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Website. photomath .com. Photomath is an educational technology mobile app, owned by Google. It features a computer algebra system with an augmented optical character recognition system, designed for use with a smartphone's camera to scan and recognize mathematical equations; the app then displays step-by-step explanations onscreen. [4]
3Blue1Brown is a math YouTube channel created and run by Grant Sanderson. The channel focuses on teaching higher mathematics from a visual perspective, and on the process of discovery and inquiry-based learning in mathematics, which Sanderson calls "inventing math".
As applied in the field of computer vision, graph cut optimization can be employed to efficiently solve a wide variety of low-level computer vision problems (early vision), such as image smoothing, the stereo correspondence problem, image segmentation, object co-segmentation, and many other computer vision problems that can be formulated in terms of energy minimization.
Symbolab. Symbolab is an answer engine [1] that provides step-by-step solutions to mathematical problems in a range of subjects. [2] It was originally developed by Israeli start-up company EqsQuest Ltd., under whom it was released for public use in 2011. In 2020, the company was acquired by American educational technology website Course Hero.
The scenarios in which the scaling behaviors of artificial neural networks were found to follow this functional form include large-scale vision, language, audio, video, diffusion, generative modeling, multimodal learning, contrastive learning, AI alignment, AI capabilities, robotics, out-of-distribution (OOD) generalization, continual learning ...
Z3 was developed in the Research in Software Engineering (RiSE) group at Microsoft Research Redmond and is targeted at solving problems that arise in software verification and program analysis. Z3 supports arithmetic, fixed-size bit-vectors, extensional arrays, datatypes, uninterpreted functions, and quantifiers.
Paradox Steve Selvin wrote a letter to the American Statistician in 1975, describing a problem based on the game show Let's Make a Deal, dubbing it the "Monty Hall problem" in a subsequent letter. The problem is equivalent mathematically to the Three Prisoners problem described in Martin Gardner's "Mathematical Games" column in Scientific American in 1959 and the Three Shells Problem described ...
Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.