AI Grammar Jobs

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

  • Keith Youngin George II

    Keith Youngin George II

    Keith "Youngin" George II is a former mixtape DJ, music executive, manager, producer, and technology app director. He has collaborated with Maino, T-Pain, Nas and Soulja Boy, among others. He was instrumental in the launch of social media app and website, Kandiid in 2021 and served as Fliiks App Director of Regional Development. == Career == Keith Anthony George II was born in Upper Heyford, Oxfordshire, England. His father was in the Air Force which exposed him to different cultures and music. He graduated from Allen High School and attended San Antonio College. George's music career began in 2006 as a mixtape DJ working as DJ Youngin Beatz. He performed at various shows and worked with a variety of artists, managers, and music executives. In 2007, George released the mixtape, Untapped market Vol. 1 (Da Underdogz), which featured tracks from artists including Kanye West, Lil Wayne, 50 Cent, Yung Berg, and Nelly. In 2008, he began working with Def Jam executive Sarah Alminawi who was managing Maino at the time. George played a key role in the marketing and promotional success of Maino's single, Hi Hater, which peaked at #8 on Billboard's US Bubbling Under Hot 100 chart. In 2021, George was an advisor and infrastructure head at Kandiid, a social media app which won a W3 Award in 2022. In 2023, he became involved with Fliiks App as Director of Regional Development which earned a Telly Award, two Muse Awards, and a W3 Award in 2025. In 2025, George was a composer and producer on two singles on Sekou Andrews's album, Koumami; The Chosen One: ACT 1 (featuring Lion Babe) and Love Don't Care (featuring Jordin Sparks and Omari Hardwick). In 2025, he was awarded an Atlanta City Proclamation for Philanthropy and Community Leadership for his partnership with Women's International Grail, a nonprofit organization that assists women, single mothers, and low-income families. He also collaborates with local youth programs, creative networks, and minority-owned startups, providing access to mentorship and industry knowledge. == Awards ==

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  • Adaptive algorithm

    Adaptive algorithm

    An adaptive algorithm is an algorithm that changes its behavior at the time it is run, based on information available and on a priori defined reward mechanism (or criterion). Such information could be the story of recently received data, information on the available computational resources, or other run-time acquired (or a priori known) information related to the environment in which it operates. Among the most used adaptive algorithms is the Widrow-Hoff’s least mean squares (LMS), which represents a class of stochastic gradient-descent algorithms used in adaptive filtering and machine learning. In adaptive filtering the LMS is used to mimic a desired filter by finding the filter coefficients that relate to producing the least mean square of the error signal (difference between the desired and the actual signal). For example, stable partition, using no additional memory is O(n lg n) but given O(n) memory, it can be O(n) in time. As implemented by the C++ Standard Library, stable_partition is adaptive and so it acquires as much memory as it can get (up to what it would need at most) and applies the algorithm using that available memory. Another example is adaptive sort, whose behavior changes upon the presortedness of its input. An example of an adaptive algorithm in radar systems is the constant false alarm rate (CFAR) detector. In machine learning and optimization, many algorithms are adaptive or have adaptive variants, which usually means that the algorithm parameters such as learning rate are automatically adjusted according to statistics about the optimisation thus far (e.g. the rate of convergence). Examples include adaptive simulated annealing, adaptive coordinate descent, adaptive quadrature, AdaBoost, Adagrad, Adadelta, RMSprop, and Adam. In data compression, adaptive coding algorithms such as Adaptive Huffman coding or Prediction by partial matching can take a stream of data as input, and adapt their compression technique based on the symbols that they have already encountered. In signal processing, the Adaptive Transform Acoustic Coding (ATRAC) codec used in MiniDisc recorders is called "adaptive" because the window length (the size of an audio "chunk") can change according to the nature of the sound being compressed, to try to achieve the best-sounding compression strategy.

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  • Affectiva

    Affectiva

    Affectiva is an artificial intelligence software development company. In 2021, the company was acquired by SmartEye. The company claimed its AI understood human emotions, cognitive states, activities and the objects people use, by analyzing facial and vocal expressions. The offshoot of MIT Media Lab, Affectiva created a new technological category of artificial emotional intelligence, namely, Emotion AI. == History == Affectiva was co-founded by Rana el Kaliouby, who became chief executive officer as of May 25, 2016, and Rosalind W. Picard, who worked as chairman and Chief Scientist until 2013. Both of Affectiva's early products grew out of collaborative research at the MIT's Media Lab to help people on the autism spectrum. Affectiva was acquired for a mostly-stock deal of $73.5m by Swedish SmartEye, a former competitor. == Technology == The company has expanded its Emotion AI technology to detect more than facial expressions, reactions and emotions. Affectiva's software detects complex and nuanced emotions, cognitive states, such as drowsiness and distraction, certain activities and the objects people use. It does that by analyzing the human face, vocal intonations and body posture. Affectiva's AI is built with deep learning, computer vision, and large amounts of data that has been collected in real-world scenarios. The AI uses an optical sensor like a webcam or smartphone camera to identify a human face in real-time. Then, computer vision algorithms identify key features on the face, which are analyzed by deep learning algorithms to classify facial expressions. These facial expressions are then mapped back to emotions. One journal paper found the Affectiva iMotions Facial Expression Analysis Software results are comparable to results using facial Electromyography. Affectiva also uses computer vision to detect objects like a cellphone and car seat, as well as body key points, which track body joints to determine movement and location. Affectiva has collected massive amounts of data that are used to train and test the company's deep learning algorithms, and provide insight into human emotional reactions and engagement. The company has analyzed more than 10 million face videos from 90 countries, making it one of the largest data repositories of its kind. Affectiva has also collected more than 19,000 hours of automotive in-cabin data from 4,000 unique individuals. This automotive data is used to adapt its algorithms to varying camera angles, lighting and other environmental conditions in a vehicle. === Applications === Affectiva's AI had many applications, but the company's primary focus is on Media Analytics. Other uses of Affectiva's AI includes applications in automotive, healthcare and mental health, robotics, conversational interfaces, education, gaming, and more. ==== Media analytics ==== Affectiva's technology was first deployed in media analytics, for market research purposes. The company had since then tested more than 53,000 ads in 90 countries. Brands, advertising agencies and insights firms used the company's Emotion AI to measure the unfiltered and unbiased emotional responses consumers have when viewing video ads and movie trailers. These insights helped improve brand and media content, and predict key metrics in advertising such as sales lift, purchase intent and virality. Affectiva's technology was also used in qualitative research. Affectiva had partnered with leading insights firms such as Kantar, LRW, Added Value and Unruly. Through these collaborations, 28 percent of the Fortune Global 500 companies, and 70 percent of the world's largest advertisers, used Affectiva's Emotion AI. On September 5, 2019, Affectiva announced the appointment of Graham Page, a seasoned Kantar executive, as Global Managing Director of Media Analytics to expand on the company's existing footprint in the media analytics space. ==== Automotive ==== On March 21, 2018, Affectiva launched Affectiva Automotive AI, the first multi-modal in-cabin sensing solution to understand what is happening with people in a vehicle. It used cameras in the car to measure in real time, the state of the driver, the state of the occupants and the state of the vehicle interior (i.e. cabin). This insight helped car manufacturers, fleet management companies and rideshare providers improve road safety and build better driver monitoring systems, by understanding dangerous driver behavior such as drowsiness, distraction and anger. It was also used to create more comfortable and enjoyable transportation experiences, by understanding how passengers react to the environment, such as content they can consume in the back of the car. In addition to understanding driver and occupant emotional and cognitive states, Affectiva Automotive AI could also detect contextual cabin information such as the number of passengers, where they are sitting and if an object is present. Affectiva worked with a number of leading car manufacturers and transportation technology companies, including Aptiv, Cerence, Hyundai Kia, Faurecia, Porsche, BMW, GreenRoad Technologies, and Veoneer. == Acquisition == In June 2021 Smart Eye acquired Affectiva.

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  • Emotion recognition

    Emotion recognition

    Emotion recognition is the process of identifying human emotion. People vary widely in their accuracy at recognizing the emotions of others. Use of technology to help people with emotion recognition is a relatively nascent research area. Generally, the technology works best if it uses multiple modalities in context. To date, the most work has been conducted on automating the recognition of facial expressions from video, spoken expressions from audio, written expressions from text, and physiology as measured by wearables. == Human == Humans show a great deal of variability in their abilities to recognize emotion. A key point to keep in mind when learning about automated emotion recognition is that there are several sources of "ground truth", or truth about what the real emotion is. Suppose we are trying to recognize the emotions of Alex. One source is "what would most people say that Alex is feeling?" In this case, the 'truth' may not correspond to what Alex feels, but may correspond to what most people would say it looks like Alex feels. For example, Alex may actually feel sad, but he puts on a big smile and then most people say he looks happy. If an automated method achieves the same results as a group of observers it may be considered accurate, even if it does not actually measure what Alex truly feels. Another source of 'truth' is to ask Alex what he truly feels. This works if Alex has a good sense of his internal state, and wants to tell you what it is, and is capable of putting it accurately into words or a number. However, some people are alexithymic and do not have a good sense of their internal feelings, or they are not able to communicate them accurately with words and numbers. In general, getting to the truth of what emotion is actually present can take some work, can vary depending on the criteria that are selected, and will usually involve maintaining some level of uncertainty. == Automatic == Decades of scientific research have been conducted developing and evaluating methods for automated emotion recognition. There is now an extensive literature proposing and evaluating hundreds of different kinds of methods, leveraging techniques from multiple areas, such as signal processing, machine learning, computer vision, and speech processing. Different methodologies and techniques may be employed to interpret emotion such as Bayesian networks. , Gaussian Mixture models and Hidden Markov Models and deep neural networks. === Approaches === The accuracy of emotion recognition is usually improved when it combines the analysis of human expressions from multimodal forms such as texts, physiology, audio, or video. Different emotion types are detected through the integration of information from facial expressions, body movement and gestures, and speech. The technology is said to contribute in the emergence of the so-called emotional or emotive Internet. The existing approaches in emotion recognition to classify certain emotion types can be generally classified into three main categories: knowledge-based techniques, statistical methods, and hybrid approaches. ==== Knowledge-based techniques ==== Knowledge-based techniques (sometimes referred to as lexicon-based techniques), utilize domain knowledge and the semantic and syntactic characteristics of text and potentially spoken language in order to detect certain emotion types. In this approach, it is common to use knowledge-based resources during the emotion classification process such as WordNet, SenticNet, ConceptNet, and EmotiNet, to name a few. One of the advantages of this approach is the accessibility and economy brought about by the large availability of such knowledge-based resources. A limitation of this technique on the other hand, is its inability to handle concept nuances and complex linguistic rules. Knowledge-based techniques can be mainly classified into two categories: dictionary-based and corpus-based approaches. Dictionary-based approaches find opinion or emotion seed words in a dictionary and search for their synonyms and antonyms to expand the initial list of opinions or emotions. Corpus-based approaches on the other hand, start with a seed list of opinion or emotion words, and expand the database by finding other words with context-specific characteristics in a large corpus. While corpus-based approaches take into account context, their performance still vary in different domains since a word in one domain can have a different orientation in another domain. ==== Statistical methods ==== Statistical methods commonly involve the use of different supervised machine learning algorithms in which a large set of annotated data is fed into the algorithms for the system to learn and predict the appropriate emotion types. Machine learning algorithms generally provide more reasonable classification accuracy compared to other approaches, but one of the challenges in achieving good results in the classification process, is the need to have a sufficiently large training set. Some of the most commonly used machine learning algorithms include Support Vector Machines (SVM), Naive Bayes, and Maximum Entropy. Deep learning, which is under the unsupervised family of machine learning, is also widely employed in emotion recognition. Well-known deep learning algorithms include different architectures of Artificial Neural Network (ANN) such as Convolutional Neural Network (CNN), Long Short-term Memory (LSTM), and Extreme Learning Machine (ELM). The popularity of deep learning approaches in the domain of emotion recognition may be mainly attributed to its success in related applications such as in computer vision, speech recognition, and Natural Language Processing (NLP). ==== Hybrid approaches ==== Hybrid approaches in emotion recognition are essentially a combination of knowledge-based techniques and statistical methods, which exploit complementary characteristics from both techniques. Some of the works that have applied an ensemble of knowledge-driven linguistic elements and statistical methods include sentic computing and iFeel, both of which have adopted the concept-level knowledge-based resource SenticNet. The role of such knowledge-based resources in the implementation of hybrid approaches is highly important in the emotion classification process. Since hybrid techniques gain from the benefits offered by both knowledge-based and statistical approaches, they tend to have better classification performance as opposed to employing knowledge-based or statistical methods independently. A downside of using hybrid techniques however, is the computational complexity during the classification process. === Datasets === Data is an integral part of the existing approaches in emotion recognition and in most cases it is a challenge to obtain annotated data that is necessary to train machine learning algorithms. For the task of classifying different emotion types from multimodal sources in the form of texts, audio, videos or physiological signals, the following datasets are available: HUMAINE: provides natural clips with emotion words and context labels in multiple modalities Belfast database: provides clips with a wide range of emotions from TV programs and interview recordings SEMAINE: provides audiovisual recordings between a person and a virtual agent and contains emotion annotations such as angry, happy, fear, disgust, sadness, contempt, and amusement IEMOCAP: provides recordings of dyadic sessions between actors and contains emotion annotations such as happiness, anger, sadness, frustration, and neutral state eNTERFACE: provides audiovisual recordings of subjects from seven nationalities and contains emotion annotations such as happiness, anger, sadness, surprise, disgust, and fear DEAP: provides electroencephalography (EEG), electrocardiography (ECG), and face video recordings, as well as emotion annotations in terms of valence, arousal, and dominance of people watching film clips DREAMER: provides electroencephalography (EEG) and electrocardiography (ECG) recordings, as well as emotion annotations in terms of valence, dominance of people watching film clips MELD: is a multiparty conversational dataset where each utterance is labeled with emotion and sentiment. MELD provides conversations in video format and hence suitable for multimodal emotion recognition and sentiment analysis. MELD is useful for multimodal sentiment analysis and emotion recognition, dialogue systems and emotion recognition in conversations. MuSe: provides audiovisual recordings of natural interactions between a person and an object. It has discrete and continuous emotion annotations in terms of valence, arousal and trustworthiness as well as speech topics useful for multimodal sentiment analysis and emotion recognition. UIT-VSMEC: is a standard Vietnamese Social Media Emotion Corpus (UIT-VSMEC) with about 6,927 human-annotated sentences with six emotion labels, contributing to emotion recognition research in Vietnamese

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  • Legendre moment

    Legendre moment

    In mathematics, Legendre moments are a type of image moment and are achieved by using the Legendre polynomial. Legendre moments are used in areas of image processing including: pattern and object recognition, image indexing, line fitting, feature extraction, edge detection, and texture analysis. Legendre moments have been studied as a means to reduce image moment calculation complexity by limiting the amount of information redundancy through approximation. == Legendre moments == Source: With order of m + n, and object intensity function f(x,y): L m n = ( 2 m + 1 ) ( 2 n + 1 ) 4 ∫ − 1 1 ∫ − 1 1 P m ( x ) P n ( y ) f ( x , y ) d x d y {\displaystyle L_{mn}={\frac {(2m+1)(2n+1)}{4}}\int \limits _{-1}^{1}\int \limits _{-1}^{1}P_{m}(x)P_{n}(y)f(x,y)\,dx\,dy} where m,n = 1, 2, 3, ...∞ with the nth-order Legendre polynomials being: P n ( x ) = ∑ k = 0 n a k , n x k = ( − 1 ) n 2 n n ! ( d d x ) [ ( 1 − x 2 ) n ] {\displaystyle P_{n}(x)=\sum _{k=0}^{n}a_{k,n}x^{k}={\frac {(-1)^{n}}{2^{n}n!}}\left({\frac {d}{dx}}\right)[(1-x^{2})^{n}]} which can also be written: P n ( x ) = ∑ k = 0 D ( n ) ( − 1 ) k ( 2 n − 2 k ) ! 2 n k ! ( n − k ) ! ( n − 2 k ) ! x n − 2 k = ( 2 n ) ! 2 n ( n ! ) 2 x n − ( 2 n − 2 ) ! 2 n 1 ! ( n − 1 ) ! ( n − 2 ) ! x n − 2 + ⋯ {\displaystyle {\begin{aligned}P_{n}(x)&=\sum _{k=0}^{D(n)}(-1)^{k}{\frac {(2n-2k)!}{2^{n}k!(n-k)!(n-2k)!}}x^{n-2k}\\[5pt]&={\frac {(2n)!}{2^{n}(n!)^{2}}}x^{n}-{\frac {(2n-2)!}{2^{n}1!(n-1)!(n-2)!}}x^{n-2}+\cdots \end{aligned}}} where D(n) = floor(n/2). The set of Legendre polynomials {Pn(x)} form an orthogonal set on the interval [−1,1]: ∫ − 1 1 P n ( x ) P m ( x ) d x = 2 2 n + 1 δ n m {\displaystyle \int _{-1}^{1}P_{n}(x)P_{m}(x)\,dx={\frac {2}{2n+1}}\delta _{nm}} A recurrence relation can be used to compute the Legendre polynomial: ( n + 1 ) P n + 1 ( x ) − ( 2 n + 1 ) x P n ( x ) + n P n − 1 ( x ) = 0 {\displaystyle (n+1)P_{n+1}(x)-(2n+1)xP_{n}(x)+nP_{n-1}(x)=0} f(x,y) can be written as an infinite series expansion in terms of Legendre polynomials [−1 ≤ x,y ≤ 1.]: f ( x , y ) = ∑ m = 0 ∞ ∑ n = 0 ∞ λ m n P m ( x ) P n ( y ) {\displaystyle f(x,y)=\sum _{m=0}^{\infty }\sum _{n=0}^{\infty }\lambda _{mn}P_{m}(x)P_{n}(y)}

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  • Ubiquitous robot

    Ubiquitous robot

    Ubiquitous robot is a term used in an analogous way to ubiquitous computing. Software useful for "integrating robotic technologies with technologies from the fields of ubiquitous and pervasive computing, sensor networks, and ambient intelligence". The emergence of mobile phone, wearable computers and ubiquitous computing makes it likely that human beings will live in a ubiquitous world in which all devices are fully networked. The existence of ubiquitous space resulting from developments in computer and network technology will provide motivations to offer desired services by any IT device at any place and time through user interactions and seamless applications. This shift has hastened the ubiquitous revolution, which has further manifested itself in the new multidisciplinary research area, ubiquitous robotics. It initiates the third generation of robotics following the first generation of the industrial robot and the second generation of the personal robot. Ubiquitous robot (Ubibot) is a robot incorporating three components including virtual software robot or avatar, real-world mobile robot and embedded sensor system in surroundings. Software robot within a virtual world can control a real-world robot as a brain and interact with human beings. Researchers of KAIST, Korea describe these three components as a Sobot (Software robot), Mobot (Mobile robot), and Embot (Embedded robot).

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  • Ordered key–value store

    Ordered key–value store

    An ordered key–value store (OKVS) is a type of data storage paradigm that can support multi-model databases. An OKVS is an ordered mapping of bytes to bytes. An OKVS will keep the key–value pairs sorted by the key lexicographic order. OKVS systems provides different set of features and performance trade-offs. Most of them are shipped as a library without network interfaces, in order to be embedded in another process. Most OKVS support ACID guarantees. Some OKVS are distributed databases. Ordered key–value stores found their way into many modern database systems including NewSQL database systems. == History == The origin of ordered key–value store stems from the work of Ken Thompson on dbm in 1979. Later in 1991, Berkeley DB was released that featured a B-Tree backend that allowed the keys to stay sorted. Berkeley DB was said to be very fast and made its way into various commercial product. It was included in Python standard library until 2.7. In 2009, Tokyo Cabinet was released that was superseded by Kyoto Cabinet that support both transaction and ordered keys. In 2011, LMDB was created to replace Berkeley DB in OpenLDAP. There is also Google's LevelDB that was forked by Facebook in 2012 as RocksDB. In 2014, WiredTiger, successor of Berkeley DB was acquired by MongoDB and is since 2019 the primary backend of MongoDB database. Other notable implementation of the OKVS paradigm are Sophia and SQLite3 LSM extension. Another notable use of OKVS paradigm is the multi-model database system called ArangoDB based on RocksDB. Some NewSQL databases are supported by ordered key–value stores. JanusGraph, a property graph database, has both a Berkeley DB backend and FoundationDB backend. == Key concepts == === Lexicographic encoding === There are algorithms that encode basic data types (boolean, string, number) and composition of those data types inside sorted containers (tuple, list, vector) that preserve their natural ordering. It is possible to work with an ordered key–value store without having to work directly with bytes. In FoundationDB, it is called the tuple layer. === Range query === Inside an OKVS, keys are ordered, and because of that it is possible to do range queries. A range query retrieves all keys between two specified keys, ensuring that the fetched keys are returned in a sorted order. === Subspaces === === Key composition === One can construct key spaces to build higher level abstractions. The idea is to construct keys, that takes advantage of the ordered nature of the top level key space. When taking advantage of the ordered nature of the key space, one can query ranges of keys that have particular pattern. === Denormalization === Denormalization, as in, repeating the same piece of data in multiple subspace is common practice. It allows to create secondary representation, also called indices, that will allow to speed up queries. == Higher level abstractions == The following abstraction or databases were built on top ordered key–value stores: Timeseries database, Record Database, also known as Row store databases, they behave similarly to what is dubbed RDBMS, Tuple Stores, also known as Triple Store or Quad Store but also Generic Tuple Store, Document database, that mimics MongoDB API, Full-text search Geographic Information Systems Property Graph Versioned Data Vector space database for Approximate Nearest Neighbor All those abstraction can co-exist with the same OKVS database and when ACID is supported, the operations happens with the guarantees offered by the transaction system. == Feature matrix == == Use-cases == OKVS are useful to implement two strategies: optimize a small feature e.g. to make a 10% improvement in read or write latency; the second strategy is to take advantage of the distributed nature of FoundationDB, and TiKV, for which there is no equivalent at very large scale in resilience. Both users need to re-implement the needed high level abstractions, because there are no portable ready-to-use libraries of high-level abstraction. There is still a complex balance, of complexity, maintainability, fine-tuning, and readily available features that makes it still a choice of experts. Sometime more specialized data-structures can be faster than a high-level abstraction on top of an OKVS. Another interest of OKVS paradigm stems from it simple, and versatile interface, that makes it an interesting target for experimental storage algorithms, and data structures.

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  • Web data integration

    Web data integration

    Web data integration (WDI) is the process of aggregating and managing data from different websites into a single, homogeneous workflow. This process includes data access, transformation, mapping, quality assurance and fusion of data. Data that is sourced and structured from websites is referred to as "web data". WDI is an extension and specialization of data integration that views the web as a collection of heterogeneous databases. Data integration techniques in the context of the web, forms the foundation for businesses taking advantage of data available on the ever-increasing number of publicly-accessible websites. Corporate spending on this area amounted to about USD 2.5bn in 2017, and it is expected that by 2020 the market will reach almost USD 7bn.

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  • ISPConfig

    ISPConfig

    ISPConfig is an open source hosting control panel for Linux, licensed under BSD license and developed by the company ISPConfig UG. The ISPConfig project was started in autumn 2005 by Till Brehm from the German company projektfarm GmbH. == Overview == Using the dashboard, administrators have the ability to manage websites, email addresses, MySQL and MariaDB as well as PostgreSQL (since version 3.3) databases, FTP accounts, Shell accounts and DNS records through a web-based interface. The software has 4 login levels: administrator, reseller, client, and email-user, each with a different set of permissions. == Operating Systems == ISPConfig is only available on Linux, with CentOS, Debian, and Ubuntu being among the supported distributions. == Features == The following services and features are supported: Management of a single or multiple servers from one control panel. Web server management for Apache HTTP Server and Nginx. Mail server management (with virtual mail users) with spam and antivirus filter using Postfix (software) and Dovecot (software). DNS server management (BIND, Powerdns). Configuration mirroring and clusters. Administrator, reseller, client and mail-user login. Virtual server management for OpenVZ Servers. Website statistics using Webalizer and AWStats

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  • Wiki survey

    Wiki survey

    Wiki surveys or wikisurveys are a software-based survey method that crowdsource discussions and help participants to find areas of agreement. Other names include bridging systems and collective response systems. The approach, inspired by Wikipedia, is to open up surveys where participants can shape the questions, instead of traditional 'closed' surveys where participants can only respond to the questions asked. Wiki surveys have been used for purposes including facilitating deliberative democracy, crowdsourcing opinions from experts and figuring out common beliefs on a given topic. A notable usage of wiki surveys is in Taiwan's government system, where citizens can participate in crowdsourced lawmaking through Pol.is wiki surveys. == Implementations == === All Our Ideas === All Our Ideas founders coined the term "wiki survey," explaining how they took inspiration from the organic evolution of Wikipedia and hoped to create something similar for surveys. They hosted 5000 surveys between 2010 and 2014. A 2020 survey using the tool found 3 of its top 10 findings were user-generated. === Decidim === Decidim has been used by governments throughout Spain and Europe to help with participatory budgeting and other public policy decisions. === Polis === Polis (also known as Pol.is) was developed in 2012. The focus of Polis is to project participants into an 'opinion space' where they can see how their voting behavior compares to other participants. The opinion space clusters participants into groups of similar opinion and is designed in a way to avoid tyranny of the majority by being able to include groups that have small numbers of participants. The questions participants are presented with are agree/disagree/pass on a single 'comment' submitted by a participant. The code for Polis is free and open-source software under the GNU AGPL. === Remesh === Remesh was founded in 2013 and has partnered with the United Nations and Alliance for Middle East Peace efforts to bring peaceful resolutions to conflicts. Participants are anonymous and the algorithm can be fine-tuned to better understand local dialects in specific regions. == Examples == PlaNYC used All Our Ideas to gather ideas on how to establish New York City's sustainability plan vTaiwan, a citizen-lead government process in Taiwan, uses Polis for enabling large amounts of citizens to deliberate and consequently provide input on Taiwan's legislative decisions OECD used All Our Ideas to gather ideas from the public prior to meeting for a forum and meeting on which skills are most important to invest in for the 21st century March On, an offshoot of the Women's March Movement, used Polis to understand the opinions of people wanting to support the movement Residents of Harrogate use Polis to debate issues in their community, with the results being released publicly to everyone == Characteristics == Wiki surveys often have these three characteristics: === Collaborativeness === Wiki surveys allow participants to contribute questions, as well as answer questions created by its participants. === Adaptivity === Wiki surveys adapt to elicit the most useful information from its participants. One example involves changing the ordering of questions based on the voting behavior of previous participants so as to maximize consensus. The heuristic determining the ordering of questions highly values showing the comments that have been voted on the least. === 'Greediness' === In the context of wiki surveys, 'greediness' simply means making full use of information that participants are willing to provide. Wiki surveys do not require participants to answer a fixed amount of questions, so participants can answer as little or as much as they want. This is intended to be more efficient in capturing participants' preferences by allowing more organic sharing of their perspectives. == Traditional survey methods vs. wiki surveys == Questions in traditional survey methods fall into two categories: Open and closed questions. Open questions ask the person taking the survey to write an open response while closed questions give a fixed set of responses to select from. Wiki surveys are like a hybrid of the two, enabling insightful consensus in certain situations where traditional survey methods may lack. Closed questions are easy to analyze quantitively, but the limited options to select from for a given question may cause bias. Open questions are not as subject to bias, but are difficult to analyze quantitatively at scale. Wiki surveys allow for open responses by the users' contribution of survey questions (also called 'items'), and uses machine learning techniques to (at least partially) automate the quantitative analysis of the responses to those questions.

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  • Adaptive algorithm

    Adaptive algorithm

    An adaptive algorithm is an algorithm that changes its behavior at the time it is run, based on information available and on a priori defined reward mechanism (or criterion). Such information could be the story of recently received data, information on the available computational resources, or other run-time acquired (or a priori known) information related to the environment in which it operates. Among the most used adaptive algorithms is the Widrow-Hoff’s least mean squares (LMS), which represents a class of stochastic gradient-descent algorithms used in adaptive filtering and machine learning. In adaptive filtering the LMS is used to mimic a desired filter by finding the filter coefficients that relate to producing the least mean square of the error signal (difference between the desired and the actual signal). For example, stable partition, using no additional memory is O(n lg n) but given O(n) memory, it can be O(n) in time. As implemented by the C++ Standard Library, stable_partition is adaptive and so it acquires as much memory as it can get (up to what it would need at most) and applies the algorithm using that available memory. Another example is adaptive sort, whose behavior changes upon the presortedness of its input. An example of an adaptive algorithm in radar systems is the constant false alarm rate (CFAR) detector. In machine learning and optimization, many algorithms are adaptive or have adaptive variants, which usually means that the algorithm parameters such as learning rate are automatically adjusted according to statistics about the optimisation thus far (e.g. the rate of convergence). Examples include adaptive simulated annealing, adaptive coordinate descent, adaptive quadrature, AdaBoost, Adagrad, Adadelta, RMSprop, and Adam. In data compression, adaptive coding algorithms such as Adaptive Huffman coding or Prediction by partial matching can take a stream of data as input, and adapt their compression technique based on the symbols that they have already encountered. In signal processing, the Adaptive Transform Acoustic Coding (ATRAC) codec used in MiniDisc recorders is called "adaptive" because the window length (the size of an audio "chunk") can change according to the nature of the sound being compressed, to try to achieve the best-sounding compression strategy.

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  • Bisection (software engineering)

    Bisection (software engineering)

    Bisection is a method used in software development to identify change sets that result in a specific behavior change. It is mostly employed for finding the patch that introduced a bug. Another application area is finding the patch that indirectly fixed a bug. == Overview == The process of locating the changeset that introduced a specific regression was described as "source change isolation" in 1997 by Brian Ness and Viet Ngo of Cray Research. Regression testing was performed on Cray's compilers in editions comprising one or more changesets. Editions with known regressions could not be validated until developers addressed the problem. Source change isolation narrowed the cause to a single changeset that could then be excluded from editions, unblocking them with respect to this problem, while the author of the change worked on a fix. Ness and Ngo outlined linear search and binary search methods of performing this isolation. Code bisection has the goal of minimizing the effort to find a specific change set. It employs a divide and conquer algorithm that depends on having access to the code history which is usually preserved by revision control in a code repository. == Bisection method == === Code bisection algorithm === Code history has the structure of a directed acyclic graph which can be topologically sorted. This makes it possible to use a divide and conquer search algorithm which: splits up the search space of candidate revisions tests for the behavior in question reduces the search space depending on the test result re-iterates the steps above until a range with at most one bisectable patch candidate remains === Algorithmic complexity === Bisection is in LSPACE having an algorithmic complexity of O ( log ⁡ N ) {\displaystyle O(\log N)} with N {\displaystyle N} denoting the number of revisions in the search space, and is similar to a binary search. === Desirable repository properties === For code bisection it is desirable that each revision in the search space can be built and tested independently. === Monotonicity === For the bisection algorithm to identify a single changeset which caused the behavior being tested to change, the behavior must change monotonically across the search space. For a Boolean function such as a pass/fail test, this means that it only changes once across all changesets between the start and end of the search space. If there are multiple changesets across the search space where the behavior being tested changes between false and true, then the bisection algorithm will find one of them, but it will not necessarily be the root cause of the change in behavior between the start and the end of the search space. The root cause could be a different changeset, or a combination of two or more changesets across the search space. To help deal with this problem, automated tools allow specific changesets to be ignored during a bisection search. == Automation support == Although the bisection method can be completed manually, one of its main advantages is that it can be easily automated. It can thus fit into existing test automation processes: failures in exhaustive automated regression tests can trigger automated bisection to localize faults. Ness and Ngo focused on its potential in Cray's continuous delivery-style environment in which the automatically isolated bad changeset could be automatically excluded from builds. The revision control systems Fossil, Git and Mercurial have built-in functionality for code bisection. The user can start a bisection session with a specified range of revisions from which the revision control system proposes a revision to test, the user tells the system whether the revision tested as "good" or "bad", and the process repeats until the specific "bad" revision has been identified. Other revision control systems, such as Bazaar or Subversion, support bisection through plugins or external scripts. Phoronix Test Suite can do bisection automatically to find performance regressions.

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  • TinEye

    TinEye

    TinEye is a reverse image search engine developed and offered by Idée, Inc., a company based in Toronto, Ontario, Canada. It was the first image search engine on the web to use image identification technology rather than keywords, metadata or watermarks. TinEye allows users to search not using keywords but with images. Upon submitting an image, TinEye creates a "unique and compact digital signature or fingerprint" of the image and matches it with other indexed images. This procedure is able to match even heavily edited versions of the submitted image, but will not usually return similar images in the results. == History == Idée, Inc. was founded by Leila Boujnane and Paul Bloore in 1999. Idée launched the service on May 6, 2008 and went into open beta in August that year. While computer vision and image identification research projects began as early as the 1980s, the company claims that TinEye is the first web-based image search engine to use image identification technology. The service was created with copyright owners and brand marketers as the intended user base, to look up unauthorized use and track where the brands are showing up respectively. In June 2014, TinEye claimed to have indexed more than five billion images for comparisons. However, this is a relatively small proportion of the total number of images available on the World Wide Web. As of September 2025, TinEye's search results claim to have over 77.6 billion images indexed for comparison. == Technology == A user uploads an image to the search engine (the upload size is limited to 20 MB) or provides a URL for an image or for a page containing the image. The search engine will look up other usage of the image in the internet, including modified images based upon that image, and report the date and time at which they were posted. TinEye does not recognize outlines of objects or perform facial recognition, but recognizes the entire image, and some altered versions of that image. This includes smaller, larger, and cropped versions of the image. TinEye has shown itself capable of retrieving different images from its database of the same subject, such as famous landmarks. TinEye is capable of searching for images in JPEG, PNG, WebP, GIF, BMP and TIFF format. Results generated from TinEye include the total number of matches in their database, a preview image, and the URL to each match. TinEye can sort results by best match, most changed, biggest image, newest, and oldest. User registration is optional and offers storage of the user's previous queries. Other features include embeddable widgets and bookmarklets. TinEye has also released their commercial API. == Usage == TinEye's ability to search the web for specific images (and modifications of those images) makes it a potential tool for the copyright holders of visual works to locate infringements on their copyright. It also creates a possible avenue for people who are looking to make use of imagery under orphan works to find the copyright holders of that imagery. Being that orphan works can be defined as "copyrighted works whose owners are difficult or impossible to identify and/or locate," the use of TinEye could potentially remove the orphan work status from online images that can be found in its database. === Fact-checking === It has been recommended by fact-checkers as a useful resource in attempts to verify the origin of images. As of 2019, TinEye specialized in copyright violations and finding exact versions of images online.

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  • Penril

    Penril

    Penril DataComm Networks, Inc. was a computer telecommunications hardware company that made some acquisitions and was eventually split into two parts: one was acquired by Bay Networks and the other was a newly formed company named Access Beyond. The focus of both company's products was end-to-end data transfer. By the mid-1990s, with the popularization of the internet, this was no longer of wide interest. == History == Penril, whose earnings reports and other financials were followed by The New York Times in the 1990s, made several acquisitions but also grew internally. Following its Datability acquisition it renamed itself Penril Datability Networks. By the time the 1968-founded Penril was acquired by Bay their name was Penril DataComm Networks. The company, which as of 1985 "had made 14 acquisitions in 12 years," also had done extensive work regarding quality control, and leveraged their product line by what The Washington Post called clever packaging: "software, cables, instructions and telephone support" sold to those less technically skilled as "Network in a Box." == Datability == Datability Software Systems Inc. was the initial name of what by 1991 became 'Datability, Inc.', "a manufacturer of hardware that links computer networks." The 1977-founded firm began as a software consulting company, especially in the area of databases. To speed up project development they built a program generator, which they marketed as Control 10/20 (targeted at users of Digital Equipment Corporation's DECsystem-10 and DECSYSTEM-20). After trying their hand at time-sharing they built hardware to enhance bridging these computers to DEC's VAX product line. In particular they focused on Digital's LAT protocol, selling "boxes" that reimplemented the protocol, at a lower price than DEC's. They later expanded into other areas of telecommunications hardware The firm relocated to a larger manufacturing plant in 1991 and was acquired by Penril in 1993. == Access Beyond == Access Beyond was initially housed by Penril, from which it was spun off. A securities analyst noted that Access began operations with no debt. They subsequently merged with Hayes Corporation. Some of the funds brought to the merger came from a sale by Penril of two of its divisions, each bringing about $4 million. == Ron Howard == Ron Howard, founder of Datability, became part of Penril when the latter acquired the former, and was CEO of Access Beyond when it was spun off by Penril. Access merged with Hayes Microcomputer Products and was renamed Hayes Corp, at which time Howard became executive VP of business development and corporate vice chairman of Hayes. == People == In the matter of hiring immigrants, in an industry where recent arrivals came from a culture of six day work weeks, and subcontracting was then common, these assembly line workers at Penril comprised about 25%, compared to double in other firms. Placement was overseen by government agencies. == Controversy == Penril had a joint development agreement, beginning in 1990, with a Standard Microsystems Corporation (SMSC) subsidiary. A dispute arose, and the matter was brought to court. Penril was awarded $3.5 million in 1996.

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  • Knowledge graph

    Knowledge graph

    In knowledge representation and reasoning, a knowledge graph is a knowledge base that uses a graph-structured data model or topology to represent and operate on data. Knowledge graphs are often used to store interlinked descriptions of entities – objects, events, situations or abstract concepts – while also encoding the free-form semantics or relationships underlying these entities. Since the development of the Semantic Web, knowledge graphs have often been associated with linked open data projects, focusing on the connections between concepts and entities. They are also historically associated with and used by search engines such as Google, Bing, and Yahoo; knowledge engines and question-answering services such as WolframAlpha, Apple's Siri, and Amazon Alexa; and social networks such as LinkedIn and Facebook. Recent developments in data science and machine learning, particularly in graph neural networks, representation learning, and machine learning, have broadened the scope of knowledge graphs beyond their traditional use in search engines and recommender systems. They are increasingly used in scientific research, with notable applications in fields such as genomics, proteomics, and systems biology. == History == The term was coined as early as 1972 by the Austrian linguist Edgar W. Schneider, in a discussion of how to build modular instructional systems for courses. In the late 1980s, the University of Groningen and University of Twente jointly began a project called Knowledge Graphs, focusing on the design of semantic networks with edges restricted to a limited set of relations, to facilitate algebras on the graph. In subsequent decades, the distinction between semantic networks and knowledge graphs was blurred. Some early knowledge graphs were topic-specific. In 1985, Wordnet was founded, capturing semantic relationships between words and meanings – an application of this idea to language itself. In 2005, Marc Wirk founded Geonames to capture relationships between different geographic names and locales and associated entities. In 1998, Andrew Edmonds of Science in Finance Ltd in the UK created a system called ThinkBase that offered fuzzy-logic based reasoning in a graphical context. In 2007, both DBpedia and Freebase were founded as graph-based knowledge repositories for general-purpose knowledge. DBpedia focused exclusively on data extracted from Wikipedia, while Freebase also included a range of public datasets. Neither described themselves as a 'knowledge graph' but developed and described related concepts. In 2012, Google introduced their Knowledge Graph, building on DBpedia and Freebase among other sources. They later incorporated RDFa, Microdata, JSON-LD content extracted from indexed web pages, including the CIA World Factbook, Wikidata, and Wikipedia. Entity and relationship types associated with this knowledge graph have been further organized using terms from the schema.org vocabulary. The Google Knowledge Graph became a complement to string-based search within Google, and its popularity online brought the term into more common use. Since then, several large multinationals have advertised their use of knowledge graphs, further popularising the term. These include Facebook, LinkedIn, Airbnb, Microsoft, Amazon, Uber and eBay. In 2019, IEEE combined its annual international conferences on "Big Knowledge" and "Data Mining and Intelligent Computing" into the International Conference on Knowledge Graph. The development of large language models expanded interest in knowledge graphs as a way to structure information from unstructured text, with advances in language processing enabling their automatic or semi-automatic generation and expansion. The term knowledge graph has since broadened to include the dynamically constructed and adaptive graph structures, which support retrieval, reasoning, and summarization in generative systems. Microsoft Research's GraphRAG (2024) exemplified this development by integrating LLM-generated graphs into retrieval-augmented generation. == Definitions == There is no single commonly accepted definition of a knowledge graph. Most definitions view the topic through a Semantic Web lens and include these features: Flexible relations among knowledge in topical domains: A knowledge graph (i) defines abstract classes and relations of entities in a schema, (ii) mainly describes real world entities and their interrelations, organized in a graph, (iii) allows for potentially interrelating arbitrary entities with each other, and (iv) covers various topical domains. General structure: A network of entities, their semantic types, properties, and relationships. To represent properties, categorical or numerical values are often used. Supporting reasoning over inferred ontologies: A knowledge graph acquires and integrates information into an ontology and applies a reasoner to derive new knowledge. There are, however, many knowledge graph representations for which some of these features are not relevant. For those knowledge graphs, this simpler definition may be more useful: A digital structure that represents knowledge as concepts and the relationships between them (facts). A knowledge graph can include an ontology that allows both humans and machines to understand and reason about its contents. === Implementations === In addition to the above examples, the term has been used to describe open knowledge projects such as YAGO and Wikidata; federations like the Linked Open Data cloud; a range of commercial search tools, including Yahoo's semantic search assistant Spark, Google's Knowledge Graph, and Microsoft's Satori; and the LinkedIn and Facebook entity graphs. The term is also used in the context of note-taking software applications that allow a user to build a personal knowledge graph. The popularization of knowledge graphs and their accompanying methods have led to the development of graph databases such as Neo4j, GraphDB and AgensGraph. These graph databases allow users to easily store data as entities and their interrelationships, and facilitate operations such as data reasoning, node embedding, and ontology development on knowledge bases. In contrast, virtual knowledge graphs do not store information in specialized databases. They rely on an underlying relational database or data lake to answer queries on the graph. Such a virtual knowledge graph system must be properly configured in order to answer the queries correctly. This specific configuration is done through a set of mappings that define the relationship between the elements of the data source and the structure and ontology of the virtual knowledge graph. == Using a knowledge graph for reasoning over data == A knowledge graph formally represents semantics by describing entities and their relationships. Knowledge graphs may make use of ontologies as a schema layer. By doing this, they allow logical inference for retrieving implicit knowledge rather than only allowing queries requesting explicit knowledge. In order to allow the use of knowledge graphs in various machine learning tasks, several methods for deriving latent feature representations of entities and relations have been devised. These knowledge graph embeddings allow them to be connected to machine learning methods that require feature vectors like word embeddings. This can complement other estimates of conceptual similarity. Models for generating useful knowledge graph embeddings are commonly the domain of graph neural networks (GNNs). GNNs are deep learning architectures that comprise edges and nodes, which correspond well to the entities and relationships of knowledge graphs. The topology and data structures afforded by GNNs provide a convenient domain for semi-supervised learning, wherein the network is trained to predict the value of a node embedding (provided a group of adjacent nodes and their edges) or edge (provided a pair of nodes). These tasks serve as fundamental abstractions for more complex tasks such as knowledge graph reasoning and alignment. === Entity alignment === As new knowledge graphs are produced across a variety of fields and contexts, the same entity will inevitably be represented in multiple graphs. However, because no single standard for the construction or representation of knowledge graph exists, resolving which entities from disparate graphs correspond to the same real world subject is a non-trivial task. This task is known as knowledge graph entity alignment, and is an active area of research. Strategies for entity alignment generally seek to identify similar substructures, semantic relationships, shared attributes, or combinations of all three between two distinct knowledge graphs. Entity alignment methods use these structural similarities between generally non-isomorphic graphs to predict which nodes correspond to the same entity. In 2023, researchers found success in using large language models (LLMs) in the task of entity alignment. This was in particul

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