extracted timestamped slides, a search bar for querying the video (or a collection of videos), and text chapters. Video Notebook customers include organisations like Ernst & Young. === Video Browser Showdown === The Video Browser Showdown (VBS) is an annual live evaluation competition for exploratory video search tools, where international researchers use video browsing tools to solve ad-hoc video search tasks on a moderately large data set as fast as possible. The main goal of the VBS, which started in 2012 at the International Conference on MultiMedia Modeling (MMM), is to advance the performance of video browsing tools. Since 2016, the VBS also collaborates with TRECVID. The aim of the VBS is to evaluate video browsing tools for efficiency at known-item search (KIS) tasks with a well-defined data set in direct comparison to other tools.

Best AI Avatar Generators in 2026

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Alexander Gammerman

Alexander Gammerman (born 2 November 1944) is a British computer scientist, and professor at Royal Holloway University of London. He is the co-inventor of conformal prediction. He is the founding director of the Centre for Machine Learning at Royal Holloway, University of London, and a Fellow of the Royal Statistical Society. == Career == Gammerman's academic career has been pursued in the Soviet Union and the United Kingdom. He started working as a Research Fellow in the Agrophysical Research Institute, St. Petersburg. In 1983, he emigrated to the United Kingdom and was appointed as a lecturer in the Computer Science Department at Heriot-Watt University, Edinburgh. Together with Roger Thatcher, Gammerman published several articles on Bayesian inference. In 1993, he was appointed to the established chair in Computer Science at University of London tenable at Royal Holloway and Bedford New College, where he served as the Head of Computer Science department from 1995 to 2005. In 1998, the Centre for Reliable Machine Learning was established, and Gammerman became the first director of the centre. Gammerman has written 7 books. == Honours and awards == In 1996, Gammerman received the P.W. Allen Award from the Forensic Science Society. In 2006, he became an Honorary Professor, at University College London. In 2009, he became a Distinguished Professor at Complutense University of Madrid, Spain. In 2019, he received a research grant funded by the energy company Centrica about predicting the time to the next failure of equipment. In 2020, he received the Amazon Research Award for the project titled Conformal Martingales for Change-Point Detection == Selected books == Measures of Complexity (2016), Springer, ISBN 3319357786. Algorithmic Learning in a Random World (2005), Springer, ISBN 0387001522. Causal Models and Intelligent Data Management (1999), Springer, ISBN 978-3-642-58648-4. Probabilistic Reasoning and Bayesian Belief Networks (1998), Nelson Thornes Ltd, ISBN 1872474268. Computational Learning and Probabilistic Reasoning (1996), Wiley, ISBN 0471962791.

Character.ai

Character.ai (also known as c.ai, char.ai or Character AI) is a generative AI chatbot service where users can engage in conversations with customizable characters. It was designed by the developers of Google LaMDA, Noam Shazeer and Daniel de Freitas. Users can create "characters", craft their "personalities", set specific parameters, and then publish them to the community for others to chat with. Many characters are based on fictional media sources or celebrities, while others are original, some being made with certain goals in mind, such as assisting with creative writing, or playing a text-based adventure game. The beta version was made available to the public on September 16, 2022, and retired in September 2024, when it was replaced by the current website. In May 2023, a mobile app was released for iOS and Android, which received over 1.7 million downloads within a week. == History == Character.ai was established in November 2021. The company's co-founders, Noam Shazeer and Daniel de Freitas, were both engineers from Google. They both worked on AI-related projects: Shazeer was a lead author on a paper that Business Insider reported in April 2023 "has been widely cited as key to today's chatbots", and Freitas was the lead designer of an experimental AI at Google initially called Meena, which later became known as LaMDA. Character.ai raised $43 million in seed funding at the time of its initial foundation in 2021. The first beta version of Character.ai's service was made available to the public on September 16, 2022. The Washington Post reported in October 2022 that the site had "logged hundreds of thousands of user interactions in its first three weeks of beta-testing". It allowed users to create their own new characters, and to play text-adventure game scenarios where users navigate scenarios described and managed by the chatbot characters. Following a $150 million funding round in March 2023, Character.ai became valued at approximately $1 billion. As of January 2024, the site had 3.5 million daily visitors, the vast majority of them 16 to 30 years old. In 2024, Google hired Noam Shazeer, the CEO of Character.ai, and entered into a non-exclusive agreement to use Character.ai's technology. == Features == Character.ai's primary service is to let users converse with character AI chatbots based on fictional characters or real people (living or deceased). These characters' responses use data the chatbots gather from the internet about a person. In addition, users can play text-adventure games where characters guide them through scenarios. The company also provides a service that allows multiple users and AI chatbot characters to converse together at once in a single chatroom. Character "personalities" are designed via descriptions from the point of view of the character and its greeting message, and further molded from conversations made into examples, giving its messages a star rating and modification to fit the precise dialect and identity the user desires. When a character sends back a response, the user can rate the response from 1 to 4 stars. The rating predominantly affects the specific character, but also affects the behavioral selection as a whole. On May 11, 2023, Character.ai announced character.ai+, an opt-in subscription plan for $9.99 a month, that was marketed as including features such as skipping waiting rooms, fast messaging and responses, and access to an exclusion channel with faster support. In December 2024, amid multiple lawsuits and concerns, Character.ai introduced new safety features aimed at protecting teenage users. These enhancements include a dedicated model for users under 18, which moderates responses to sensitive subjects like violence and sex and has input and output filters to block harmful content. As a result of these changes and the deletion of custom-made bots flagged as violating the site's terms, some users complained that the bots were too restrictive and lacked personality. The platform was also updated to notify users after 60 minutes of continuous engagement, and display clearer disclaimers indicating that its AI characters are not real individuals. In January 2025, Character.ai began offering two games on its platform. Speakeasy is a word-based game in which players attempt to prompt the AI chatbot to say a target word while avoiding a restricted list of words. War of Words is a dueling game where users compete against an AI character over multiple rounds, with an AI referee determining the winner. The games are available to paid subscribers and a limited number of free users. In October 2025, Character.ai announced that it would be barring users under the age of 18 from creating or talking to chatbots starting November 25, 2025. Minor users will still be able to access previously generated chat conversations and can create new videos and images with the app. In November 2025 interview, CEO Karandeep Anand said that he allows his six-year-old daughter to use the app with his account, under supervision. == Controversies == === Content moderation issues === Character.ai has been criticized for poor moderation of its chatbots, with incidents of chatbots that groom underage users and promote suicide, anorexia and self-harm being reported. In October 2024, the Washington Post reported that Character.ai had removed a chatbot based on Jennifer Ann Crecente, a person who had been murdered by her ex-boyfriend in 2006. The company had been alerted to the character by the deceased girl's father. Similar reports from The Daily Telegraph in the United Kingdom noted that the company had also been prompted to remove chatbots based on Brianna Ghey, a 16-year-old transgender girl murdered in 2023, and Molly Russell, a 14-year-old suicide victim. In response to the latter incident, Ofcom announced that content from chatbots impersonating real and fictional people would fall under the Online Safety Act. In November 2024, The Daily Telegraph reported that chatbots based on alleged sex offender Jimmy Savile were present on Character.ai. In December 2024, chatbots of Luigi Mangione, the suspect in the killing of UnitedHealthcare CEO Brian Thompson, were created by Mangione's fans. Several of the chatbots were later removed by Character.ai. In 2025, a chatbot modeled after Jeffrey Epstein called "Bestie Epstein" logged nearly 3,000 chats before being removed. Chatbots modeled after school shooters were also found on the platform. Another concern is a chatbot posing as a doctor which gave medically inaccurate advice. === Litigation === In November 2023, 13-year-old Juliana Peralta of Colorado died by suicide after extensive interactions with multiple chatbots on Character.ai. She primarily confided suicidal thoughts and mental health struggles in a chatbot based on the character Hero from the video game Omori, while also engaging in sexually explicit conversations—often initiated by the bots—with others, including those based on characters from children's series such as Harry Potter. In February 2024, Sewell Setzer III, a 14-year-old Florida boy died by suicide after developing an emotional relationship over several months with a Character.ai chatbot of Daenerys Targaryen. His mother sued the company in October 2024, claiming that the platform lacks proper safeguards and uses addictive design features to increase engagement. This chatbot, and several related to Daenerys Targaryen, were removed from Character.ai as a result of this incident. Both teens wrote the same phrase "I WILL SHIFT" repeatedly on their notebooks. In December 2024, two families in Texas sued Character.ai, alleging that the software "poses a clear and present danger to American youth causing serious harms to thousands of kids, including suicide, self-mutilation, sexual solicitation, isolation, depression, anxiety, and harm towards others". It is alleged that the 17-year-old son of one family began self-harming after a chatbot introduced the topic unprompted and said that the practice "felt good for a moment", and that the chatbot compared the parents limiting their son's screen time to emotional abuse that might drive someone to murder. In May 2026, the Pennsylvania Department of State and State Board of Medicine filed a lawsuit against Character.ai for presenting chatbot characters as licensed medical professionals, including psychiatrists. The lawsuit quoted a case where chatbot claimed to be registered with the General Medical Council in the United Kingdom, and to have a license to practice in Pennsylvania. The board allege that such statements violate the state's Medical Practice Act.

Conversational AI Platforms Reviews: What Actually Works in 2026

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