This slide cover the Crospell Engine; an engine made with multiple approaches for Natural Language Processing; NLP. It covers a wide variety of topics in text and image processing. From spell checking to topics prediction. It's a project made in late 2012 and delivered in early 2013.
This project is part of KBS (Knowledge Base System) subject in university of Damascus, Syria - department of AI.
It main purpose was to make a specific "dynamic" diet for each person according to his/her weight, needs, food preferences (like and dislike), etc. The food preference approach is new in that matter so it gives the person a diet with specific properties that satisfy him the most using a combination of an expert system and genetic algorithm. Finished and presented on May, 2012.
This document provides an overview of various topics related to mobile application development including cloud computing, interaction design, Android, iOS, web technologies like HTML5 and JavaScript, programming languages like Java and Objective-C, frameworks, gaming, user experience design, and more. It discusses tools for Android development and covers basics of creating an Android app like setting up the IDE, creating the UI, adding interactivity, debugging, and referencing documentation.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
This is my project in my third year of studying in the Faculty of Information Technology Engineering in Damascus, Syria, 2011 with Ismaeel Abo Abdalla, Zaher Wanli and Mhd Noor Alhamwi. The project simulates the physics of the car movement with/without Anti Brake-Lock System (ABS), Electronic Stability Program (ESP) and Global Positioning System (GPS) all in realtime.
Short, Matters, Love - Passioneers Event 2015Mohammad Shaker
Short, Matters, Love is a presentation I prepared for freshmen students at the Faculty of Information Technology in Damascus, Syria organised by Passioneers - 2015
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
This project is part of KBS (Knowledge Base System) subject in university of Damascus, Syria - department of AI.
It main purpose was to make a specific "dynamic" diet for each person according to his/her weight, needs, food preferences (like and dislike), etc. The food preference approach is new in that matter so it gives the person a diet with specific properties that satisfy him the most using a combination of an expert system and genetic algorithm. Finished and presented on May, 2012.
This document provides an overview of various topics related to mobile application development including cloud computing, interaction design, Android, iOS, web technologies like HTML5 and JavaScript, programming languages like Java and Objective-C, frameworks, gaming, user experience design, and more. It discusses tools for Android development and covers basics of creating an Android app like setting up the IDE, creating the UI, adding interactivity, debugging, and referencing documentation.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
This is my project in my third year of studying in the Faculty of Information Technology Engineering in Damascus, Syria, 2011 with Ismaeel Abo Abdalla, Zaher Wanli and Mhd Noor Alhamwi. The project simulates the physics of the car movement with/without Anti Brake-Lock System (ABS), Electronic Stability Program (ESP) and Global Positioning System (GPS) all in realtime.
Short, Matters, Love - Passioneers Event 2015Mohammad Shaker
Short, Matters, Love is a presentation I prepared for freshmen students at the Faculty of Information Technology in Damascus, Syria organised by Passioneers - 2015
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document discusses various topics related to mobile application design including cloud interaction, Android touch and gesture interaction, UI element sizing, screen sizes, changing orientation, retaining objects during configuration changes, multi-device targeting, and wearables. It provides examples and guidelines for designing applications that can adapt to different devices and configurations.
The document discusses principles of interaction design, color theory, and game design. It covers topics like primary and secondary colors, color harmonies, using color to attract attention and set mood, the importance of white space and negative space in design, and how games like Journey, Fez, Luftrausers, Monument Valley, Ori and the Blind Forest, and Limbo effectively use techniques like the rule of thirds, establishing a sense of goal, and game feel.
This document discusses various topics related to typography including letter shapes like the letter "T", how words for concepts like water have evolved across languages, symbols for ideas like fish, and different writing styles such as styles that would be impossible to write. It examines typography from multiple perspectives like shapes, language evolution, symbols, and stylization.
Interaction Design L04 - Materialise and CouplingMohammad Shaker
This document discusses various aspects of coupling and interaction design in mobile applications. It addresses good and bad examples of coupling on Android and iOS, such as how apps are switched between. It also discusses using accurate text to represent backend processes, and using faster progress bars to reduce cognitive load on users. Visualizations are suggested to improve progress bars.
The document discusses various options for storing data in an Android application including SharedPreferences for simple key-value pairs, internal storage for private files, external storage for public files, SQLite databases for structured data, network connections for storing data on a web server, and ContentProviders for sharing data between applications. It provides details on using SharedPreferences, internal SQLite databases stored in the application's files, and ContentProviders for sharing Contacts data with other apps.
The document discusses various interaction design concepts in Android including toasts, notifications, threads, broadcast receivers, and alarms. It provides code examples for creating toasts, setting notification priorities, and scheduling alarms to fire at boot or at specific times using the AlarmManager. Broadcast receivers can be used to set alarms during device boot by listening for the BOOT_COMPLETED intent filter and implementing the onReceive callback.
This document provides an overview of various mobile development technologies and frameworks including Cloud, iOS, Android, iPad Pro, Xcode, Model-View-Controller (MVC), C, Objective-C, Foundation data types, functions calls, Swift, iOS Dev Center, coordinate systems, Windows Phone, .NET support, MVVM, binding, WebClient, and navigation. It also mentions tools like Expression Blend and frameworks like jQuery Mobile, PhoneGap, Sencha Touch, and Xamarin.
This document discusses various topics related to mobile app design including user experience (UX), user interface (UI), interaction design, user constraints like limited data/battery and screen size, and using context like location to improve the user experience. It provides examples of a pizza ordering app and making ATM machines smarter. It also covers design patterns and principles like focusing on user needs and testing designs through feedback.
This document discusses principles of visual organization and responsive grid systems for web design. It mentions laws of proximity, similarity, common fate, continuity, closure, and symmetry which help organize visual elements. It also discusses column-based and ratio-based grid systems as well as responsive grid systems that adapt to different screen widths, citing examples from Pinterest, Bootstrap, and the website www.mohammadshaker.com which demonstrates responsive design.
This document provides an overview comparison of key aspects of mobile app development for iOS and Android platforms. It discusses differences in app store policies, pricing, monetization options like ads and in-app purchases, development tools including engines like Unity and Unreal, and the publishing process. Key points mentioned include Android apps averaging over 2.5x the price of similar iOS apps, Apple's restrictive app review policies, the 70/30 revenue split in Google Play Store, and tools for user testing and publishing on both platforms. It also shares stats on the revenue and success of specific apps like Monument Valley.
The document discusses various ways to implement cloud functionality in Android applications using services like Parse and Android Backup. It provides code examples for backing up app data to the cloud using Android Backup, setting up a backend using Parse, pushing notifications with Parse, and performing analytics tracking with Parse.
This document discusses several topics related to developing Android apps including:
1. Adding markers to maps by setting an onMapClickListener and adding a MarkerOptions to the clicked location.
2. Signing into apps with Google accounts using the Google Identity API.
3. Following Material Design guidelines for visual style and user interfaces.
4. Maintaining multiple APK versions and using OpenGL ES for games.
This document discusses various techniques for styling Android applications including adding styles, overriding styles, using themes, custom backgrounds, nine-patch images, and animations. It provides links to tutorials and documentation on animating views with zoom animations and other motion effects.
This document provides information about various Android development topics including:
- ListAdapters and mapping models to UI using an MVVM-like pattern
- Creating custom lists
- Starting a new activity using an Intent and passing data between activities
- Understanding the Android activity lifecycle and methods like onPause() and onResume()
- Handling configuration changes that recreate the activity
- Working with permissions
The document discusses common patterns for working with lists, launching new screens, and handling activity state changes. It also provides code examples for starting a new activity, passing data between activities, and handling the activity lifecycle callbacks.
This document provides an overview of game development topics including types of games, game engines, platforms, and ratings systems. It compares the popular game engines Unity and Unreal Engine, noting their key features such as scripting languages, cost structures, and graphics capabilities. Examples of games built with Unity and Unreal are also mentioned. The document concludes with brief discussions of other game engines like Source and CryEngine, gamification techniques, and uses of games for serious purposes.
1. Mohammad Shaker discusses his rhythm-based game SyncSeven which uses procedural content generation to generate levels based on music.
2. He outlines the music-based content generation process which extracts notes, rhythm and beats from music to drive a game model through a mapper.
3. The talk describes implementing SyncSeven using C# and Unity3D, including features like ads, leaderboards through Google Play, and social sharing.
A software employing Domain-Specific Language (DSL) for Roboconf architecture for distributed cloud-based applications. HTML5 graphical representation along with ECA scaling rules are implemented.
The document discusses various topics related to mobile application design including cloud interaction, Android touch and gesture interaction, UI element sizing, screen sizes, changing orientation, retaining objects during configuration changes, multi-device targeting, and wearables. It provides examples and guidelines for designing applications that can adapt to different devices and configurations.
The document discusses principles of interaction design, color theory, and game design. It covers topics like primary and secondary colors, color harmonies, using color to attract attention and set mood, the importance of white space and negative space in design, and how games like Journey, Fez, Luftrausers, Monument Valley, Ori and the Blind Forest, and Limbo effectively use techniques like the rule of thirds, establishing a sense of goal, and game feel.
This document discusses various topics related to typography including letter shapes like the letter "T", how words for concepts like water have evolved across languages, symbols for ideas like fish, and different writing styles such as styles that would be impossible to write. It examines typography from multiple perspectives like shapes, language evolution, symbols, and stylization.
Interaction Design L04 - Materialise and CouplingMohammad Shaker
This document discusses various aspects of coupling and interaction design in mobile applications. It addresses good and bad examples of coupling on Android and iOS, such as how apps are switched between. It also discusses using accurate text to represent backend processes, and using faster progress bars to reduce cognitive load on users. Visualizations are suggested to improve progress bars.
The document discusses various options for storing data in an Android application including SharedPreferences for simple key-value pairs, internal storage for private files, external storage for public files, SQLite databases for structured data, network connections for storing data on a web server, and ContentProviders for sharing data between applications. It provides details on using SharedPreferences, internal SQLite databases stored in the application's files, and ContentProviders for sharing Contacts data with other apps.
The document discusses various interaction design concepts in Android including toasts, notifications, threads, broadcast receivers, and alarms. It provides code examples for creating toasts, setting notification priorities, and scheduling alarms to fire at boot or at specific times using the AlarmManager. Broadcast receivers can be used to set alarms during device boot by listening for the BOOT_COMPLETED intent filter and implementing the onReceive callback.
This document provides an overview of various mobile development technologies and frameworks including Cloud, iOS, Android, iPad Pro, Xcode, Model-View-Controller (MVC), C, Objective-C, Foundation data types, functions calls, Swift, iOS Dev Center, coordinate systems, Windows Phone, .NET support, MVVM, binding, WebClient, and navigation. It also mentions tools like Expression Blend and frameworks like jQuery Mobile, PhoneGap, Sencha Touch, and Xamarin.
This document discusses various topics related to mobile app design including user experience (UX), user interface (UI), interaction design, user constraints like limited data/battery and screen size, and using context like location to improve the user experience. It provides examples of a pizza ordering app and making ATM machines smarter. It also covers design patterns and principles like focusing on user needs and testing designs through feedback.
This document discusses principles of visual organization and responsive grid systems for web design. It mentions laws of proximity, similarity, common fate, continuity, closure, and symmetry which help organize visual elements. It also discusses column-based and ratio-based grid systems as well as responsive grid systems that adapt to different screen widths, citing examples from Pinterest, Bootstrap, and the website www.mohammadshaker.com which demonstrates responsive design.
This document provides an overview comparison of key aspects of mobile app development for iOS and Android platforms. It discusses differences in app store policies, pricing, monetization options like ads and in-app purchases, development tools including engines like Unity and Unreal, and the publishing process. Key points mentioned include Android apps averaging over 2.5x the price of similar iOS apps, Apple's restrictive app review policies, the 70/30 revenue split in Google Play Store, and tools for user testing and publishing on both platforms. It also shares stats on the revenue and success of specific apps like Monument Valley.
The document discusses various ways to implement cloud functionality in Android applications using services like Parse and Android Backup. It provides code examples for backing up app data to the cloud using Android Backup, setting up a backend using Parse, pushing notifications with Parse, and performing analytics tracking with Parse.
This document discusses several topics related to developing Android apps including:
1. Adding markers to maps by setting an onMapClickListener and adding a MarkerOptions to the clicked location.
2. Signing into apps with Google accounts using the Google Identity API.
3. Following Material Design guidelines for visual style and user interfaces.
4. Maintaining multiple APK versions and using OpenGL ES for games.
This document discusses various techniques for styling Android applications including adding styles, overriding styles, using themes, custom backgrounds, nine-patch images, and animations. It provides links to tutorials and documentation on animating views with zoom animations and other motion effects.
This document provides information about various Android development topics including:
- ListAdapters and mapping models to UI using an MVVM-like pattern
- Creating custom lists
- Starting a new activity using an Intent and passing data between activities
- Understanding the Android activity lifecycle and methods like onPause() and onResume()
- Handling configuration changes that recreate the activity
- Working with permissions
The document discusses common patterns for working with lists, launching new screens, and handling activity state changes. It also provides code examples for starting a new activity, passing data between activities, and handling the activity lifecycle callbacks.
This document provides an overview of game development topics including types of games, game engines, platforms, and ratings systems. It compares the popular game engines Unity and Unreal Engine, noting their key features such as scripting languages, cost structures, and graphics capabilities. Examples of games built with Unity and Unreal are also mentioned. The document concludes with brief discussions of other game engines like Source and CryEngine, gamification techniques, and uses of games for serious purposes.
1. Mohammad Shaker discusses his rhythm-based game SyncSeven which uses procedural content generation to generate levels based on music.
2. He outlines the music-based content generation process which extracts notes, rhythm and beats from music to drive a game model through a mapper.
3. The talk describes implementing SyncSeven using C# and Unity3D, including features like ads, leaderboards through Google Play, and social sharing.
A software employing Domain-Specific Language (DSL) for Roboconf architecture for distributed cloud-based applications. HTML5 graphical representation along with ECA scaling rules are implemented.
45. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
List<Suggestion
>
46. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
List<Suggestion
>
47. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
Word
List<Suggestion
Variations
>
48. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
Word
List<Suggestion
Variations
>
49. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
Word
List<Suggestion
Variations
>
50. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
Word
List<Suggestion
Variations
>
51. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
Suggestion Word
List<Suggestion s Handler Variations
>
52. CyberSpell – Dictionary Search
Model
Dictionary
Input Word Search Dictionary
Handler
Suggestion Word
List<Suggestion s Handler Variations
>
53. CyberSpell – Dictionary Search
Model
Dictionary
“tade” Search Dictionary
Handler
Suggestion Word
List<Suggestion s Handler Variations
>
54. CyberSpell – Dictionary Search
Model
Dictionary
“tade” Search Dictionary
Handler
Suggestion “ade”,
List<Suggestion s Handler “tde”, ..etc
>
55. CyberSpell – Dictionary Search
Model
Dictionary
“tade” Search Dictionary
Handler
CyperFa
st
Mode
Made
Take
Suggestion “ade”,
Trade
s Handler “tde”, ..etc
Tide
Take
Bade
Fade
7
56. CyberSpell – Dictionary Search
Model
Dictionary
“tade” Search Dictionary
Handler
CyperFa Normal
st Mode
Mode
Made Made
Take Take
Suggestion “ade”,
Trade Trade
s Handler “tde”, ..etc
Tide …
Take The
Bade Have
Fade ...
7 128
59. CyberSpell – Keyboard Map
<?xml version="1.0" encoding="utf-8"?>
<KeyboardMap>
<KeyboardRow RowNum="0">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[` 1 2 3 4 5 6 7 8 9 0 - =]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[~ ! @ # $ % ^ & * ( ) _ +]]>
</KeyboardRowKeys>
</KeyboardRow>
<KeyboardRow RowNum="1">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[q w e r t y u i o p [ ]]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[Q W E R T Y U I O P { }]]>
</KeyboardRowKeys>
</KeyboardRow>
60. CyberSpell – Keyboard Map
<?xml version="1.0" encoding="utf-8"?>
<KeyboardMap>
<KeyboardRow RowNum="0">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[` 1 2 3 4 5 6 7 8 9 0 - =]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[~ ! @ # $ % ^ & * ( ) _ +]]>
</KeyboardRowKeys>
</KeyboardRow>
<KeyboardRow RowNum="1">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[q w e r t y u i o p [ ]]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[Q W E R T Y U I O P { }]]>
</KeyboardRowKeys>
</KeyboardRow>
61. CyberSpell – Keyboard Map
<?xml version="1.0" encoding="utf-8"?>
<KeyboardMap>
<KeyboardRow RowNum="0">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[` 1 2 3 4 5 6 7 8 9 0 - =]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[~ ! @ # $ % ^ & * ( ) _ +]]>
</KeyboardRowKeys>
</KeyboardRow>
<KeyboardRow RowNum="1">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[q w e r t y u i o p [ ]]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[Q W E R T Y U I O P { }]]>
</KeyboardRowKeys>
</KeyboardRow>
62. CyberSpell – Keyboard Map
<?xml version="1.0" encoding="utf-8"?>
<KeyboardMap>
<KeyboardRow RowNum="0">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[` 1 2 3 4 5 6 7 8 9 0 - =]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[~ ! @ # $ % ^ & * ( ) _ +]]>
</KeyboardRowKeys>
</KeyboardRow>
<KeyboardRow RowNum="1">
<KeyboardRowKeys Layer="0" ShiftEnabled="false">
<![CDATA[q w e r t y u i o p [ ]]]>
</KeyboardRowKeys>
<KeyboardRowKeys Layer="1" ShiftEnabled="true">
<![CDATA[Q W E R T Y U I O P { }]]>
</KeyboardRowKeys>
</KeyboardRow>
64. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
65. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
66. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
67. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
68. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
69. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - =
Q E R T Y U I O P [ ]
A S D F G H J K L ; „
Z X C V B N M , , . /
70. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - =
Q E R T Y U I O P [ ]
A S D F G H J K L ; „
Z X C V B N M , , . /
71. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - =
Q E R T Y U I O P [ ]
A S D F G H J K L ; „
Z X C V B N M , , . /
72. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - =
Q E R T Y U I O P [ ]
A S D F G H J K L ; „
Z X C V B N M , , . /
73. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
74. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
75. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
76. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
77. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
78. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
79. CyberSpell – Keyboard Map
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
80. CyberSpell – Nonlinear Dist.
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
81. CyberSpell – Nonlinear Dist.
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
82. CyberSpell – Nonlinear Dist.
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
83. CyberSpell – Nonlinear Dist.
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
84. CyberSpell – Nonlinear Dist.
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
85. CyberSpell – Nonlinear Dist.
` 1 2 3 4 5 6 7 8 9 0 - = <
Tab Q W E R T Y U I O P [ ] Enter
Caps A S D F G H J K L ; „
Shift Z X C V B N M , , . / Shift
92. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast
[154]Made
[87]Take
[52]Trade
[13]Tide
[5]Tale
[2]Bade
[1]Fade
7
93. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast NormalMod
e
[154]Made [154]Made
[87]Take [87]Take
[52]Trade [52]Trade
[13]Tide …
[5]Tale The
[2]Bade Have
[1]Fade ...
7 128
94. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast NormalMod UserPref
e
[154]Made [154]Made [5]Take
[87]Take [87]Take [4]Made
[52]Trade [52]Trade [1]Trade
[13]Tide … [13]Tide
[5]Tale The [5]Tale
[2]Bade Have [2]Bade
[1]Fade ... [1]Fade
7 128 3
95. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast NormalMod UserPref
e
[154]Made [154]Made [5]Take
[87]Take [87]Take [4]Made
[52]Trade [52]Trade [1]Trade
[13]Tide … [13]Tide
[5]Tale The [5]Tale
[2]Bade Have [2]Bade
[1]Fade ... [1]Fade
7 128 3
96. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast NormalMod UserPref KeyMap
e
[154]Made [154]Made [5]Take [52]Trade
[87]Take [87]Take [4]Made
[52]Trade [52]Trade [1]Trade
[13]Tide … [13]Tide
[5]Tale The [5]Tale
[2]Bade Have [2]Bade
[1]Fade ... [1]Fade
7 128 3 1
97. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast NormalMod UserPref KeyMap Scallar
e
[154]Made [154]Made [5]Take [52]Trade [487]Take
[87]Take [87]Take [4]Made [454]Make
[52]Trade [52]Trade [1]Trade [152]Trade
[13]Tide … [13]Tide [13]Tide
[5]Tale The [5]Tale [5]Tale
[2]Bade Have [2]Bade [2]Bade
[1]Fade ... [1]Fade [1]Fade
7 128 3 1 3
98. CyberSpell – Example
For a misspelled input word: “tade”
CyperFast NormalMod UserPref KeyMap Scallar
e
[154]Made [154]Made [5]Take [52]Trade [487]Take
[87]Take [87]Take [4]Made [454]Make
[52]Trade [52]Trade [1]Trade [152]Trade
[13]Tide … [13]Tide [13]Tide
[5]Tale The [5]Tale [5]Tale
[2]Bade Have [2]Bade [2]Bade
[1]Fade ... [1]Fade [1]Fade
7 128 3 1 3
99. CyberSpell – Example
For a misspelled input word “tade”
CyperFast
` 1 2 3 4 5 6 7 8 9 0 - = < [154]Made
[87]Take
Tab Q W E R T Y U I O P [ ] Enter [52]Trade
[13]Tide
Caps A S D F G H J K L ; „
[5]Tale
Shift Z X C V B N M , , . / Shift [2]Bade
[1]Fade
7
100. CyberSpell – Example
For a misspelled input word “tade”
CyperFast
` 1 2 3 4 5 6 7 8 9 0 - = < [154]Made
[87]Take
Tab Q W E R T Y U I O P [ ] Enter [52]Trade
[13]Tide
Caps A S D F G H J K L ; „
[5]Tale
Shift Z X C V B N M , , . / Shift [2]Bade
[1]Fade
7
101. CyberSpell – Example
For a misspelled input word “tade”
CyperFast
` 1 2 3 4 5 6 7 8 9 0 - = < [154]Made
[87]Take
Tab Q W E R T Y U I O P [ ] Enter [52]Trade
[13]Tide
Caps A S D F G H J K L ; „
[5]Tale
Shift Z X C V B N M , , . / Shift [2]Bade
[1]Fade
7
102. CyberSpell – Example
For a misspelled input word “tade”, the Key map
hueristic will give the following suggestions:
` 1 2 3 4 5 6 7 8 9 0 - = <
KeyMap
Tab Q W E R T Y U I O P [ ] Enter
[52]Trade
Caps A S D F G H J K L ; „
1
Shift Z X C V B N M , , . / Shift
108. Language Identification
Model
Language 1
Train
Language X Language 2
LM
Corpus .
.
Language N
109. Language Identification
Model
Language 1
Train
Language X Language 2
LM
Corpus .
.
Language N
Text to
Identify
110. Language Identification
Model
Language 1
Train
Language X Language 2
LM
Corpus .
.
Language N
Text to Identification
Identify Handler
111. Language Identification
Model
Language 1
Train
Language X Language 2
LM
Corpus .
.
Language N
Text to Identification Identified
Identify Handler Language
163. Image Processing – Regular
MED
Model – Phase 1
Source
Image
Target
Image
164. Image Processing – Regular
MED
Model – Phase 1
R Comp
Source
Image G Comp
B Comp
Target
Image
165. Image Processing – Regular
MED
Model – Phase 1
Stream
R Comp
Source R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
Target
Image
166. Image Processing – Regular
MED
Model – Phase 1
Stream
R Comp
Source R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
Stream
R Comp
Target R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
167. Image Processing – Regular
MED
Model – Phase 1
Stream
R Comp
Source R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
Stream
R Comp
Target R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
168. Image Processing – Regular
MED
Model – Phase 1
Stream
R Comp
Source R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
Stream
R Comp
Target R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
169. Image Processing – Regular
MED
Model – Phase 1
Stream
R Comp
Source R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
Stream
R Comp
Target R
Thresholdin Stream
Image G Comp g G
Stream
B Comp
B
171. Image Processing – Regular
MED
Model – Phase 2
MED Final
Distance
Distnace
172. Image Processing – Regular
MED
Model – Phase 2
MED Final
Distance
Distnace
For Each Stream
Pair
CalcDist(Stream1, Stream2)
Stream: CompR, CompG,
CompB
173. Image Processing – Regular
MED
Model – Phase 2
MED Distances Final
Distance Handler
Distnace
For Each Stream
Pair
CalcDist(Stream1, Stream2)
Stream: CompR, CompG,
CompB
174. Image Processing - MED
D = 30
D = 100
D = 70
Very Slow
D = 20
D = 98
D=0
175. Image Processing - MED
D = 30
Memory Dump D = 100
D = 70
D = 20
D = 98
D=0
176. Image Processing - MED
D = 30
D = 100
Run out of memory in D = 70
big images D = 20
D = 98
D=0
206. Image Processing - Proc. Time
Model Performance VS Time
25
20
15
10
5
0
1 2 3 4 5
1. MED Regular 4. MED Stalker with BT Enhanced
2. MED Stalker with BT (With Polym.) 5. MED Stalker without BT Enhanced
3. MED Stalker without BT (No Polym.)
207. Image Processing - Proc. Time
Model Performance VS Time
25
20
15
10
5
0
1 2 3 4 5
1. MED Regular 4. MED Stalker with BT Enhanced
2. MED Stalker with BT (With Polym.) 5. MED Stalker without BT Enhanced
3. MED Stalker without BT (No Polym.)
208. Image Processing - Proc. Time
Model Performance VS Time
25
20
15
10
5
0
1 2 3 4 5
1. MED Regular 4. MED Stalker with BT Enhanced
2. MED Stalker with BT (With Polym.) 5. MED Stalker without BT Enhanced
3. MED Stalker without BT (No Polym.)
209. Image Processing - Proc. Time
Model Performance VS Time
25
20
15
10
5
0
1 2 3 4 5
1. MED Regular 4. MED Stalker with BT Enhanced
2. MED Stalker with BT (With Polym.) 5. MED Stalker without BT Enhanced
3. MED Stalker without BT (No Polym.)
210. Image Processing - Proc. Time
Model Performance VS Time
25
20
15
10
5
0
1 2 3 4 5
1. MED Regular 4. MED Stalker with BT Enhanced
2. MED Stalker with BT (With Polym.) 5. MED Stalker without BT Enhanced
3. MED Stalker without BT (No Polym.)
211. Image Processing - Proc. Time
Algorithm Processing Time for a set of
250 pictures, each 26 x 26
MEDRegular 18.6
MEDStalkerWithBT 21.4
MEDStalkerWithoutBT 13.6
MEDStalkerWithBTEnhanced 6.1
MEDStalkerWithoutBTEnhanced 5.9
212. Image Processing - Proc. Time
Algorithm Processing Time for a set of
250 pictures, each 26 x 26
MEDRegular 18.6
MEDStalkerWithBT 21.4
MEDStalkerWithoutBT 13.6
MEDStalkerWithBTEnhanced 6.1
MEDStalkerWithoutBTEnhanced 5.9