EmojiNet: An Open Service and API for Emoji Sense DiscoverySanjaya Wijeratne
This paper presents the release of EmojiNet, the largest machine-readable emoji sense inventory that links Unicode emoji representations to their English meanings extracted from the Web. EmojiNet is a dataset consisting of: (i) 12,904 sense labels over 2,389 emoji, which were extracted from the web and linked to machine-readable sense definitions seen in BabelNet; (ii) context words associated with each emoji sense, which are inferred through word embedding models trained over Google News corpus and a Twitter message corpus for each emoji sense definition; and (iii) recognizing discrepancies in the presentation of emoji on different platforms, specification of the most likely platform-based emoji sense for a selected set of emoji. The dataset is hosted as an open service with a REST API and is available at http://emojinet.knoesis.org/. The development of this dataset, evaluation of its quality, and its applications including emoji sense disambiguation and emoji sense similarity are discussed.
EmojiNet: An Open Service and API for Emoji Sense DiscoverySanjaya Wijeratne
This paper presents the release of EmojiNet, the largest machine-readable emoji sense inventory that links Unicode emoji representations to their English meanings extracted from the Web. EmojiNet is a dataset consisting of: (i) 12,904 sense labels over 2,389 emoji, which were extracted from the web and linked to machine-readable sense definitions seen in BabelNet; (ii) context words associated with each emoji sense, which are inferred through word embedding models trained over Google News corpus and a Twitter message corpus for each emoji sense definition; and (iii) recognizing discrepancies in the presentation of emoji on different platforms, specification of the most likely platform-based emoji sense for a selected set of emoji. The dataset is hosted as an open service with a REST API and is available at http://emojinet.knoesis.org/. The development of this dataset, evaluation of its quality, and its applications including emoji sense disambiguation and emoji sense similarity are discussed.
FabZat offers publishers and video game developers a white-branded turnkey solution for in-app merchandising. The service operates through a plugin to be integrated into the game code that will allow players to access an in-game store. They will be able to order a game item 3D printed in colors (their avatars as an example) and a full range of customized physical goods. The company was founded in early 2013 by Florent Pitoun and Matthieu Saint-Denis, and has received the support of Bordeaux Unitec, AEC, BPI France (ex Oséo) and EADS.
FabZat offers publishers and video game developers a white-branded turnkey solution for in-app merchandising. The service operates through a plugin to be integrated into the game code that will allow players to access an in-game store. They will be able to order a game item 3D printed in colors (their avatars as an example) and a full range of customized physical goods. The company was founded in early 2013 by Florent Pitoun and Matthieu Saint-Denis, and has received the support of Bordeaux Unitec, AEC, BPI France (ex Oséo) and EADS.
ROMPECABEZAS DE ECUACIONES DE PRIMER GRADO OLIMPIADA DE PARÍS 2024. Por JAVIE...JAVIER SOLIS NOYOLA
El Mtro. JAVIER SOLIS NOYOLA crea y desarrolla el “ROMPECABEZAS DE ECUACIONES DE 1ER. GRADO OLIMPIADA DE PARÍS 2024”. Esta actividad de aprendizaje propone retos de cálculo algebraico mediante ecuaciones de 1er. grado, y viso-espacialidad, lo cual dará la oportunidad de formar un rompecabezas. La intención didáctica de esta actividad de aprendizaje es, promover los pensamientos lógicos (convergente) y creativo (divergente o lateral), mediante modelos mentales de: atención, memoria, imaginación, percepción (Geométrica y conceptual), perspicacia, inferencia, viso-espacialidad. Esta actividad de aprendizaje es de enfoques lúdico y transversal, ya que integra diversas áreas del conocimiento, entre ellas: matemático, artístico, lenguaje, historia, y las neurociencias.
Presentación de la conferencia sobre la basílica de San Pedro en el Vaticano realizada en el Ateneo Cultural y Mercantil de Onda el jueves 2 de mayo de 2024.
1. REPUBLICA BOLIVARIANA DE VENEZUELA
INSTITUTO UNIVERSITARIO POLITECNICO
“SANTIAGO MARIÑO”
EXTENSION MATURÍN
ESCUELA DE ING. DE SISTEMAS
PROBLEMA DEL VENDEDOR
VIAJERO
AUTOR(A):
NIURBELYS BOMPART
C.I:20.741.702
MATURÍN, MARZO DEL 2017
2. El problema del vendedor viajero consiste
en encontrar la ruta mas corta en la que el
agente viajero pueda visitar en cada ciudad
a sus clientes, comenzando y terminando
en la misma ciudad.
EL PROBLEMA DEL VENDEDOR