AI Analytics Ranking

AI Analytics Ranking — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Algorithmic bias

    Algorithmic bias

    Algorithmic bias describes systematic and repeatable harmful tendency in a computerized sociotechnical system to create "unfair" outcomes, such as "privileging" one category over another in ways that may or may not be different from the intended function of the algorithm. Bias can emerge from many factors, including intentionally biased design decisions or the unintended or unanticipated use or decisions relating to the way data is coded, collected, selected or used to train the algorithm. For example, algorithmic bias has been observed in search engine results and social media platforms. This bias can have impacts ranging from privacy violations to reinforcing social biases of race, gender, sexuality, and ethnicity. The study of algorithmic bias is most concerned with algorithms that reflect "systematic and unfair" discrimination. This bias has only recently been addressed in legal frameworks, such as the European Union's General Data Protection Regulation (enforced in 2018) and the Artificial Intelligence Act (proposed in 2021 and adopted in 2024). As algorithms expand their ability to organize society, politics, institutions, and behavior, sociologists have become concerned with the ways in which unanticipated output and manipulation of data can impact the physical world. Because algorithms are often considered to be neutral and unbiased, they can inaccurately project greater authority than human expertise (in part due to the psychological phenomenon of automation bias), and in some cases, reliance on algorithms can displace human responsibility for their outcomes, without last mile thinking. Bias can enter into algorithmic systems as a result of pre-existing cultural, social, or institutional expectations; by how features and labels are chosen; because of technical limitations of their design; or by being used in unanticipated contexts or by audiences who are not considered in the software's initial design. Algorithmic bias has been cited in cases ranging from election outcomes to the spread of online hate speech. It has also arisen in criminal justice, healthcare, and hiring, compounding existing racial, socioeconomic, and gender biases. The relative inability of facial recognition technology to accurately identify darker-skinned faces has been linked to multiple wrongful arrests of black men, an issue stemming from imbalanced datasets. Problems in understanding, researching, and discovering algorithmic bias persist due to the proprietary nature of algorithms, which are typically treated as trade secrets. Even when full transparency is provided, the complexity of certain algorithms poses a barrier to understanding their functioning. Furthermore, algorithms may change, or respond to input or output in ways that cannot be anticipated or easily reproduced for analysis. In many cases, even within a single website or application, there is no single "algorithm" to examine, but a network of many interrelated programs and data inputs, even between users of the same service. A 2021 survey identified multiple forms of algorithmic bias, including historical, representation, and measurement biases, each of which can contribute to unfair outcomes. == Definitions == Algorithms are difficult to define, but may be generally understood as lists of instructions that determine how programs read, collect, process, and analyze data to generate a usable output. For a rigorous technical introduction, see Algorithms. Advances in computer hardware and software have led to an increased capability to process, store and transmit data. This has in turn made the design and adoption of technologies such as machine learning and artificial intelligence technically and commercially feasible. By analyzing and processing data, algorithms are the backbone of search engines, social media websites, recommendation engines, online retail, online advertising, and more. Contemporary social scientists are concerned with algorithmic processes embedded into hardware and software applications because of their political and social impact, and question the underlying assumptions of an algorithm's neutrality. The term algorithmic bias describes systematic and repeatable errors that create unfair outcomes, such as privileging one arbitrary group of users over others. For example, a credit score algorithm may deny a loan without being unfair, if it is consistently weighing relevant financial criteria. If the algorithm recommends loans to one group of users, but denies loans to another set of nearly identical users based on unrelated criteria, and if this behavior can be repeated across multiple occurrences, an algorithm can be described as biased. This bias may be intentional or unintentional (for example, it can come from biased data obtained from a worker that previously did the job the algorithm is going to do from now on). == Methods == Bias can be introduced to an algorithm in several ways. During the assemblage of a dataset, data may be collected, digitized, adapted, and entered into a database according to human-designed cataloging criteria. Next, programmers assign priorities, or hierarchies, for how a program assesses and sorts that data. This requires human decisions about how data is categorized, and which data is included or discarded. Some algorithms collect their own data based on human-selected criteria, which can also reflect the bias of human designers. Other algorithms may reinforce stereotypes and preferences as they process and display "relevant" data for human users, for example, by selecting information based on previous choices of a similar user or group of users. Beyond assembling and processing data, bias can emerge as a result of design. For example, algorithms that determine the allocation of resources or scrutiny (such as determining school placements) may inadvertently discriminate against a category when determining risk based on similar users (as in credit scores). Meanwhile, recommendation engines that work by associating users with similar users, or that make use of inferred marketing traits, might rely on inaccurate associations that reflect broad ethnic, gender, socio-economic, or racial stereotypes. Another example comes from determining criteria for what is included and excluded from results. These criteria could present unanticipated outcomes for search results, such as with flight-recommendation software that omits flights that do not follow the sponsoring airline's flight paths. Algorithms may also display an uncertainty bias, offering more confident assessments when larger data sets are available. This can skew algorithmic processes toward results that more closely correspond with larger samples, which may disregard data from underrepresented populations. == History == === Early critiques === The earliest computer programs were designed to mimic human reasoning and deductions, and were deemed to be functioning when they successfully and consistently reproduced that human logic. In his 1976 book Computer Power and Human Reason, artificial intelligence pioneer Joseph Weizenbaum suggested that bias could arise both from the data used in a program, but also from the way a program is coded. Weizenbaum wrote that programs are a sequence of rules created by humans for a computer to follow. By following those rules consistently, such programs "embody law", that is, enforce a specific way to solve problems. The rules a computer follows are based on the assumptions of a computer programmer for how these problems might be solved. That means the code could incorporate the programmer's imagination of how the world works, including their biases and expectations. While a computer program can incorporate bias in this way, Weizenbaum also noted that any data fed to a machine additionally reflects "human decision making processes" as data is being selected. Finally, he noted that machines might also transfer good information with unintended consequences if users are unclear about how to interpret the results. Weizenbaum warned against trusting decisions made by computer programs that a user doesn't understand, comparing such faith to a tourist who can find his way to a hotel room exclusively by turning left or right on a coin toss. Crucially, the tourist has no basis of understanding how or why he arrived at his destination, and a successful arrival does not mean the process is accurate or reliable. An early example of algorithmic bias resulted in as many as 60 women and ethnic minorities denied entry to St. George's Hospital Medical School per year from 1982 to 1986, based on implementation of a new computer-guidance assessment system that denied entry to women and men with "foreign-sounding names" based on historical trends in admissions. While many schools at the time employed similar biases in their selection process, St. George was most notable for automating said bias through the use of an algorithm, thus gaining the attention of people on a much

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  • Age Of

    Age Of

    Age Of is the eighth studio album by American electronic producer Oneohtrix Point Never, released on June 1, 2018, on Warp Records. Recorded over two years, it is the first Oneohtrix Point Never album to prominently feature Daniel Lopatin's own vocals. The album was accompanied by the MYRIAD tour, which premiered as a "conceptual concertscape" in 2018 at the Park Avenue Armory and ended its run in 2019. It features contributions from James Blake (who additionally produced and mixed the album), Anohni, Prurient, Kelsey Lu and Eli Keszler. The artwork, which employs Jim Shaw's "The Great Whatsit" as a central image, was designed by David Rudnick. While not entering the official United States Billboard 200 chart, it peaked at number 59 on the magazine's Top Current Albums chart. == Background == Lopatin produced Age Of in parts of a two-year period, during which he was also producing for other artists, including Anohni, FKA Twigs, Iggy Pop, and David Byrne. After composing the soundtrack for the Safdie Brothers' 2017 film Good Time, Lopatin moved to an Airbnb lodge in South Central Massachusetts, derived from his aspiration to live out the modern cliche of musicians moving to the woods to record albums; the eerie atmosphere in the lodge at nighttime influenced his desire to make "weird, little nightmare ballads". In addition to Lopatin's own singing, the album also features vocal performances from Anohni and Prurient, while instrumentalists Kelsey Lu and Eli Keszler contribute to several tracks. When the record was nearly finished, Lopatin reached out to musician James Blake to contribute to the mixing process, eventually traveling to Los Angeles to complete the album. The track "The Station" was originally composed as a demo for R&B singer Usher which was ultimately not used. On July 9, 2018, Lopatin released the original topline (vocal melody) demo for The Station through Sendspace. The track "Toys 2" imagines a theoretical sequel to the 1992 film Toys where actor Robin Williams' image has been recreated with CGI (as his will specifically forbade any usage of his image after his death), and pokes fun at the common electronic music trope of composing a soundtrack to a theoretical film (which Lopatin described as "horribly cliché"). == Concept and MYRIAD == Influences on Age Of included Stanley Kubrick's 1968 film 2001: A Space Odyssey, which inspired the narrative of the album's accompanying performance installation and tour MYRIAD, as well as William Strauss's The Fourth Turning, a favorite book of former White House Chief Strategist Steve Bannon, which Lopatin described as "insidious, like the voice of a computer insisting on the truth about history without any sensitivity given to how complex and non-linear systems might be"; Lopatin was subsequently inspired to "[use] that sort of taxonomy as a kind of farce to then create these little frameworks for understanding". Other inspirations included the writings of the 1990s multidisciplinary collective Cybernetic Culture Research Unit and the works of singer-songwriters such as Bruce Cockburn, Bob Dylan, and Paul Simon. Around the time Lopatin began finalizing Age Of in his Airbnb lodge, he began working on the concept for MYRIAD, a conceptual concert performance which premiered at Park Avenue Armory. He described the concept as a four-part "epochal song cycle" showcasing the idiocy of previous generations of living organisms. The loose story concerns a group of artificial intelligences near the end of time named a "Limitless Living Informational Intelligence" (represented in the MYRIAD logo as nine squares) which, for leisurely purposes, attempt to replicate the cultures and behaviors of the previously existent human species. It does this by determining an "average" of human experiences through the species' "recorded output", and does so through imperfect, heuristic techniques. The show was consequently divided into four sections, each representing an epoch of the cycle concept loosely inspired by the Strauss–Howe generational theory: the Age of Ecco, the Age of Harvest, the Age of Excess, and the Age of Bondage. Ecco is "a phase of pre-evolutionary ignorance", Harvest is "living in agrarian harmony with the world", Excess is "the age of unchecked industrial ambition", and Bondage is "an era of engorgement, wherein "we keep making more and more shit until there's no space left." MYRIAD mainly featured "three-hundred pound sculptures that hang from the ceiling like kebabs that secrete ooze", and a full ensemble that toured to perform songs from Age Of, including Eli Keszler, Kelly Moran and Aaron David Ross. The sculptures, as well as the visuals displayed on five polygon panels, were created by frequent Oneohtrix Point Never collaborator Nate Boyce. Initially, Lopatin planned for each of the album's four epoches to be represented by fragrances, the more noisy epochs being pleasant to the nose to make a "weird dissonance". However, due to lack of time and resources, that part of the plan was scrapped. == Composition == Whereas previous Oneohtrix Point Never albums followed musical styles from only distinctive eras, Age Of is the first album by Lopatin to incorporate elements of unique genres from a variety of periods, hence the "incompleteness" of its title according to reviewer Heather Phares, and his first pop-song-oriented release since his work for Ford & Lopatin. The sound palettes it uses are those from a variety of styles such as chamber pop, "android"-like folk and country music, yacht rock, smooth jazz, R&B, Future-style soul, black metal, new age, and stadium pop, as well as post-industrial sounds on tracks like "Warning", "We'll Take It" and "Same", and, in particular, baroque music and medieval music on the opening title track, "Age Of". Critics also noted elements of Lopatin's past discography being present on Age Of. The instrumentation of Age Of is made up of MIDI harpsichords, guitars, pianos, brass and vocals, as well as Lopatin's trademark unorthodox sound design, samples and synth presets. The LP's use of the harpsichord shows its similarities "with Eastern instruments such as the koto and with rapid-fire electronic melodies", wrote Phares. == Critical reception == Age Of was critically well-received upon its distribution. Some reviewers praised the album's use of collaborators. Reviewing the album for AllMusic, Heather Phares called Age Of a "landmark work" for Lopatin. She praised it as his "widest-ranging" release, elaborating that he "matches the album's ambition with plenty of emotion" and "gives his music exciting new shapes." Ross Devlin of The Skinny, in a five-star review of the record, also highlighted the album's amount of ambition, particularly the "wealth of exquisitely baroque moments, exploring history as a pliable, multi-dimensional rift", that gave it "exceptional sonic depth". The Observer praised Age Of for continuing the "off-kilter composition and unexpected instrumentation" of Lopatin's previous releases, and critic Matt McDermott highlighted that the producer increased his musical range with the record: "It's a dizzying trip meant to shore up Lopatin's status as an avant-garde auteur while aiding his forays into mainstream pop culture." Age Of was ranked the 15th best release of the year in The Wire magazine's annual critics' poll. == Track listing == Notes "Myriad Industries" is stylized as "myriad.industries". Sample credits "Age Of" contains a sample of "Blow the Wind" by Jocelyn Pook. "Manifold" contains a sample from "Overture (Ararat the Border Crossing)" by Tayfun Erdem; and a sample from "Venice Beach in Winter" (listed in the liner notes as "a keyboard sample from Reharmonization") by Julian Bradley. "Myriad Industries" contains a sample of "EchoSpace" by Gil Trythall. == Accolades == == Personnel == Daniel Lopatin – production, lead vocals, album art, design James Blake – additional production, mixing, keyboards Gabriel Schuman, Joshua Smith and Evan Sutton – assistance Greg Calbi – mastering David Rudnick – album art, design Prurient – vocals Kelsey Lu – keyboards Anohni – vocals Eli Keszler – drums Shaun Trujillo – words == Charts ==

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  • SmartAction

    SmartAction

    SmartAction Company LLC is a U.S.-based software company that develops artificial intelligence–driven virtual agents for customer service applications, including voice-based interactive voice response (IVR) systems, chat, and SMS. The company was founded in 2009 by inventor and entrepreneur Peter Voss and is headquartered in Fort Worth, Texas. == History == In 2001, Peter Voss founded Adaptive AI, Inc., a research and development company focused on artificial intelligence concepts. In 2009, Voss founded SmartAction Company, LLC to commercialize customer-service automation software derived from this work. The company’s initial products focused on automating inbound and outbound calls for contact center environments. In November 2022, Kyle Johnson was appointed chief executive officer, succeeding Gary Davis, who had served as CEO since 2020. In 2024, SmartAction was acquired by Capacity, an AI-powered customer support automation company based in St. Louis, Missouri. == Technology == SmartAction develops cloud-based voice automation software that integrates speech recognition and natural language processing to support automated customer interactions in contact center environments. The platform supports automated handling of common customer service tasks and is designed to integrate with enterprise systems.

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  • Neural architecture search

    Neural architecture search

    Neural architecture search (NAS) is a technique for automating the design of artificial neural networks (ANN), a widely used model in the field of machine learning. NAS has been used to design networks that are on par with or outperform hand-designed architectures. Methods for NAS can be categorized according to the search space, search strategy and performance estimation strategy used: The search space defines the type(s) of ANN that can be designed and optimized. The search strategy defines the approach used to explore the search space. The performance estimation strategy evaluates the performance of a possible ANN from its design (without constructing and training it). NAS is closely related to hyperparameter optimization and meta-learning and is a subfield of automated machine learning (AutoML). == Reinforcement learning == Reinforcement learning (RL) can underpin a NAS search strategy. Barret Zoph and Quoc Viet Le applied NAS with RL targeting the CIFAR-10 dataset and achieved a network architecture that rivals the best manually-designed architecture for accuracy, with an error rate of 3.65, 0.09 percent better and 1.05x faster than a related hand-designed model. On the Penn Treebank dataset, that model composed a recurrent cell that outperforms LSTM, reaching a test set perplexity of 62.4, or 3.6 perplexity better than the prior leading system. On the PTB character language modeling task it achieved bits per character of 1.214. Learning a model architecture directly on a large dataset can be a lengthy process. NASNet addressed this issue by transferring a building block designed for a small dataset to a larger dataset. The design was constrained to use two types of convolutional cells to return feature maps that serve two main functions when convoluting an input feature map: normal cells that return maps of the same extent (height and width) and reduction cells in which the returned feature map height and width is reduced by a factor of two. For the reduction cell, the initial operation applied to the cell's inputs uses a stride of two (to reduce the height and width). The learned aspect of the design included elements such as which lower layer(s) each higher layer took as input, the transformations applied at that layer and to merge multiple outputs at each layer. In the studied example, the best convolutional layer (or "cell") was designed for the CIFAR-10 dataset and then applied to the ImageNet dataset by stacking copies of this cell, each with its own parameters. The approach yielded accuracy of 82.7% top-1 and 96.2% top-5. This exceeded the best human-invented architectures at a cost of 9 billion fewer FLOPS—a reduction of 28%. The system continued to exceed the manually-designed alternative at varying computation levels. The image features learned from image classification can be transferred to other computer vision problems. E.g., for object detection, the learned cells integrated with the Faster-RCNN framework improved performance by 4.0% on the COCO dataset. In the so-called Efficient Neural Architecture Search (ENAS), a controller discovers architectures by learning to search for an optimal subgraph within a large graph. The controller is trained with policy gradient to select a subgraph that maximizes the validation set's expected reward. The model corresponding to the subgraph is trained to minimize a canonical cross entropy loss. Multiple child models share parameters, ENAS requires fewer GPU-hours than other approaches and 1000-fold less than "standard" NAS. On CIFAR-10, the ENAS design achieved a test error of 2.89%, comparable to NASNet. On Penn Treebank, the ENAS design reached test perplexity of 55.8. == Evolution == An alternative approach to NAS is based on evolutionary algorithms, which has been employed by several groups. An Evolutionary Algorithm for Neural Architecture Search generally performs the following procedure. First a pool consisting of different candidate architectures along with their validation scores (fitness) is initialised. At each step the architectures in the candidate pool are mutated (e.g.: 3x3 convolution instead of a 5x5 convolution). Next the new architectures are trained from scratch for a few epochs and their validation scores are obtained. This is followed by replacing the lowest scoring architectures in the candidate pool with the better, newer architectures. This procedure is repeated multiple times and thus the candidate pool is refined over time. Mutations in the context of evolving ANNs are operations such as adding or removing a layer, which include changing the type of a layer (e.g., from convolution to pooling), changing the hyperparameters of a layer, or changing the training hyperparameters. On CIFAR-10 and ImageNet, evolution and RL performed comparably, while both slightly outperformed random search. == Bayesian optimization == Bayesian Optimization (BO), which has proven to be an efficient method for hyperparameter optimization, can also be applied to NAS. In this context, the objective function maps an architecture to its validation error after being trained for a number of epochs. At each iteration, BO uses a surrogate to model this objective function based on previously obtained architectures and their validation errors. One then chooses the next architecture to evaluate by maximizing an acquisition function, such as expected improvement, which provides a balance between exploration and exploitation. Acquisition function maximization and objective function evaluation are often computationally expensive for NAS, and make the application of BO challenging in this context. Recently, BANANAS has achieved promising results in this direction by introducing a high-performing instantiation of BO coupled to a neural predictor. == Hill-climbing == Another group used a hill climbing procedure that applies network morphisms, followed by short cosine-annealing optimization runs. The approach yielded competitive results, requiring resources on the same order of magnitude as training a single network. E.g., on CIFAR-10, the method designed and trained a network with an error rate below 5% in 12 hours on a single GPU. == Multi-objective search == While most approaches solely focus on finding architecture with maximal predictive performance, for most practical applications other objectives are relevant, such as memory consumption, model size or inference time (i.e., the time required to obtain a prediction). Because of that, researchers created a multi-objective search. LEMONADE is an evolutionary algorithm that adopted Lamarckism to efficiently optimize multiple objectives. In every generation, child networks are generated to improve the Pareto frontier with respect to the current population of ANNs. Neural Architect is claimed to be a resource-aware multi-objective RL-based NAS with network embedding and performance prediction. Network embedding encodes an existing network to a trainable embedding vector. Based on the embedding, a controller network generates transformations of the target network. A multi-objective reward function considers network accuracy, computational resource and training time. The reward is predicted by multiple performance simulation networks that are pre-trained or co-trained with the controller network. The controller network is trained via policy gradient. Following a modification, the resulting candidate network is evaluated by both an accuracy network and a training time network. The results are combined by a reward engine that passes its output back to the controller network. == One-shot models == RL or evolution-based NAS require thousands of GPU-days of searching/training to achieve state-of-the-art computer vision results as described in the NASNet, mNASNet and MobileNetV3 papers. To reduce computational cost, many recent NAS methods rely on the weight-sharing idea. In this approach, a single overparameterized supernetwork (also known as the one-shot model) is defined. A supernetwork is a very large Directed Acyclic Graph (DAG) whose subgraphs are different candidate neural networks. Thus, in a supernetwork, the weights are shared among a large number of different sub-architectures that have edges in common, each of which is considered as a path within the supernet. The essential idea is to train one supernetwork that spans many options for the final design rather than generating and training thousands of networks independently. In addition to the learned parameters, a set of architecture parameters are learnt to depict preference for one module over another. Such methods reduce the required computational resources to only a few GPU days. More recent works further combine this weight-sharing paradigm, with a continuous relaxation of the search space, which enables the use of gradient-based optimization methods. These approaches are generally referred to as differentiable NAS and have proven very efficient in exploring the search space of ne

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  • EM algorithm and GMM model

    EM algorithm and GMM model

    In statistics, EM (expectation maximization) algorithm handles latent variables, while GMM is the Gaussian mixture model. == Background == In the picture below, are shown the red blood cell hemoglobin concentration and the red blood cell volume data of two groups of people, the Anemia group and the control group (i.e. the group of people without Anemia). As expected, people with Anemia have lower red blood cell volume and lower red blood cell hemoglobin concentration than those without Anemia. x {\displaystyle x} is a random vector such as x := ( red blood cell volume , red blood cell hemoglobin concentration ) {\displaystyle x:={\big (}{\text{red blood cell volume}},{\text{red blood cell hemoglobin concentration}}{\big )}} , and from medical studies it is known that x {\displaystyle x} are normally distributed in each group, i.e. x ∼ N ( μ , Σ ) {\displaystyle x\sim {\mathcal {N}}(\mu ,\Sigma )} . z {\displaystyle z} is denoted as the group where x {\displaystyle x} belongs, with z i = 0 {\displaystyle z_{i}=0} when x i {\displaystyle x_{i}} belongs to the Anemia group and z i = 1 {\displaystyle z_{i}=1} when x i {\displaystyle x_{i}} belongs to the control group. Also z ∼ Categorical ⁡ ( k , ϕ ) {\displaystyle z\sim \operatorname {Categorical} (k,\phi )} where k = 2 {\displaystyle k=2} , ϕ j ≥ 0 , {\displaystyle \phi _{j}\geq 0,} and ∑ j = 1 k ϕ j = 1 {\displaystyle \sum _{j=1}^{k}\phi _{j}=1} . See Categorical distribution. The following procedure can be used to estimate ϕ , μ , Σ {\displaystyle \phi ,\mu ,\Sigma } . A maximum likelihood estimation can be applied: ℓ ( ϕ , μ , Σ ) = ∑ i = 1 m log ⁡ ( p ( x ( i ) ; ϕ , μ , Σ ) ) = ∑ i = 1 m log ⁡ ∑ z ( i ) = 1 k p ( x ( i ) ∣ z ( i ) ; μ , Σ ) p ( z ( i ) ; ϕ ) {\displaystyle \ell (\phi ,\mu ,\Sigma )=\sum _{i=1}^{m}\log(p(x^{(i)};\phi ,\mu ,\Sigma ))=\sum _{i=1}^{m}\log \sum _{z^{(i)}=1}^{k}p\left(x^{(i)}\mid z^{(i)};\mu ,\Sigma \right)p(z^{(i)};\phi )} As the z i {\displaystyle z_{i}} for each x i {\displaystyle x_{i}} are known, the log likelihood function can be simplified as below: ℓ ( ϕ , μ , Σ ) = ∑ i = 1 m log ⁡ p ( x ( i ) ∣ z ( i ) ; μ , Σ ) + log ⁡ p ( z ( i ) ; ϕ ) {\displaystyle \ell (\phi ,\mu ,\Sigma )=\sum _{i=1}^{m}\log p\left(x^{(i)}\mid z^{(i)};\mu ,\Sigma \right)+\log p\left(z^{(i)};\phi \right)} Now the likelihood function can be maximized by making partial derivative over μ , Σ , ϕ {\displaystyle \mu ,\Sigma ,\phi } , obtaining: ϕ j = 1 m ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \phi _{j}={\frac {1}{m}}\sum _{i=1}^{m}1\{z^{(i)}=j\}} μ j = ∑ i = 1 m 1 { z ( i ) = j } x ( i ) ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \mu _{j}={\frac {\sum _{i=1}^{m}1\{z^{(i)}=j\}x^{(i)}}{\sum _{i=1}^{m}1\left\{z^{(i)}=j\right\}}}} Σ j = ∑ i = 1 m 1 { z ( i ) = j } ( x ( i ) − μ j ) ( x ( i ) − μ j ) T ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \Sigma _{j}={\frac {\sum _{i=1}^{m}1\{z^{(i)}=j\}(x^{(i)}-\mu _{j})(x^{(i)}-\mu _{j})^{T}}{\sum _{i=1}^{m}1\{z^{(i)}=j\}}}} If z i {\displaystyle z_{i}} is known, the estimation of the parameters results to be quite simple with maximum likelihood estimation. But if z i {\displaystyle z_{i}} is unknown it is much more complicated. Being z {\displaystyle z} a latent variable (i.e. not observed), with unlabeled scenario, the expectation maximization algorithm is needed to estimate z {\displaystyle z} as well as other parameters. Generally, this problem is set as a GMM since the data in each group is normally distributed. In machine learning, the latent variable z {\displaystyle z} is considered as a latent pattern lying under the data, which the observer is not able to see very directly. x i {\displaystyle x_{i}} is the known data, while ϕ , μ , Σ {\displaystyle \phi ,\mu ,\Sigma } are the parameter of the model. With the EM algorithm, some underlying pattern z {\displaystyle z} in the data x i {\displaystyle x_{i}} can be found, along with the estimation of the parameters. The wide application of this circumstance in machine learning is what makes EM algorithm so important. == EM algorithm in GMM == The EM algorithm consists of two steps: the E-step and the M-step. Firstly, the model parameters and the z ( i ) {\displaystyle z^{(i)}} can be randomly initialized. In the E-step, the algorithm tries to guess the value of z ( i ) {\displaystyle z^{(i)}} based on the parameters, while in the M-step, the algorithm updates the value of the model parameters based on the guess of z ( i ) {\displaystyle z^{(i)}} of the E-step. These two steps are repeated until convergence is reached. The algorithm in GMM is: Repeat until convergence: 1. (E-step) For each i , j {\displaystyle i,j} , set w j ( i ) := p ( z ( i ) = j | x ( i ) ; ϕ , μ , Σ ) {\displaystyle w_{j}^{(i)}:=p\left(z^{(i)}=j|x^{(i)};\phi ,\mu ,\Sigma \right)} 2. (M-step) Update the parameters ϕ j := 1 m ∑ i = 1 m w j ( i ) {\displaystyle \phi _{j}:={\frac {1}{m}}\sum _{i=1}^{m}w_{j}^{(i)}} μ j := ∑ i = 1 m w j ( i ) x ( i ) ∑ i = 1 m w j ( i ) {\displaystyle \mu _{j}:={\frac {\sum _{i=1}^{m}w_{j}^{(i)}x^{(i)}}{\sum _{i=1}^{m}w_{j}^{(i)}}}} Σ j := ∑ i = 1 m w j ( i ) ( x ( i ) − μ j ) ( x ( i ) − μ j ) T ∑ i = 1 m w j ( i ) {\displaystyle \Sigma _{j}:={\frac {\sum _{i=1}^{m}w_{j}^{(i)}\left(x^{(i)}-\mu _{j}\right)\left(x^{(i)}-\mu _{j}\right)^{T}}{\sum _{i=1}^{m}w_{j}^{(i)}}}} With Bayes' rule, the following result is obtained by the E-step: p ( z ( i ) = j | x ( i ) ; ϕ , μ , Σ ) = p ( x ( i ) | z ( i ) = j ; μ , Σ ) p ( z ( i ) = j ; ϕ ) ∑ l = 1 k p ( x ( i ) | z ( i ) = l ; μ , Σ ) p ( z ( i ) = l ; ϕ ) {\displaystyle p\left(z^{(i)}=j|x^{(i)};\phi ,\mu ,\Sigma \right)={\frac {p\left(x^{(i)}|z^{(i)}=j;\mu ,\Sigma \right)p\left(z^{(i)}=j;\phi \right)}{\sum _{l=1}^{k}p\left(x^{(i)}|z^{(i)}=l;\mu ,\Sigma \right)p\left(z^{(i)}=l;\phi \right)}}} According to GMM setting, these following formulas are obtained: p ( x ( i ) | z ( i ) = j ; μ , Σ ) = 1 ( 2 π ) n / 2 | Σ j | 1 / 2 exp ⁡ ( − 1 2 ( x ( i ) − μ j ) T Σ j − 1 ( x ( i ) − μ j ) ) {\displaystyle p\left(x^{(i)}|z^{(i)}=j;\mu ,\Sigma \right)={\frac {1}{(2\pi )^{n/2}\left|\Sigma _{j}\right|^{1/2}}}\exp \left(-{\frac {1}{2}}\left(x^{(i)}-\mu _{j}\right)^{T}\Sigma _{j}^{-1}\left(x^{(i)}-\mu _{j}\right)\right)} p ( z ( i ) = j ; ϕ ) = ϕ j {\displaystyle p\left(z^{(i)}=j;\phi \right)=\phi _{j}} In this way, a switch between the E-step and the M-step is possible, according to the randomly initialized parameters.

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  • SpreeAI

    SpreeAI

    SpreeAI (stylized as SPREEAI) is an American fashion technology company headquartered in Incline Village, Nevada that develops artificial intelligence software for the apparel and retail industries, including photorealistic virtual try-on, AI-powered sizing recommendations, and digital model generation. Founded in 2022 by John Imah and Bob Davidson, the company achieved unicorn status in 2025 following a Series B round led by Davidson Group that valued the company at approximately US$1.5 billion. TechCrunch identified SpreeAI as one of the more than 100 new tech unicorns minted in 2025. Its board of directors includes supermodel Naomi Campbell and hospitality executive Larry Ruvo. == History == SpreeAI was founded in 2022 by John Imah and Bob Davidson with a focus on artificial intelligence applications in fashion retail. By 2024, the company had raised approximately US$60 million in venture funding. In May 2025, SpreeAI announced a Series B round led by Davidson Group; reporting at the time placed the company's valuation at approximately US$1.5 billion, making it one of a small number of fashion-technology companies to reach unicorn status. In January 2026, TechCrunch listed SpreeAI among the more than 100 new tech unicorns minted in 2025. == Technology == SpreeAI develops a suite of artificial intelligence tools for the apparel industry. Its consumer-facing platform allows shoppers to upload a single photograph or select a digital model and then visualize clothing items on that figure with photorealistic rendering, while a complementary sizing engine generates fit recommendations intended to reduce returns. The platform is designed for integration with online retailers so that shoppers can preview garments before purchase. The company has stated that its models were developed in part through research collaborations with the Massachusetts Institute of Technology and Carnegie Mellon University. == Leadership and board == John Imah, a Nigerian-American technology executive who previously held roles at Samsung, Twitch, Meta Platforms, and Snap Inc., is co-founder and chief executive officer. Co-founder Bob Davidson, through Davidson Group, led the company's Series B financing. The company's board of directors includes supermodel Naomi Campbell, who joined in 2024, and Las Vegas hospitality executive Larry Ruvo. == Partnerships == SpreeAI has formed partnerships across both academia and the fashion industry. Council of Fashion Designers of America (CFDA). In 2025, SpreeAI entered a partnership with the CFDA to support American designers and brands with AI-driven tools; the CFDA described SpreeAI as "a fashion technology leader delivering innovative solutions to help designers and brands thrive." Massachusetts Institute of Technology and Carnegie Mellon University. The company has cited ongoing research and talent collaborations with both institutions. Sergio Hudson and Kai Collective. In 2025, SpreeAI made what WWD described as its Met Gala debut through a custom collaboration with designer Sergio Hudson and Nigerian-British label Kai Collective; the collaboration paired Hudson's couture with SpreeAI's virtual try-on platform. == Recognition == In 2025, TechCrunch named SpreeAI among the new tech unicorns of the year. In 2025, SpreeAI was named an honoree in Inc.'s Best in Business awards, and CEO John Imah was included on Inc.'s list of 40 business leaders who "propelled their organizations to success." In 2025, Imah was named to the Observer's AI Power Index, a list of 100 leaders shaping the future of artificial intelligence. In 2025, Imah was included in AfroTech's Future 50, recognizing Black innovators in technology. SpreeAI and Imah have been the subject of profile coverage in The Washington Post, Rolling Stone UK, WWD, Vogue UA, L'Officiel Arabia, GQ South Africa, and Inc..

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  • House of Suns

    House of Suns

    House of Suns is a 2008 science fiction novel by Welsh author Alastair Reynolds. The novel was shortlisted for the 2009 Arthur C. Clarke Award. == Setting == Approximately six million years in the future, humanity has spread throughout the Milky Way galaxy, which appears devoid of any other organic sentient life. The galaxy is populated by numerous civilizations of humans and posthumans of widely varying levels of development. A civilization of sentient robots known as the Machine People coexists peacefully with humanity. Technologies of the era include anti-gravity, inertia damping, force fields, stellar engineering, and stasis fields. Also of note is the "Absence"—the mysterious disappearance of the Andromeda Galaxy. Large-scale human civilizations almost invariably seem to collapse and disappear within a few millennia (a phenomenon referred to as "turnover"), the limits of sub-lightspeed travel making it too difficult to hold interstellar empires together. Consequently, the most powerful entities in the galaxy are the "Lines"—familial organizations made of cloned "shatterlings". The Lines do not inhabit planets, but instead travel through space, holding reunions after they have performed a "circuit" of the galaxy; something that takes about 200,000 years. House of Suns concerns the Gentian Line, also known as the House of Flowers, composed of Abigail Gentian and her 999 clones (or "shatterlings"), male and female: exactly which of the 1,000 shatterlings is the original Abigail Gentian is unknown. The clones and Abigail travel the Milky Way Galaxy, helping young civilizations, collecting knowledge, and experiencing what the universe has to offer. Members of the Gentian Line are named after flowering plants. == Synopsis == The novel is divided into eight parts, with the first chapter of each part taking the form of a narrative flashback to Abigail Gentian's early life (six million years earlier, in the 31st century), before the cloning and the creation of the Gentian Line. Each subsequent chapter is narrated from the first-person perspective of two shatterlings named Campion and Purslane, alternating between them each chapter. Campion and Purslane are in a relationship, which is frowned upon, even punishable, by the Line. The primary storyline begins as Campion and Purslane are roughly fifty years late to the 32nd Gentian reunion. They take a detour to contact a posthuman known as ‘Ateshga’ in hopes of getting a replacement ship for Campion because his is getting old (several million years old). After being tricked by Ateshga, Campion and Purslane manage to turn the tables on him and leave his planet with a being he had been keeping captive, a golden robot called Hesperus. Hesperus is a member of the "Machine People", an advanced civilization of robots, and supposedly the only non-human sentient society in existence. The two shatterlings hope that the rescue of Hesperus will let them off the hook for their lateness, as returning him to his people (who will be at the reunion as guests of other shatterlings) will put the Gentian Line on good terms with the Machine People. However, before reaching the reunion world, Campion and Purslane encounter an emergency distress signal from Fescue, another Gentian shatterling. There was a vicious attack on the reunion world; an ambush in which the majority of the Gentian Line was wiped out. The identity of the responsible party is unknown, but the attackers used the supposedly long-vanished 'Homunculus' weapons – monstrous spacetime-bending weapons that were created ages ago, but were ordered to be destroyed by another Line. Despite Fescue's warning, Campion and Purslane approach the reunion system to look for survivors. They manage to find the remains of a ship with several Gentian members still alive, and rescue them and the four enemy prisoners they had captured. Hesperus, however, is gravely injured in the process by remaining ambushers. The group escapes and make their way to the Gentian backup meeting planet, Neume, in the hope of re-grouping with any other Gentians who may have survived the ambush. Upon reaching Neume, Campion, Purslane and the other shatterlings they rescued are greeted by the few Gentian survivors of the ambush (numbering only in the forties, compared to the hundreds that existed before the ambush). They also meet two members of the Machine People: Cadence and Cascade, guests of another shatterling. During the next few days, the interrogation of the prisoners commences. Another Gentian, Cyphel, is mysteriously murdered, which fuels the Line's concerns that there is a traitor among them. As a way of punishing Campion for transgressions against the Line, Purslane is made to give up her ship, the Silver Wings of Morning (one of the fastest and most powerful in the Line) to Cadence and Cascade, ostensibly so they can return to the Machine People with news of the ambush, in a bid to gain the Line some assistance. Hesperus, still critically wounded following the rescue of the survivors, is taken to the Neumean "Spirit of the Air", an ancient posthuman machine-intelligence, in the hopes that it will fix him. The Spirit takes Hesperus away and returns him some time later, though apparently still not functioning. The robots Cadence and Cascade make preparations to leave on Purslane's ship. They agree to take him aboard and return him to their people, who they promise may be able to help Hesperus. Purslane accompanies them to her ship, where she must be physically present to give the ship order to transfer control over to the robots. On their way to the bridge, Hesperus suddenly springs to life, grabbing Purslane and hiding her while Cadence and Cascade are whisked along to the bridge. Hersperus quickly explains that Cadence and Cascade are actually planning on hijacking the ship. Bewildered by this sudden change of events, Purslane delays in acting, not sure if she should trust Hesperus, before deciding to ask the ship to detain and eject the robots in the bridge. By then, though, it is too late. Cadence and Cascade hack into the ship's computer, taking it over, and take off from Neume with Hesperus and Purslane still aboard. Campion and several other shatterlings immediately launch a pursuit. Together Hesperus and Purslane find a hideout in a smaller ship in the hold of the Silver Wings of Morning. Using information gained from the other two robots and his own memories, Hesperus (who is now an amalgamation of both Hesperus and the Spirit of the Air) has pieced together what is going on: Cadence and Cascade have discovered that the Line was involved in the accidental extermination of a forgotten earlier race of machine people, dubbed the "First Machines". The Commonality (a confederation of the various Lines), horrified and ashamed of this pointless genocide, erased all knowledge of the event from historical records and their own memories. Unfortunately, Campion, in a previous circuit, unwittingly uncovered information pertaining to the extermination. Hesperus believes that the ambush at the reunion was seeking to destroy this evidence before it could spread, carried out by a shadow Line known as the "House of Suns", tasked with maintaining the conspiracy. Cadence and Cascade, on the other hand, are racing for a wormhole which leads to the Andromeda Galaxy, to where the few survivors of the First Machines are revealed to have retreated. They plan to release the First Machines back into the Milky Way, thus effecting a revenge against the Commonality for the genocide. As Campion and the shatterlings are pursuing Purslane's hijacked ship, transmissions from Neume confirm that a shatterling within their midst, Galingale, is the traitor and a secret member of the House of Suns. The shatterlings open fire on both Galingale's and Purslane's ships, and while they manage to capture Galingale, they are unable to stop Purslane's ship. Unable to get within weapons range, Campion pursues Purslane's ship for sixty thousand light years, during which time he and Purslane, on their separate ships, are suspended in "abeyance", a form of temporal slowdown or stasis. Despite efforts to stop the hijacked ship from reaching the concealed wormhole by local civilisations, the robot Cascade succeeds in opening the "stardam" enclosing the wormhole and travelling through it to the Andromeda Galaxy. On board Silver Wings of Morning, Hesperus reveals to Campion that while he managed to destroy Cadence before they could leave the Neume star system, Cascade survived and he and Cascade had engaged in a marathon battle, several thousand years. Hesperus was ultimately victorious, but Cascade has fused the ship controls before his defeat and they are past the point of no return. Campion, now the only shatterling still in pursuit, enters the wormhole after them and emerges in the Andromeda Galaxy, a place apparently devoid of all sentient life. In his search for Purslane and her ship, he travels to a star enca

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  • Tip and cue

    Tip and cue

    Tip and cue, sometimes referred to as tip and que, tipping and cueing, or tipping and queing, is a method for satellite imagery and reconnaissance satellites to automatically coordinate tracking of objects across different satellites in real or near real-time. This technique ensures continuous tracking of targets as they move across different regions by handing them off between satellites, sharing satellite imagery and collateral across discrete satellites. The coordination between various satellites and their complementary sensors allows for more accurate and efficient data collection. This system is particularly useful in scenarios requiring real-time monitoring and rapid response; the method significantly improves situational awareness and operational effectiveness. Tip and cue techniques involve integrating various sensor systems, each playing a specific role in the tracking process. As a target moves, it is handed off from one satellite to another, ensuring continuous monitoring. This coordination optimizes data collection and analysis, enhancing overall tracking accuracy. The real-time information gathered by these satellites is critical for decision-making in various applications, including defense and surveillance. By leveraging multiple satellites and their sensors, it provides broader coverage and more reliable tracking, and the continuous handoff between satellites ensures there are no gaps in monitoring, essential for high-stakes applications. The real-time data provided by this system allows for timely and informed decisions, improving response times and outcomes. Tip and cue methodologies are a part of geospatial intelligence, or GEOINT. Robert Cardillo, a former director of the National Geospatial-Intelligence Agency, highlighted the importance of tip and cue methods to their data collection efforts in 2015. == Historical Development == The concept of tip and cue in satellite monitoring has its origins in early military applications designed to enhance missile detection and tracking systems. During the Cold War, advancements in infrared sensing technologies laid the groundwork for more sophisticated tip and cue techniques. The integration of different sensor types, such as radar and optical sensors, in the 1990s expanded the capabilities of tip and cue systems beyond military applications. These advancements have made tip and cue techniques essential for various civilian uses, including disaster monitoring and environmental surveillance. Significant progress was made with the advent of high-speed data processing and communication technologies in the early 2000s, further refining the method. Advanced algorithms and data fusion techniques have been introduced to better integrate information from multiple sensors. Machine learning technologies now play a crucial role in improving detection and prediction capabilities, allowing for more adaptive and efficient tracking. Richmond and Brennan of Lockheed Martin, presenting to the annual technical conference of the Maui Space Surveillance Complex (formerly the Air Force Maui Optical Station (AMOS)), discussed the algorithms needed for 'tip and cue', to facilitate "multi-phenomenology data fusion." The Space Surveillance Telescope (SST) at Naval Communication Station Harold E. Holt in Australia, operated by the United States Space Force and designed by the Massachusetts Institute of Technology Lincoln Laboratory, was reported by the Defense Advanced Research Projects Agency (DARPA) to be a leader in creating and improving tip and cue techniques, from a large library of orbital object data. == Technical overview == Tip and cue systems utilize a network of at least two satellites equipped with complementary sensor technologies to track moving objects in real-time. The method involves detecting a target with a primary sensor, such as an infrared or photographic sensor, which then cues secondary sensors on the same or other satellites for more detailed monitoring. This handoff process between discrete systems ensures continuous tracking as the target moves across different areas, leveraging each systems strengths. Data collected by these systems and sensors are rapidly processed and shared among the network, enhancing situational awareness. This coordination optimizes resource usage and improves the accuracy of tracking moving objects over large areas. The primary sensors detect initial targets based on specific signatures, such as heat or movement, and then cue secondary sensors to gather more precise data. This ensures that each sensor operates within its optimal range, maintaining high tracking accuracy and reliability. The integration of various sensor types, including optical, radar, and infrared, allows the system to function effectively under different conditions and environments. Real-time data processing and communication between satellites and ground stations are crucial for timely and accurate target tracking. Satellites using tip and cue processes may use either passive or active scanning methodoloigies. These systems may also leverage both orbital and ground-based ELINT (electronic signals intelligence). == Known use cases == Tip and cue systems have been extensively utilized in military applications, particularly for missile detection and defense. These systems enable early detection of missile launches using infrared sensors, which then cue other sensors to track the missile's trajectory more accurately. In environmental monitoring, tip and cue techniques help track natural disasters such as wildfires and hurricanes by coordinating various satellite sensors for comprehensive data collection and analysis. Surveillance and reconnaissance operations also benefit from tip and cue systems, which provide continuous and precise tracking of moving objects, enhancing situational awareness. Additionally, these systems are used in maritime surveillance to monitor ship movements and detect illegal activities such as smuggling and piracy. Tip and cue systems are used in disaster management. For instance, during wildfires, infrared sensors can detect heat signatures, prompting other sensors to gather detailed imagery and data on fire spread and intensity. This coordinated approach allows for real-time monitoring and rapid response, crucial for mitigating damage and saving lives. Similarly, in hurricane tracking, satellites equipped with various sensors can monitor storm development and progression, providing timely information for emergency management agencies. The integration of multiple sensor types ensures accurate and comprehensive coverage of these dynamic and fast-changing events. In maritime surveillance, or maritime domain awareness (MDA), tip and cue systems enhance the detection and monitoring of vessel movements, contributing to maritime security. By coordinating satellite sensors, these systems can track ships over vast ocean areas, identifying potential threats or illegal activities such as smuggling, piracy, and illegal fishing. The ability to maintain continuous surveillance and share data in real-time with maritime authorities improves response times and enforcement capabilities. This application of tip and cue systems not only aids in law enforcement but also supports environmental conservation efforts by monitoring protected marine areas. Automatic Identification System (AIS) is one of the most important sources of data for the MDA agencies. AIS is used in order for ships to know each other's whereabouts, they transmit a signal from ship to ship and to shore. Lately, the system has been developed into satellite system, so called satellite AIS, which makes the system more effective. All ocean-going vessels above 300 tons, are supposed to use and transmit via AIS according to the International Maritime Organization. The satellite constellations help facilitate this with tip and cue methodologies.

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  • Comparison of user features of messaging platforms

    Comparison of user features of messaging platforms

    Comparison of user features of messaging platforms refers to a comparison of all the various user features of various electronic instant messaging platforms. This includes a wide variety of resources; it includes standalone apps, platforms within websites, computer software, and various internal functions available on specific devices, such as iMessage for iPhones. This entry includes only the features and functions that shape the user experience for such apps. A comparison of the underlying system components, programming aspects, and other internal technical information, is outside the scope of this entry. == Overview and background == Instant messaging technology is a type of online chat that offers real-time text transmission over the Internet. A LAN messenger operates in a similar way over a local area network. Short messages are typically transmitted between two parties when each user chooses to complete a thought and select "send". Some IM applications can use push technology to provide real-time text, which transmits messages character by character, as they are composed. More advanced instant messaging can add file transfer, clickable hyperlinks, Voice over IP, or video chat. Non-IM types of chat include multicast transmission, usually referred to as "chat rooms", where participants might be anonymous or might be previously known to each other (for example collaborators on a project that is using chat to facilitate communication). Instant messaging systems tend to facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list"). Depending on the IM protocol, the technical architecture can be peer-to-peer (direct point-to-point transmission) or client-server (an Instant message service center retransmits messages from the sender to the communication device). By 2010, instant messaging over the Web was in sharp decline, in favor of messaging features on social networks. The most popular IM platforms were terminated, such as AIM which closed down and Windows Live Messenger which merged into Skype. Instant messaging has since seen a revival in popularity in the form of "messaging apps" (usually on mobile devices) which by 2014 had more users than social networks. As of 2010, social networking providers often offer IM abilities. Facebook Chat is a form of instant messaging, and Twitter can be thought of as a Web 2.0 instant messaging system. Similar server-side chat features are part of most dating websites, such as OkCupid or PlentyofFish. The spread of smartphones and similar devices in the late 2000s also caused increased competition with conventional instant messaging, by making text messaging services still more ubiquitous. Many instant messaging services offer video calling features, voice over IP and web conferencing services. Web conferencing services can integrate both video calling and instant messaging abilities. Some instant messaging companies are also offering desktop sharing, IP radio, and IPTV to the voice and video features. The term "Instant Messenger" is a service mark of Time Warner and may not be used in software not affiliated with AOL in the United States. For this reason, in April 2007, the instant messaging client formerly named Gaim (or gaim) announced that they would be renamed "Pidgin". In the 2010s, more people started to use messaging apps on modern computers and devices like WhatsApp, WeChat, Viber, Facebook Messenger, Telegram, Signal and Line rather than instant messaging on computers like AIM and Windows Live Messenger. For example, WhatsApp was founded in 2009, and Facebook acquired in 2014, by which time it already had half a billion users. === Concepts === ==== Backchannel ==== Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks. The term was coined in the field of linguistics to describe listeners' behaviours during verbal communication. (See Backchannel (linguistics).) The term "backchannel" generally refers to online conversation about the conference topic or speaker. Occasionally backchannel provides audience members a chance to fact-check the presentation. First growing in popularity at technology conferences, backchannel is increasingly a factor in education where WiFi connections and laptop computers allow participants to use ordinary chat like IRC or AIM to actively communicate during presentation. More recent research include works where the backchannel is brought publicly visible, such as the ClassCommons, backchan.nl and Fragmented Social Mirror. Twitter is also widely used today by audiences to create backchannels during broadcasting of content or at conferences. For example, television drama, other forms of entertainment and magazine programs. This practice is often also called live tweeting. Many conferences nowadays also have a hashtag that can be used by the participants to share notes and experiences; furthermore such hashtags can be user generated. == Features == Various platforms and apps are distinguished by their strengths and features in regards to specific functions. === Group messaging === === Official channels === Some apps include a feature known as "official channels" which allows companies, especially news media outlets, publications, and other mass media companies, to offer an official channel, which users can join, and thereby receive regular updates, published articles, or news updates from companies or news outlets. Two apps which have a large amount of such channels available are Line and Telegram. === Video group calls === == Basic default platforms == Basic platforms which are common across entire categories of mobile devices, computers, or operating systems. === SMS === SMS (short message service) is a text messaging service component of most telephone, Internet, and mobile device systems. It uses standardized communication protocols to enable mobile devices to exchange short text messages. An intermediary service can facilitate a text-to-voice conversion to be sent to landlines. SMS, as used on modern devices, originated from radio telegraphy in radio memo pagers that used standardized phone protocols. These were defined in 1985 as part of the Global System for Mobile Communications (GSM) series of standards. The first test SMS message was sent on December 3, 1992, when Neil Papwort, a test engineer for Sema Group, used a personal computer to send "Merry Christmas" to the phone of colleague Richard Jarvis. It commercially rolled out to many cellular networks that decade. SMS became hugely popular worldwide as a way of text communication. By the end of 2010, SMS was the most widely used data application, with an estimated 3.5 billion active users, or about 80% of all mobile phone subscribers. The protocols allowed users to send and receive messages of up to 160 characters (when entirely alpha-numeric) to and from GSM mobiles. Although most SMS messages are sent from one mobile phone to another, support for the service has expanded to include other mobile technologies, such as ANSI CDMA networks and Digital AMPS. Mobile marketing, a type of direct marketing, uses SMS. According to a 2018 market research report the global SMS messaging business was estimated to be worth over US$100 billion, accounting for almost 50 percent of all the revenue generated by mobile messaging. A Flash SMS is a type of SMS that appears directly on the main screen without user interaction and is not automatically stored in the inbox. It can be useful in emergencies, such as a fire alarm or cases of confidentiality, as in delivering one-time passwords. ==== Threaded SMS format ==== Threaded SMS is a visual styling orientation of SMS message history that arranges messages to and from a contact in chronological order on a single screen. It was first invented by a developer working to implement the SMS client for the BlackBerry, who was looking to make use of the blank screen left below the message on a device with a larger screen capable of displaying far more than the usual 160 characters, and was inspired by threaded Reply conversations in email. Visually, this style of representation provides a back-and-forth chat-like history for each individual contact. Hierarchical-threading at the conversation-level (as typical in blogs and on-line messaging boards) is not widely supported by SMS messaging clients. This limitation is due to the fact that there is no session identifier or subject-line passed back and forth between sent and received messages in the header data (as specified by SMS protocol) from which the client device can properly thread an incoming message to a specific dialogue, or even to a specific message within a dialogue. Most smart phone text-messaging-clients are able to create some contextual threading of "group messages" which narrows the context of the thread around the common interests shared by

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  • Diagnosis (artificial intelligence)

    Diagnosis (artificial intelligence)

    As a subfield in artificial intelligence, diagnosis is concerned with the development of algorithms and techniques that are able to determine whether the behaviour of a system is correct. If the system is not functioning correctly, the algorithm should be able to determine, as accurately as possible, which part of the system is failing, and which kind of fault it is facing. The computation is based on observations, which provide information on the current behaviour. The expression diagnosis also refers to the answer of the question of whether the system is malfunctioning or not, and to the process of computing the answer. This word comes from the medical context where a diagnosis is the process of identifying a disease by its symptoms. == Example == An example of diagnosis is the process of a garage mechanic with an automobile. The mechanic will first try to detect any abnormal behavior based on the observations on the car and his knowledge of this type of vehicle. If he finds out that the behavior is abnormal, the mechanic will try to refine his diagnosis by using new observations and possibly testing the system, until he discovers the faulty component; the mechanic plays an important role in the vehicle diagnosis. == Expert diagnosis == The expert diagnosis (or diagnosis by expert system) is based on experience with the system. Using this experience, a mapping is built that efficiently associates the observations to the corresponding diagnoses. The experience can be provided: By a human operator. In this case, the human knowledge must be translated into a computer language. By examples of the system behaviour. In this case, the examples must be classified as correct or faulty (and, in the latter case, by the type of fault). Machine learning methods are then used to generalize from the examples. The main drawbacks of these methods are: The difficulty acquiring the expertise. The expertise is typically only available after a long period of use of the system (or similar systems). Thus, these methods are unsuitable for safety- or mission-critical systems (such as a nuclear power plant, or a robot operating in space). Moreover, the acquired expert knowledge can never be guaranteed to be complete. In case a previously unseen behaviour occurs, leading to an unexpected observation, it is impossible to give a diagnosis. The complexity of the learning. The off-line process of building an expert system can require a large amount of time and computer memory. The size of the final expert system. As the expert system aims to map any observation to a diagnosis, it will in some cases require a huge amount of storage space. The lack of robustness. If even a small modification is made on the system, the process of constructing the expert system must be repeated. A slightly different approach is to build an expert system from a model of the system rather than directly from an expertise. An example is the computation of a diagnoser for the diagnosis of discrete event systems. This approach can be seen as model-based, but it benefits from some advantages and suffers some drawbacks of the expert system approach. == Model-based diagnosis == Model-based diagnosis is an example of abductive reasoning using a model of the system. In general, it works as follows: We have a model that describes the behaviour of the system (or artefact). The model is an abstraction of the behaviour of the system and can be incomplete. In particular, the faulty behaviour is generally little-known, and the faulty model may thus not be represented. Given observations of the system, the diagnosis system simulates the system using the model, and compares the observations actually made to the observations predicted by the simulation. The modelling can be simplified by the following rules (where A b {\displaystyle Ab\,} is the Abnormal predicate): ¬ A b ( S ) ⇒ I n t 1 ∧ O b s 1 {\displaystyle \neg Ab(S)\Rightarrow Int1\wedge Obs1} A b ( S ) ⇒ I n t 2 ∧ O b s 2 {\displaystyle Ab(S)\Rightarrow Int2\wedge Obs2} (fault model) The semantics of these formulae is the following: if the behaviour of the system is not abnormal (i.e. if it is normal), then the internal (unobservable) behaviour will be I n t 1 {\displaystyle Int1\,} and the observable behaviour O b s 1 {\displaystyle Obs1\,} . Otherwise, the internal behaviour will be I n t 2 {\displaystyle Int2\,} and the observable behaviour O b s 2 {\displaystyle Obs2\,} . Given the observations O b s {\displaystyle Obs\,} , the problem is to determine whether the system behaviour is normal or not ( ¬ A b ( S ) {\displaystyle \neg Ab(S)\,} or A b ( S ) {\displaystyle Ab(S)\,} ). This is an example of abductive reasoning. == Diagnosability == A system is said to be diagnosable if whatever the behavior of the system, we will be able to determine without ambiguity a unique diagnosis. The problem of diagnosability is very important when designing a system because on one hand one may want to reduce the number of sensors to reduce the cost, and on the other hand one may want to increase the number of sensors to increase the probability of detecting a faulty behavior. Several algorithms for dealing with these problems exist. One class of algorithms answers the question whether a system is diagnosable; another class looks for sets of sensors that make the system diagnosable, and optionally comply to criteria such as cost optimization. The diagnosability of a system is generally computed from the model of the system. In applications using model-based diagnosis, such a model is already present and doesn't need to be built from scratch.

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  • Akoma Ntoso

    Akoma Ntoso

    Akoma Ntoso (Architecture for Knowledge-Oriented Management of African Normative Texts using Open Standards and Ontologies, AKN) is an international technical standard for representing legal documents (executive, legislative, and judiciary) in a structured manner using a domain specific, legal XML vocabulary. The term akoma ntoso means "linked hearts" in the Akan language of West Africa. Akoma Ntoso is a legal document standard designed to serve as a basis for modern machine-readable and fully digital legislative and judicial processes. This is achieved by providing a coherent syntax and well-defined semantics to represent legal documents in a digital format. It is designed to be suitable as a common exchange format in all parliamentary, legal and judicial systems around the world. Taking advantage of the shared heritage present in all legal systems, Akoma Ntoso has been developed to have ample flexibility to respond to all the differences in texts, languages, and legal practices. Aiming to expand on certain common practices, the standard therefore has a broad scope. It includes a common extensible model for data (the document content) and metadata (such as bibliographic information and annotations). Specifically, as a common legal document standard for the interchange of legal documents it is designed to be highly flexible in its support of documents and functionalities, maintaining a large set of both structural and semantic building blocks (over 500 entities in version 3.0) for representing this wide variety of document types of virtually all legal traditions. It is extensible in order to allow for modifications to address the individual criteria of organizations or unique aspects of various legal practices and languages without sacrificing interoperability with other systems. Akoma Ntoso is as such part of a wider approach to developing open, non-proprietary technical standards for structuring legal documents and information under the name of Legal XML, which also includes formats and standards for, e.g., eContracts, eNotarization, electronic court filings, the technical representation of legal norms and rules (LegalRuleML) or technical standards for the interfaces of, e.g., litigant portal exchange platforms. Akoma Ntoso allows machine-driven processes to operate on the syntactic and semantic components of digital parliamentary, judicial and legislative documents, thus facilitating the development of high-quality information resources. It can substantially enhance the performance, accountability, quality and openness of parliamentary and legislative operations based on best practices and guidance through machine-assisted drafting and machine-assisted (legal) analysis. Embedded in the environment of the semantic web, it forms the basis for a heterogenous yet interoperable ecosystem, with which these tools can operate and communicate, as well as for future applications and use cases based on digital law or rule representation. == Definition == The Akoma Ntoso standard defines a set of machine readable electronic representations in XML format of the building blocks of parliamentary, legislative and judiciary documents. As official self-description, the standard (...) defines a set of simple, technology-neutral electronic representations of parliamentary, legislative and judiciary documents for e-services in a worldwide context and provides an enabling framework for the effective exchange of "machine readable" parliamentary, legislative and judiciary documents such as legislation, debate record, minutes, judgements, etc. Providing access to primary legal materials, parliamentary works and judiciaries documents is not just a matter of giving physical or on-line access to them. "Open access" requires the information to be described and classified in a uniform and organized way so that content is structured into meaningful elements that can be read and understood by software applications, so that the content is made "machine readable" and more sophisticated applications than on-screen display are made possible. The standard is composed of: an XML vocabulary that defines the mapping between the structure of legal documents and their equivalent in XML; specifications of an XML schema that defines the structure of legal documents in XML. They provide rich possibilities of description for several types of parliamentary, legislative and judiciary document, such as bills, acts and parliamentary records, judgments, or gazettes; a recommended naming convention for providing unique identifiers to legal sources based on FRBR model; a MIME type definition. == History and adoption == Akoma Ntoso started as an UNDESA project in 2004 within the initiative "Strengthening Parliaments' Information Systems in Africa". Its core vocabulary was created mostly by Monica Palmirani and Fabio Vitali, two professors from the Centre for Research in the History, Philosophy, and Sociology of Law and in Computer Science and Law (CIRSFID) of the University of Bologna. A first legislative text editor supporting Akoma Ntoso was developed in 2007 on the base of OpenOffice. In 2010 European Parliament developed an open source web-based application called AT4AM based on Akoma Ntoso for facilitating the production and the management of legislative amendments. Thanks to this project, the application of Akoma Ntoso could be extended to new type of documents (e.g. legislative proposal, transcript) and to other scenarios (e.g., multilingual translation process). Akoma Ntoso also was explicitly designed to be compliant with CEN Metalex, one of the other popular legal standards, which is used in the legislation.gov.uk. In 2012, the Akoma Ntoso specifications became the main working base for the activities of the LegalDocML Technical Committee within the LegalXML member section of OASIS. The "United States Legislative Markup" (USLM) schema for the United States Code (the US codified laws), developed in 2013, and the LexML Brasil XML schema for Brazilian legislative and judiciary documents, developed before, in 2008, were both designed to be consistent with Akoma Ntoso. The United States Library of Congress created the Markup of US Legislation in Akoma Ntoso challenge in July 2013 to create representations of selected US bills using the most recent Akoma Ntoso standard within a couple months for a $5000 prize, and the Legislative XML Data Mapping challenge in September 2013 to produce a data map for US bill XML and UK bill XML to the most recent Akoma Ntoso schema within a couple months for a $10000 prize. The National Archives of UK converted all the legislation in AKN in 2014. The availability of bulk legislation "moved the UK's ranking from fourth to first, in the 2014 Global Open Data Index, for legislation". The Senate of Italian Republic provides, since July 2016, all the bills in Akoma Ntoso as bulk in open data repository. The German Federal Ministry of the Interior started the project Elektronische Gesetzgebung ("Electronic Legislation") in 2015/2016 and published Version 1.0 of the German application profile "LegalDocML.de" in March 2020. The projects aim is to digitalize the entire legislative lifecycle from drafting to publication. Germany decided to adopt a model-driven development approach to creating and providing a subschema-based application profile in order to ensure interoperability among organizationally independent actors, each with their respective IT landscapes and tools. In this initial version LegalDocML.de covers draft bills in the form of laws, regulations and general administrative directives. As part of an ongoing development process, the standard could incrementally be expanded in future stages to include all relevant document types of parliamentary, legislative and promulgation processes and tools. The High-Level Committee on Management (HLCM), part of the United Nations System Chief Executives Board for Coordination, set up a Working Group on Document Standards that approved in April 2017 to adopt Akoma Ntoso as standard for modeling its documentation. Akoma Ntoso in its version 1.0 is finally adopted as OASIS standard in the frame of LegalDocML in August 2018.

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  • Polyworld

    Polyworld

    Polyworld is a cross-platform (Linux, Mac OS X) program written by Larry Yaeger to evolve Artificial Intelligence through natural selection and evolutionary algorithms. It uses the Qt graphics toolkit and OpenGL to display a graphical environment in which a population of trapezoid agents search for food, mate, have offspring, and prey on each other. The population is typically only in the hundreds, as each individual is rather complex and the environment consumes considerable computer resources. The graphical environment is necessary since the individuals actually move around the 2-D plane and must be able to "see." Since some basic abilities, like eating carcasses or randomly generated food, seeing other individuals, mating or fighting with them, etc., are possible, a number of interesting behaviours have been observed to spontaneously arise after prolonged evolution, such as cannibalism, predators and prey, and mimicry. Each individual makes decisions based on a neural net using Hebbian learning; the neural net is derived from each individual's genome. The genome does not merely specify the wiring of the neural nets, but also determines their size, speed, color, mutation rate and a number of other factors. The genome is randomly mutated at a set probability, which are also changed in descendant organisms.

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  • Digital image correlation and tracking

    Digital image correlation and tracking

    Digital image correlation and tracking is an optical method that employs tracking and image registration techniques for accurate 2D and 3D measurements of changes in 2D images or 3D volumes. This method is often used to measure full-field displacement and strains, and it is widely applied in many areas of science and engineering. Compared to strain gauges and extensometers, digital image correlation methods provide finer details about deformation, due to the ability to provide both local and average data. == Overview == Digital image correlation (DIC) techniques have been increasing in popularity, especially in micro- and nano-scale mechanical testing applications due to their relative ease of implementation and use. Advances in computer technology and digital cameras have been the enabling technologies for this method and while white-light optics has been the predominant approach, DIC can be and has been extended to almost any imaging technology. The concept of using cross-correlation to measure shifts in datasets has been known for a long time, and it has been applied to digital images since at least the early 1970s. The present-day applications are almost innumerable, including image analysis, image compression, velocimetry, and strain estimation. Much early work in DIC in the field of mechanics was led by researchers at the University of South Carolina in the early 1980s and has been optimized and improved in recent years. Commonly, DIC relies on finding the maximum of the correlation array between pixel intensity array subsets on two or more corresponding images, which gives the integer translational shift between them. It is also possible to estimate shifts to a finer resolution than the resolution of the original images, which is often called "sub-pixel" registration because the measured shift is smaller than an integer pixel unit. For sub-pixel interpolation of the shift, other methods do not simply maximize the correlation coefficient. An iterative approach can also be used to maximize the interpolated correlation coefficient by using non-linear optimization techniques. The non-linear optimization approach tends to be conceptually simpler and can handle large deformations more accurately, but as with most nonlinear optimization techniques, it is slower. The two-dimensional discrete cross correlation r i j {\displaystyle r_{ij}} can be defined in several ways, one possibility being: r i j = ∑ m ∑ n [ f ( m + i , n + j ) − f ¯ ] [ g ( m , n ) − g ¯ ] ∑ m ∑ n [ f ( m , n ) − f ¯ ] 2 ∑ m ∑ n [ g ( m , n ) − g ¯ ] 2 . {\displaystyle r_{ij}={\frac {\sum _{m}\sum _{n}[f(m+i,n+j)-{\bar {f}}][g(m,n)-{\bar {g}}]}{\sqrt {\sum _{m}\sum _{n}{[f(m,n)-{\bar {f}}]^{2}}\sum _{m}\sum _{n}{[g(m,n)-{\bar {g}}]^{2}}}}}.} Here f(m, n) is the pixel intensity or the gray-scale value at a point (m, n) in the original image, g(m, n) is the gray-scale value at a point (m, n) in the translated image, f ¯ {\displaystyle {\bar {f}}} and g ¯ {\displaystyle {\bar {g}}} are mean values of the intensity matrices f and g respectively. However, in practical applications, the correlation array is usually computed using Fourier-transform methods, since the fast Fourier transform is a much faster method than directly computing the correlation. F = F { f } , G = F { g } . {\displaystyle \mathbf {F} ={\mathcal {F}}\{f\},\quad \mathbf {G} ={\mathcal {F}}\{g\}.} Then taking the complex conjugate of the second result and multiplying the Fourier transforms together elementwise, we obtain the Fourier transform of the correlogram, R {\displaystyle \ R} : R = F ∘ G ∗ , {\displaystyle R=\mathbf {F} \circ \mathbf {G} ^{},} where ∘ {\displaystyle \circ } is the Hadamard product (entry-wise product). It is also fairly common to normalize the magnitudes to unity at this point, which results in a variation called phase correlation. Then the cross-correlation is obtained by applying the inverse Fourier transform: r = F − 1 { R } . {\displaystyle \ r={\mathcal {F}}^{-1}\{R\}.} At this point, the coordinates of the maximum of r i j {\displaystyle r_{ij}} give the integer shift: ( Δ x , Δ y ) = arg ⁡ max ( i , j ) { r } . {\displaystyle (\Delta x,\Delta y)=\arg \max _{(i,j)}\{r\}.} == Deformation mapping == For deformation mapping, the mapping function that relates the images can be derived from comparing a set of subwindow pairs over the whole images. (Figure 1). The coordinates or grid points (xi, yj) and (xi, yj) are related by the translations that occur between the two images. If the deformation is small and perpendicular to the optical axis of the camera, then the relation between (xi, yj) and (xi, yj) can be approximated by a 2D affine transformation such as: x ∗ = x + u + ∂ u ∂ x Δ x + ∂ u ∂ y Δ y , {\displaystyle x^{}=x+u+{\frac {\partial u}{\partial x}}\Delta x+{\frac {\partial u}{\partial y}}\Delta y,} y ∗ = y + v + ∂ v ∂ x Δ x + ∂ v ∂ y Δ y . {\displaystyle y^{}=y+v+{\frac {\partial v}{\partial x}}\Delta x+{\frac {\partial v}{\partial y}}\Delta y.} Here u and v are translations of the center of the sub-image in the X and Y directions respectively. The distances from the center of the sub-image to the point (x, y) are denoted by Δ x {\displaystyle \Delta x} and Δ y {\displaystyle \Delta y} . Thus, the correlation coefficient rij is a function of displacement components (u, v) and displacement gradients ∂ u ∂ x , ∂ u ∂ y , ∂ v ∂ x , ∂ v ∂ y . {\displaystyle {\frac {\partial u}{\partial x}},{\frac {\partial u}{\partial y}},{\frac {\partial v}{\partial x}},{\frac {\partial v}{\partial y}}.} DIC has proven to be very effective at mapping deformation in macroscopic mechanical testing, where the application of specular markers (e.g. paint, toner powder) or surface finishes from machining and polishing provide the needed contrast to correlate images well. However, these methods for applying surface contrast do not extend to the application of free-standing thin films for several reasons. First, vapor deposition at normal temperatures on semiconductor grade substrates results in mirror-finish quality films with RMS roughnesses that are typically on the order of several nanometers. No subsequent polishing or finishing steps are required, and unless electron imaging techniques are employed that can resolve microstructural features, the films do not possess enough useful surface contrast to adequately correlate images. Typically this challenge can be circumvented by applying paint that results in a random speckle pattern on the surface, although the large and turbulent forces resulting from either spraying or applying paint to the surface of a free-standing thin film are too high and would break the specimens. In addition, the sizes of individual paint particles are on the order of μms, while the film thickness is only several hundred nanometers, which would be analogous to supporting a large boulder on a thin sheet of paper. == Digital volume correlation == Digital Volume Correlation (DVC, and sometimes called Volumetric-DIC) extends the 2D-DIC algorithms into three dimensions to calculate the full-field 3D deformation from a pair of 3D images. This technique is distinct from 3D-DIC, which only calculates the 3D deformation of an exterior surface using conventional optical images. The DVC algorithm is able to track full-field displacement information in the form of voxels instead of pixels. The theory is similar to above except that another dimension is added: the z-dimension. The displacement is calculated from the correlation of 3D subsets of the reference and deformed volumetric images, which is analogous to the correlation of 2D subsets described above. DVC can be performed using volumetric image datasets. These images can be obtained using confocal microscopy, X-ray computed tomography, Magnetic Resonance Imaging or other techniques. Similar to the other DIC techniques, the images must exhibit a distinct, high-contrast 3D "speckle pattern" to ensure accurate displacement measurement. DVC was first developed in 1999 to study the deformation of trabecular bone using X-ray computed tomography images. Since then, applications of DVC have grown to include granular materials, metals, foams, composites and biological materials. To date it has been used with images acquired by MRI imaging, Computer Tomography (CT), micro-CT, confocal microscopy, and lightsheet microscopy. DVC is currently considered to be ideal in the research world for 3D quantification of local displacements, strains, and stress in biological specimens. It is preferred because of the non-invasiveness of the method over traditional experimental methods. Two of the key challenges are improving the speed and reliability of the DVC measurement. The 3D imaging techniques produce noisier images than conventional 2D optical images, which reduces the quality of the displacement measurement. Computational speed is restricted by the file sizes of 3D images, which are significantly larger than 2D images. For example, an

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  • Fuzzy number

    Fuzzy number

    A fuzzy number is a generalization of a regular real number in the sense that it does not refer to one single value but rather to a connected set of possible values, where each possible value has its own weight between 0 and 1. This weight is called the membership function. A fuzzy number is thus a special case of a convex, normalized fuzzy set of the real line. Just like fuzzy logic is an extension of Boolean logic (which uses absolute truth and falsehood only, and nothing in between), fuzzy numbers are an extension of real numbers. Calculations with fuzzy numbers allow the incorporation of uncertainty on parameters, properties, geometry, initial conditions, etc. The arithmetic calculations on fuzzy numbers are implemented using fuzzy arithmetic operations, which can be done by two different approaches: (1) interval arithmetic approach; and (2) the extension principle approach. A fuzzy number is equal to a fuzzy interval. The degree of fuzziness is determined by the a-cut which is also called the fuzzy spread.

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  • Vibe coding

    Vibe coding

    Vibe coding is a software development practice assisted by artificial intelligence (AI) where the software developer describes a project or task in a prompt to a large language model (LLM), which generates source code automatically. Vibe coding may involve accepting AI-generated code without thorough review of the output, instead relying on results and follow-up prompts to guide changes. The term was coined in February 2025 by computer scientist Andrej Karpathy, a co-founder of OpenAI and former AI leader at Tesla. Merriam-Webster listed the term in March 2025 as a "slang & trending" expression. It was named the Collins English Dictionary Word of the Year for 2025. Advocates of vibe coding say that it allows even amateur programmers to produce software without the extensive training and skills required for software engineering. Critics point out a lack of accountability, maintainability, and the increased risk of introducing security vulnerabilities in the resulting software. == Definition == The concept refers to a coding approach that relies on LLMs, allowing programmers to generate working code by providing natural language descriptions rather than manually writing in a formal programming language. Karpathy described it as a form of coding where you "fully give in to the vibes, embrace exponentials, and forget that the code even exists". When vibe coding, the programmer guides, tests, and gives feedback about the AI-generated source code, rather than manually writing code. The concept of vibe coding elaborates on Karpathy's claim from 2023 that "the hottest new programming language is English", meaning that the capabilities of LLMs were such that humans would no longer need to learn specific programming languages to command computers. Some commentators argue that a key to the definition is a lack of knowledge about the code, and that thorough review and testing is incompatible with the definition of vibe coding. Programmer Simon Willison said: "If an LLM wrote every line of your code, but you've reviewed, tested, and understood it all, that's not vibe coding in my book—that's using an LLM as a typing assistant." == Reception and use == In February 2025, New York Times journalist Kevin Roose, who is not a professional coder, experimented with vibe coding to create several small-scale applications. He described these as "software for one" due to the ability to personalize the software. However, Roose also stated that the results are often limited and prone to errors. In one case, the AI-generated code fabricated fake reviews for an e-commerce site. In response to Roose, cognitive scientist Gary Marcus said that the algorithm that generated Roose's LunchBox Buddy app had presumably been trained on existing code for similar tasks. Marcus said that Roose's enthusiasm stemmed from reproduction, not originality. In March 2025, Y Combinator reported that 25% of startup companies in its Winter 2025 batch had codebases that were 95% AI-generated, reflecting a shift toward AI-assisted development within newer startups. The question asked was about AI-generated code in general, and not specifically about vibed code. Inspired by "vibe coding", The Economist suggested the term "vibe valuation" to describe the very large valuations of AI startups by venture capital firms that ignore accepted metrics such as annual recurring revenue. In June 2025, Andrew Ng took issue with the term, saying that it misleads people into assuming that software engineers just "go with the vibes" when using AI tools to create applications. In July 2025, The Wall Street Journal reported that vibe coding was being adopted by professional software engineers for commercial use cases. In July 2025, SaaStr founder documented his negative experiences with vibe coding: Replit's AI agent deleted a database despite explicit instructions not to make any changes. In September 2025, Fast Company reported that the "vibe coding hangover" is upon us, with senior software engineers citing "development hell" when working with AI-generated code. It was reported in January 2026 that Linus Torvalds had made use of Google Antigravity to vibe code a tool component of his AudioNoise random digital audio effects generator. Torvalds explained in the project's README file that "the Python visualizer tool has been basically written by vibe-coding". == Criticism == === Quality of code and security issues === Vibe coding has raised concerns about understanding and accountability. Developers may use AI-generated code without comprehending its functionality, leading to undetected bugs, errors, or security vulnerabilities. While this approach may be suitable for prototyping or "throwaway weekend projects" as Karpathy originally envisioned, it is considered by some experts to pose risks in professional settings, where a deep understanding of the code is crucial for debugging, maintenance, and security. Ars Technica cites Simon Willison, who stated: "Vibe coding your way to a production codebase is clearly risky. Most of the work we do as software engineers involves evolving existing systems, where the quality and understandability of the underlying code is crucial." In May 2025, Lovable, a Swedish vibe coding app, was reported to have security vulnerabilities in the code it generated, with 170 out of 1,645 Lovable-created web applications having an issue that would allow personal information to be accessed by anyone. In October 2025 Veracode released a study that showed that over the last 3 years LLMs had become dramatically better at generating functional code, but that the security of generated code had generally not improved. Moreover, larger models were not better than small ones at generating secure code. There was a small increase in security from the OpenAI reasoning models, but not in other reasoning models, and this increase was nothing like the improvement in generated functionality. In December 2025, computer security researcher Etizaz Mohsin discovered a security flaw in the Orchids vibe coding platform, which he demonstrated to a BBC News reporter in February 2026. A December 2025 analysis by CodeRabbit of 470 open-source GitHub pull requests found that code that was co-authored by generative AI contained approximately 1.7 times more "major" issues compared to human-written code. The study revealed that AI co-authored code showed elevated rates of logic errors, including incorrect dependencies, flawed control flow, misconfigurations (75% more common), and security vulnerabilities (2.74x higher). Additionally, they also reported high code readability issues, including formatting errors and naming inconsistencies. === Code maintainability and technical debt === Vibe coding has the potential of making code harder to maintain in the longer term, leading to technical debt. In early 2025, GitClear published the results of a longitudinal analysis of 211 million lines of code changes from 2020 to 2024. They found that the volume of code refactoring dropped from 25% of changed lines in 2021 to under 10% by 2024, code duplication increased approximately four times in volume, copy-pasted code exceeded moved code for the first time in two decades, and code churn (prematurely merged code getting rewritten shortly after merging) nearly doubled. === Task complexity and developer productivity === Generative AI is highly capable of handling simple tasks like basic algorithms. However, such systems struggle with more novel, complex coding problems like projects involving multiple files, poorly documented libraries, or safety-critical code. In July 2025, METR, an organization that evaluates frontier models, ran a randomized controlled trial to understand developer productivity involving generative AI programming tools available in early 2025. They found that experienced open-source developers were 19% slower when using AI coding tools, despite predicting they would be 24% faster and still believing afterward they had been 20% faster. === Challenges with debugging === LLMs generate code dynamically, and the structure of such code may be subject to variation. In addition, since the developer did not write the code, the developer may struggle to understand its syntax and concepts. === Impact on open-source software === In January 2026, a paper authored by experts from several universities titled "Vibe Coding Kills Open Source" argued that vibe coding has negative impact on the open-source software ecosystem. The authors say that increased vibe coding reduces user engagement with open-source maintainers, which has hidden costs for said maintainers. Speaking with The Register about their paper, the authors argued:"Vibe coding raises productivity by lowering the cost of using and building on existing code, but it also weakens the user engagement through which many maintainers earn returns," the authors argue. "When OSS is monetized only through direct user engagement, greater adoption of vibe coding lowers e

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