AI App Inventor

AI App Inventor — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • QF-Test

    QF-Test

    QF-Test from Quality First Software is a cross-platform software tool for automated testing of programs via the graphical user interface (GUI) test automation). The program is specialized on (Java/Swing, Standard Widget Toolkit (SWT), Eclipse plug-ins and rich client platform (RCP) applications, ULC and JavaFX) cross-web browser test automation of static and dynamic web applications (HTML and web frameworks like Angular, Ext JS, Fluent UI React, Google Web Toolkit (GWT), jQuery UI, jQueryEasyUI Remote Application Platform (RAP), Qooxdoo, RichFaces, Vaadin, React, Smart GWT, Vue.js, ICEfaces and ZK). Version 4.1 added support for macOS and the Apple Safari and Microsoft Edge browsers via the Selenium WebDriver. Representational State Transfer (RESTful) web service testing. From version 5.0, Windows applications can also be tested (classic Win32 applications, .NET framework applications (often developed in C#) based on Windows Presentation Foundation (WPF) or Windows Forms, Windows apps and Universal Windows Platform (UWP) applications using Extensible Application Markup Language (XAML) controls) and modern C++ applications (such as Qt applications). Version 5.3 added support for the Chrome DevTools protocol, which allows browsers to be controlled using CDP drivers. Since then, mobile testing for iOS and Android, accessibility testing of web applications and SmartID, a new approach for more flexible and robust component recognition, have been introduced. Powerful enhancements such as WebAPI testing and AI-assisted validation complement the test automation tool. == Overview == QF-Test (the successor of qftestJUI, available since 2001) enables regression and load testing and runs on Windows, Unix and macOS. It is mainly used commercially by testers, developers or business analysts (modelling, low code approaches) with or without programming knowledge as part of software Quality Assurance. Since December 2008, a webtest add-on is available which allows test automation of browser-based GUIs (such as Internet Explorer, Mozilla Firefox, Google Chrome, Apple Safari, and Microsoft Edge) along with extant Java GUI test functions, which was extended to include JavaFX in July 2014. From 2018, QF-Test version 4.2 can test PDF documents, from 2020 native desktop applications (QF-Test version 5) and in 2022, mobile application testing will be added. The basis for efficient use in test automation is stable component recognition (IDs, logical screen elements, labels, CustomWebResolver, SmartID, ...) with low maintenance effort. == Features == General – QF-Test's capture/replay function enables recording of tests for beginners, while modular programming (modularizing) allows creating large test suites in a concise arrangement. For the advanced user who requires even more control over his application, the tool offers access to internal program structures through the standard scripting languages Jython, the Java implementation of the popular Python language, JavaScript, and Groovy. The tool also offers a batch processing mode, allowing to run tests unattended and then generate XML, HTML and JUnit reports. Thus the tool can be integrated into existing build/test frameworks like Jenkins, Ant or Maven. Another mode is the so-called Daemon mode for distributed test execution. A specific integration with many test management tools exists. There is a test debugger (enabling arbitrary stepping and editing variables at runtime) and a fully automated dependency management that takes care of pre- and postconditions and helps isolating test cases. Data-driven testing with no need for scripting is possible. Web testing: cross-browser on Internet Explorer, Chrome, Firefox, Edge (including Chromium-based), Opera and Safari for static and dynamic websites (HTML5, Ajax, DOM). A headless browser can also be used for testing. QF-Test fully supports frameworks like Angular, React and Vue.js, but also many specific UI toolkits like Smart (GWT), GXT/ExtGWT, ExtJS, ICEfaces, jQuery UI, Kendo UI, PrimeFaces, Qooxdoo, RAP, RichFaces, Vaadin and ZK. Easy integration with Selenium makes it easy to balance development and functional testing. Electron applications can also be tested. Other (e.g., SAP UI5, Siebel Open UI, Salesforce) and future web toolkits can be integrated with little effort. Short-term and individual customisations (CustomWebResolver) are possible via an optimised interface JavaFX, Java Swing, SWT, Eclipse plug-ins and RCP applications and ULC. Support for testing when migrating from JavaSwing or JavaFX to web applications (e.g. via Webswing). Hybrid applications based on multiple technologies are also supported, e.g. applications that integrate HTML content into Java applications using JxBrowser. Windows-based applications (Win32, .NET, Windows Forms, WPF, Windows apps, Qt). Android applications can be tested on real devices and with the Android Studio emulator. iOS applications can also be tested on real devices and with the Xcode Simulator. Testing of PDF documents (document comparisons, checking content, texts, images/graphic objects, layouts, "invisible" or partially hidden objects). QF-Test 9 introduces web accessibility testing to automatically check compliance with WCAG and other standards. QF-Test 10 introduces powerful enhancements for WebAPI testing and AI-assisted validation.

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  • Nike+iPod

    Nike+iPod

    The Nike+iPod Sport Kit is an activity tracker device, developed by Nike, Inc., which measures and records the distance and pace of a walk or run. The Nike+iPod consists of a small transmitter device attached to or embedded in a shoe, which communicates with either the Nike+ Sportband, or a receiver plugged into an iPod Nano. It can also work directly with a 2nd Generation iPod Touch (or higher), iPhone 3GS, iPhone 4, iPhone 4S, iPhone 5, The Nike+iPod was announced on May 23, 2006. On September 7, 2010, Nike released the Nike+ Running App (originally called Nike+ GPS) on the App Store, which used a tracking engine powered by MotionX that does not require the separate shoe sensor or pedometer. This application works using the accelerometer and GPS of the iPhone and the accelerometer of the iPod Touch, which does not have a GPS chip. Nike+Running is compatible with the iPhone 6 and iPhone 6 Plus down to iPhone 3GS and iPod touch. On June 21, 2012, Nike released Nike+ Running App for Android. The current app is compatible with all Android phones running 4.0.3 and up. == Overview == The sensor and iPod kit were revealed on May 20, 2006. The kit stores information such as the elapsed time of the workout, the distance traveled, pace, and calories burned by the individual. Nike+ was a collaboration between Nike and Apple; the platform consisted of an iPod, a wireless chip, Nike shoes that accepted the wireless chip, an iTunes membership, and a Nike+ online community. iPods using Nike iPod require a sensor and remote. The next upgraded product was the Sportband kit, which was announced in April 2008. The kit allows users to store run information without the iPod Nano. The Sportband consists of two parts: a rubber holding strap which is worn around the wrist, and a receiver which resembles a USB key-disk. The receiver displays information comparable to that of the iPod kit on the built-in display. After a run, the receiver can be plugged straight into a USB port and the software will upload the run information automatically to the Nike+ website. As of August 2008 "Nike+iPod for the Gym" launched, allowing users to record their cardio workouts directly to their iPods. No Sport kit or shoe sensor is required; all that is needed is a compatible iPod (1st–6th generation iPod Nano or 2nd/3rd gen iPod Touch) and an enabled piece of cardio equipment. As of March 2009, the seven largest commercial equipment providers were shipping enabled equipment (Life Fitness, Technogym, Precor USA, Star Trac, Cybex International, Matrix Fitness and Free Motion). The models of compatible cardio equipment include treadmills, stationary bicycles, stair climbers, ellipticals, and others such as Precor's Adaptive Motion Trainer. Once the user syncs an iPod with iTunes, the cardio workouts are automatically stored at Nikeplus.com, where each workout is visualized and tracked based on the number of calories burned. The calories are converted to "CardioMiles", at a ratio of 100:1, allowing cardio users to take full advantage of all the tools and features of Nikeplus.com, and allow them to engage in challenges with other runners, walkers and cardio users, using a common currency. With the release of the second-generation iPod Touch in 2008, Apple Inc. included a built-in ability to receive Nike+ signals, which allowed the iPod to connect directly to the wireless sensor thus eliminating the need for an external receiver to be connected. Apple also added this capability to the iPhone 3GS (released 2009), iPhone 4 (2010), and third-generation iPod Touch (2009). Those devices use their Broadcom Bluetooth chipset to receive the signals. On June 7, 2010, Polar and Nike introduced the Polar WearLink+ that works with Nike+. This new product works with the Nike+ SportBand and the fifth generation iPod nano in conjunction with the Nike+ iPod Sport Kit. Polar WearLink+ that works with Nike+ communicates directly with the fifth generation iPod nano and Nike+ SportBand using a proprietary digital protocol but it is dual-mode so it is also compatible with most Polar training computers (all those using 5 kHz analog transmission technology). Nike+ had 18 million global users as of April 2013. One year later, Nike updated the number of global users to 28 million. In iOS 6.1.2 (and possibly higher), a hole in the compatibility for the app has allowed jailbroken iPad users to use the native Nike + iPod iPhone and iPod app by moving the app bundle and setting permissions for the app. On April 30, 2018, Nike retired services for legacy Nike wearable devices, such as the Nike+ FuelBand and the Nike+ SportWatch GPS, and previous versions of apps, including Nike Run Club and Nike Training Club version 4.X and lower. Likewise, Nike no longer supported the Nike+ Connect software that transferred data to a NikePlus Profile or the Nike+ Fuel/FuelBand and Nike+ Move apps. == Sports kit equipment == The kit consists of two pieces: a piezoelectric sensor with a Nordic Semiconductor nRF2402 transmitter that is mounted under the inner sole of the shoe and a receiver that connects to the iPod. They communicate using a 2.4 GHz wireless radio and use Nordic Semiconductor's "ShockBurst" network protocol. The wireless data is encrypted in transit, but some uniquely identifying data is sent in the plain. The wireless protocol was reverse engineered and documented by Dmitry Grinberg in 2011. Nike recommends that the shoe be a Nike+ model with a special pocket in which to place the device. Nike has released the sensor for individual sale meaning that consumers no longer have to purchase the whole set (the iPod receiver and sensor). As the sensor battery cannot be replaced, a new one must be purchased every time the battery runs out. Aftermarket solutions are available to users who do not want to use shoes with built-in or hand-made pockets for the foot sensor, such as shoe pouches and containment devices designed to affix the sensor against the shoe laces. No matter how the sensor is integrated with the user's shoes, care must be taken that it is firmly fixed in place and will not jerk around while in use, which would degrade the accuracy. == Sports kit usage == The Sports Kit can be used to track running, which it refers to as "workouts". New workouts are started by plugging the receiving unit into the iPod, then navigating through the iPod menu system. The user chooses a goal for the workout, which might be to cover a specific distance, or burn a number of calories, or work out for a specified time. A workout can also be started without a goal, which is called a "Basic Workout". When the workout goal has been set, the receiver seeks the sensor, possibly asking the user to "walk around to activate [the] sensor". The user then must press the center button on the iPod to begin the workout. Audio feedback is provided in the user's choice of generic male or female voice by the iPod over the course of the workout, depending on the type of workout chosen. For goal-oriented workouts, the feedback will correspond to significant milestones toward the goal. In a distance workout, for example, the audio feedback will inform the user as each mile or kilometer has been completed, as well as the half-way point of the workout, and a countdown of four 100-meter increments at the end of the workout. The iPod's control wheel functions change slightly during a workout. The Pause button now not only pauses the music but also the workout. Similarly, the Menu button is used to access the controls to end the workout. The Forward and Back buttons are unchanged, performing audio track skip and reverse functions. The Center button has two functions: audio feedback about the current distance, time, and pace are provided when the button is tapped once, while if the button is held down the iPod skips to the "PowerSong" - an audio track chosen by the user, generally intended for motivation. In addition to the in-workout audio feedback, there are pre-recorded congratulations provided by Lance Armstrong, Tiger Woods, Joan Benoit Samuelson, and Paula Radcliffe whenever a user achieves a personal best (such as fastest mile, fastest 5K, fastest 10K, longest run yet) or reaches certain long-term milestones (such as 250 miles, 500 kilometers). This "celebrity feedback" is heard after the usual end-of-run statistics. While the Sports Kit can be used immediately after purchase, it will report more accurate results if it is calibrated before the first usage and then regularly afterwards. For calibration, the user finds a fixed known distance of at least 0.25 mile or 400 meters and then sets the Nike+ to calibration mode for the walk or run over that distance. When the walk or run is complete, the device calibrates itself and future workout reporting will reflect statistics closer to that individual user's workout style. Consumer Reports magazine tested the device and found it accurate as long as you keep an even pace. In workouts with varied pa

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  • Friendly artificial intelligence

    Friendly artificial intelligence

    Friendly artificial intelligence (friendly AI or FAI) is hypothetical artificial general intelligence (AGI) that would have a positive (benign) effect on humanity or at least align with human interests such as fostering the improvement of the human species. It is a part of the ethics of artificial intelligence and is closely related to machine ethics. While machine ethics is concerned with how an artificially intelligent agent should behave, friendly artificial intelligence research is focused on how to practically bring about this behavior and ensuring it is adequately constrained. == Etymology and usage == The term was coined by Eliezer Yudkowsky, who is best known for popularizing the idea, to discuss superintelligent artificial agents that reliably implement human values. Stuart J. Russell and Peter Norvig's leading artificial intelligence textbook, Artificial Intelligence: A Modern Approach, describes the idea: Yudkowsky (2008) goes into more detail about how to design a Friendly AI. He asserts that friendliness (a desire not to harm humans) should be designed in from the start, but that the designers should recognize both that their own designs may be flawed, and that the robot will learn and evolve over time. Thus the challenge is one of mechanism design—to define a mechanism for evolving AI systems under a system of checks and balances, and to give the systems utility functions that will remain friendly in the face of such changes. "Friendly" is used in this context as technical terminology, and picks out agents that are safe and useful, not necessarily ones that are "friendly" in the colloquial sense. The concept is primarily invoked in the context of discussions of recursively self-improving artificial agents that rapidly explode in intelligence, on the grounds that this hypothetical technology would have a large, rapid, and difficult-to-control impact on human society. == Risks of unfriendly AI == The roots of concern about artificial intelligence are very old. Kevin LaGrandeur showed that the dangers specific to AI can be seen in ancient literature concerning artificial humanoid servants such as the golem, or the proto-robots of Gerbert of Aurillac and Roger Bacon. In those stories, the extreme intelligence and power of these humanoid creations clash with their status as slaves (which by nature are seen as sub-human), and cause disastrous conflict. By 1942 these themes prompted Isaac Asimov to create the "Three Laws of Robotics"—principles hard-wired into all the robots in his fiction, intended to prevent them from turning on their creators, or allowing them to come to harm. In modern times as the prospect of superintelligent AI looms nearer, philosopher Nick Bostrom has said that superintelligent AI systems with goals that are not aligned with human ethics are intrinsically dangerous unless extreme measures are taken to ensure the safety of humanity. He put it this way: Basically we should assume that a 'superintelligence' would be able to achieve whatever goals it has. Therefore, it is extremely important that the goals we endow it with, and its entire motivation system, is 'human friendly.' In 2008, Eliezer Yudkowsky called for the creation of "friendly AI" to mitigate existential risk from advanced artificial intelligence. He explains: "The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else." Steve Omohundro says that a sufficiently advanced AI system will, unless explicitly counteracted, exhibit a number of basic "drives", such as resource acquisition, self-preservation, and continuous self-improvement, because of the intrinsic nature of any goal-driven systems and that these drives will, "without special precautions", cause the AI to exhibit undesired behavior. Alexander Wissner-Gross says that AIs driven to maximize their future freedom of action (or causal path entropy) might be considered friendly if their planning horizon is longer than a certain threshold, and unfriendly if their planning horizon is shorter than that threshold. Luke Muehlhauser, writing for the Machine Intelligence Research Institute, recommends that machine ethics researchers adopt what Bruce Schneier has called the "security mindset": Rather than thinking about how a system will work, imagine how it could fail. For instance, he suggests even an AI that only makes accurate predictions and communicates via a text interface might cause unintended harm. In 2014, Luke Muehlhauser and Nick Bostrom underlined the need for 'friendly AI'; nonetheless, the difficulties in designing a 'friendly' superintelligence, for instance via programming counterfactual moral thinking, are considerable. == Coherent extrapolated volition == Yudkowsky advances the Coherent Extrapolated Volition (CEV) model. According to him, our coherent extrapolated volition is "our wish if we knew more, thought faster, were more the people we wished we were, had grown up farther together; where the extrapolation converges rather than diverges, where our wishes cohere rather than interfere; extrapolated as we wish that extrapolated, interpreted as we wish that interpreted". Rather than a Friendly AI being designed directly by human programmers, it is to be designed by a "seed AI" programmed to first study human nature and then produce the AI that humanity would want, given sufficient time and insight, to arrive at a satisfactory answer. The appeal to an objective through contingent human nature (perhaps expressed, for mathematical purposes, in the form of a utility function or other decision-theoretic formalism), as providing the ultimate criterion of "Friendliness", is an answer to the meta-ethical problem of defining an objective morality; extrapolated volition is intended to be what humanity objectively would want, all things considered, but it can only be defined relative to the psychological and cognitive qualities of present-day, unextrapolated humanity. == Other approaches == Steve Omohundro has proposed a "scaffolding" approach to AI safety, in which one provably safe AI generation helps build the next provably safe generation. Seth Baum argues that the development of safe, socially beneficial artificial intelligence or artificial general intelligence is a function of the social psychology of AI research communities and so can be constrained by extrinsic measures and motivated by intrinsic measures. Intrinsic motivations can be strengthened when messages resonate with AI developers; Baum argues that, in contrast, "existing messages about beneficial AI are not always framed well". Baum advocates for "cooperative relationships, and positive framing of AI researchers" and cautions against characterizing AI researchers as "not want(ing) to pursue beneficial designs". In his book Human Compatible, AI researcher Stuart J. Russell lists three principles to guide the development of beneficial machines. He emphasizes that these principles are not meant to be explicitly coded into the machines; rather, they are intended for the human developers. The principles are as follows: The machine's only objective is to maximize the realization of human preferences. The machine is initially uncertain about what those preferences are. The ultimate source of information about human preferences is human behavior. The "preferences" Russell refers to "are all-encompassing; they cover everything you might care about, arbitrarily far into the future." Similarly, "behavior" includes any choice between options, and the uncertainty is such that some probability, which may be quite small, must be assigned to every logically possible human preference. == Public policy == James Barrat, author of Our Final Invention, suggested that "a public-private partnership has to be created to bring A.I.-makers together to share ideas about security—something like the International Atomic Energy Agency, but in partnership with corporations." He urges AI researchers to convene a meeting similar to the Asilomar Conference on Recombinant DNA, which discussed risks of biotechnology. John McGinnis encourages governments to accelerate friendly AI research. Because the goalposts of friendly AI are not necessarily eminent, he suggests a model similar to the National Institutes of Health, where "Peer review panels of computer and cognitive scientists would sift through projects and choose those that are designed both to advance AI and assure that such advances would be accompanied by appropriate safeguards." McGinnis feels that peer review is better "than regulation to address technical issues that are not possible to capture through bureaucratic mandates". McGinnis notes that his proposal stands in contrast to that of the Machine Intelligence Research Institute, which generally aims to avoid government involvement in friendly AI. == Criticism == Some critics believe that both human-level AI and superintelligence are unlikely and that, therefore, friendly AI is unlik

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  • Knowledge organization system

    Knowledge organization system

    Knowledge organization system (KOS), concept system, or concept scheme is the generic term used in knowledge organization (KO) for the selection of concepts with an indication of selected semantic relations. Despite their differences in type, coverage, and application, all KOS aim to support the organization of knowledge and information to facilitate their management and retrieval. KOS vary in complexity from simple sorted lists to complex relational networks. They represent both structural and functional features, and serve to eliminate ambiguity, control synonyms, establish relationships, and present properties. From their origins in library and information science (LIS), KOS have been applied to other domains and disciplines within science and industry, although scholarly research and debate remain primarily within the KO field. Challenges of KOS include ambiguity of terminology, repercussions of biased systems, and potential obsolescence. KOS can be expressed in RDF and RDFS as per the Simple Knowledge Organization System (SKOS) recommendation by W3C, which aims to enable the sharing and linking of KOS via the Web. One of the largest collections of KOS is the BARTOC registry. == Types == While different schema of KOS have been proposed, most are generally arranged in terms of the complexity of their construction and maintenance. Some scholars argue that organizing KOS on a spectrum oversimplifies the shared characteristics among them, and may even result in a non-ideal structure being chosen. The following types are not exhaustive, and are often not mutually-exclusive in practice. === Term lists === Term lists are the least structured form of KOS. They include lists, glossaries, dictionaries, and synonym rings. Authority files and gazetteers may also be considered term lists, however other scholars categorize them and directories as "metadata-like models". Examples include the Union List of Artist Names name authority file and the GeoNames gazetteer. === Categorization and classification === KOS that emphasize specific (and often hierarchical) structures include subject headings, taxonomies, categorization schema, and classification schema & systems. Despite inconsistent use of the terms "categorization" and "classification" in some literature, categorization is generally loosely-assembled grouping schema and may include attributes that are not mutually exclusive (or having fuzzy boundaries), while classification is related to the arrangement of non-overlapping and mutually-exclusive classes. Classification schema may be universal (such as Dewey Decimal Classification and Information Coding Classification) or domain-specific (such as the National Library of Medicine Classification). === Relationship models === The types of KOS with greatest complexity and which utilize connections between concepts include thesauri, semantic networks, and ontologies. One of the most prominent examples of a semantic network is WordNet. === Others === Certain structures proposed to be considered types of KOS—but are not consistently included in schema—include folksonomies, topic maps, web directory structures, publication organization systems, and bibliometric maps. Some KOS organize other KOS themselves—for instance, PeriodO is a gazetteer of periodization categories. == Applications == Some early KOS were developed as a support system for abstracting and indexing services to be used by specially-trained searchers. With the growth of information digitization, usability became increasingly accessible, and more complex structures were developed. Prominent examples of KOS outside of LIS include organism taxonomy in biology, the periodic table of elements in chemistry, SIC and NAICS classification systems for industry & business, and AGROVOC agricultural controlled vocabulary. == Challenges == The study and design of KOS is an ongoing topic of discussion among KO scholars. === Terminology === [There is] a serious lack of vocabulary control in the literature on controlled vocabulary. Inconsistency of terminology within the study of KOS is a common issue. For instance, "ontology" is used for both a specific type of KOS as well as a generic term for any KOS. The terms "taxonomy", "classification", and "categorization" are also sometimes used interchangeably. === Bias === As knowledge can be historically and culturally biased, scholars have also discussed how KOS themselves can perpetuate harmful practices or stereotypes. For example, a number of concerns and criticisms about the classification of mental disorders in the Diagnostic and Statistical Manual of Mental Disorders have been raised, contributing to ongoing revisions. Ethical and intentional design approaches have been proposed for multi-perspective KOS in efforts to mitigate bias and other harmful practices. === Obsolescence === The possible obsolescence of the thesaurus and other simpler KOS has been the topic of debate, especially in the face of increasingly complex ontologies, the growing usage of "Google-like retrieval systems", and the move of KO theory and research away from LIS and toward computer science. Supporters of thesauri argue its continued usefulness for metadata enrichment, vocabulary mapping, and web services, as well as its usage in specific domains such as corporate intranets and digital image libraries.

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  • Articulatory speech recognition

    Articulatory speech recognition

    Articulatory speech recognition means the recovery of speech (in forms of phonemes, syllables or words) from acoustic signals with the help of articulatory modeling or an extra input of articulatory movement data. Speech recognition (or automatic speech recognition, acoustic speech recognition) means the recovery of speech from acoustics (sound wave) only. Articulatory information is extremely helpful when the acoustic input is in low quality, perhaps because of noise or missing data. Measurable information from the articulatory system (e.g. tongue, jaw movements) can supplement acoustic signals to improve phone recognition accuracy by 2%. However, attempts to estimate articulatory data from acoustic signals alone have not significantly enhanced recognition performance.

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  • DIKW pyramid

    DIKW pyramid

    The DIKW pyramid (also known as the knowledge pyramid or information hierarchy) is a model describing relationships between data, information, knowledge and wisdom sometimes also stylized as a chain, refer to models of possible structural and functional relationships between a set of components—often four, data, information, knowledge, and wisdom. The concept has roots predating the 1980s. In the latter years of that decade, interest in the models grew after explicit presentations and discussions, including from Milan Zeleny, Russell Ackoff, and Robert W. Lucky. Subsequent important discussions extended along theoretical and practical lines into the coming decades. While debate continues as to actual meaning of the component terms of DIKW-type models, and the actual nature of their relationships—including occasional doubt being cast over any simple, linear, unidirectional model—even so they have become very popular visual representations in use by business, the military, and others. Among the academic and popular, not all versions of the DIKW-type models include all four components (earlier ones excluding data, later ones excluding or downplaying wisdom, and several including additional components (for instance Ackoff inserting "understanding" before and Zeleny adding "enlightenment" after the wisdom component). In addition, DIKW-type models are no longer always presented as pyramids, instead also as a chart or framework (e.g., by Zeleny), as flow diagrams (e.g., by Liew, and by Chisholm et al.), and sometimes as a continuum (e.g., by Choo et al.). == Short description == As Rowley noted in 2007, the DIKW model "is often quoted, or used implicitly, in definitions of data, information and knowledge in the information management, information systems and knowledge management literatures, but [as of that date] there ha[d] been limited direct discussion of the hierarchy". Reviews of textbooks and a survey of scholars in relevant fields indicate that there was not a consensus as to definitions used in the model as of that date, and as reviewed by Liew in that year, even less "in the description of the processes that transform components lower in the hierarchy into those above them". Zins work, published in 2007—from studies in 2003-2005 that documented "130 definitions of data, information, and knowledge formulated by 45 scholars", published in 2007—to suggest that the data–information–knowledge components of DIKW refer to a class of no less than five models, as a function of whether data, information, and knowledge are each conceived of as subjective, objective (what Zins terms, "universal" or "collective") or both. In Zins' usage, subjective and objective "are not related to arbitrariness and truthfulness, which are usually attached to the concepts of subjective knowledge and objective knowledge". Information science, Zins argues, studies data and information, but not knowledge, as knowledge is an internal (subjective) rather than an external (universal–collective) phenomenon. == Representations == === Graphical representation === DIKW is a hierarchical model often depicted as a pyramid, sometimes as a chain, with data at its base and wisdom at its apex (or chain-beginning and -end). Both Zeleny and Ackoff have been credited with originating the pyramid representation, although neither used a pyramid to present their ideas. According to Wallace, Debons and colleagues may have been the first to "present the hierarchy graphically". Many variations of the DIKW-type pyramid have been produced. One, in use by knowledge managers in the United States Department of Defense, attempts to show the DIKW progression to enable effective decisions and consequent activities supporting shared understanding throughout defense organizations, as well as supporting management of risks associated with decisions. DIKW-type hierarchical information paradigms have also been represented as two-dimensional charts, and as flow diagrams, where relationships between the components may be presented less hierarchically, with defining aspects of the relationships, feedback loops, etc. === Computational representation === Intelligent decision support systems are trying to improve decision making by introducing new technologies and methods from the domain of modeling and simulation in general, and in particular from the domain of intelligent software agents in the contexts of agent-based modeling. The following example describes a military decision support system, but the architecture and underlying conceptual idea are transferable to other application domains: The value chain starts with data quality describing the information within the underlying command and control systems. Information quality tracks the completeness, correctness, currency, consistency and precision of the data items and information statements available. Knowledge quality deals with procedural knowledge and information embedded in the command and control system such as templates for adversary forces, assumptions about entities such as ranges and weapons, and doctrinal assumptions, often coded as rules. Awareness quality measures the degree of using the information and knowledge embedded within the command and control system. Awareness is explicitly placed in the cognitive domain. By the introduction of a common operational picture, data are put into context, which leads to information instead of data. The next step, which is enabled by service-oriented web-based infrastructures (but not yet operationally used), is the use of models and simulations for decision support. Simulation systems are the prototype for procedural knowledge, which is the basis for knowledge quality. Finally, using intelligent software agents to continually observe the battle sphere, apply models and simulations to analyze what is going on, to monitor the execution of a plan, and to do all the tasks necessary to make the decision maker aware of what is going on, command and control systems could even support situational awareness, the level in the value chain traditionally limited to pure cognitive methods. == History == Danny P. Wallace, a professor of library and information science, explained that the origin of the DIKW pyramid is uncertain: The presentation of the relationships among data, information, knowledge, and sometimes wisdom in a hierarchical arrangement has been part of the language of information science for many years. Although it is uncertain when and by whom those relationships were first presented, the ubiquity of the notion of a hierarchy is embedded in the use of the acronym DIKW as a shorthand representation for the data-to-information-to-knowledge-to-wisdom transformation.Many authors think that the idea of the DIKW relationship originated from two lines in the poem "Choruses", by T. S. Eliot, that appeared in the pageant play The Rock, in 1934: === Knowledge, intelligence, and wisdom === In 1927, Clarence W. Barron addressed his employees at Dow Jones & Company on the hierarchy: "Knowledge, Intelligence and Wisdom". === Data, information, knowledge === In 1955, English-American economist and educator Kenneth Boulding presented a variation on the hierarchy consisting of "signals, messages, information, and knowledge". However, "[t]he first author to distinguish among data, information, and knowledge and to also employ the term 'knowledge management' may have been American educator Nicholas L. Henry", in a 1974 journal article. === Data, information, knowledge, wisdom === Other early versions (prior to 1982) of the hierarchy that refer to a data tier include those of Chinese-American geographer Yi-Fu Tuan and sociologist-historian Daniel Bell.. In 1980, Irish-born engineer Mike Cooley invoked the same hierarchy in his critique of automation and computerization, in his book Architect or Bee?: The Human / Technology Relationship. Thereafter, in 1987, Czechoslovakia-born educator Milan Zeleny mapped the components of the hierarchy to knowledge forms: know-nothing, know-what, know-how, and know-why. Zeleny "has frequently been credited with proposing the [representation of DIKW as a pyramid ]... although he actually made no reference to any such graphical model." The hierarchy appears again in a 1988 address to the International Society for General Systems Research, by American organizational theorist Russell Ackoff, published in 1989. Subsequent authors and textbooks cite Ackoff's as the "original articulation" of the hierarchy or otherwise credit Ackoff with its proposal. Ackoff's version of the model includes an understanding tier (as Adler had, before him), interposed between knowledge and wisdom. Although Ackoff did not present the hierarchy graphically, he has also been credited with its representation as a pyramid. In 1989, Bell Labs veteran Robert W. Lucky wrote about the four-tier "information hierarchy" in the form of a pyramid in his book Silicon Dreams. In the same year as Ackoff presented his a

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  • Ubiquitous computing

    Ubiquitous computing

    Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials. This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical computing, the Internet of Things, haptic computing, and "things that think". Rather than propose a single definition for ubiquitous computing and for these related terms, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavors of ubiquitous systems and applications can be described. Ubiquitous computing themes include: distributed computing, mobile computing, location computing, mobile networking, sensor networks, human–computer interaction, context-aware smart home technologies, and artificial intelligence. == Core concepts == Ubiquitous computing is the concept of using small internet connected and inexpensive computers to help with everyday functions in an automated fashion. Mark Weiser proposed three basic forms for ubiquitous computing devices: Tabs: a wearable device that is approximately a centimeter in size Pads: a hand-held device that is approximately a decimeter in size Boards: an interactive larger display device that is approximately a meter in size Ubiquitous computing devices proposed by Mark Weiser are all based around flat devices of different sizes with a visual display. These conceptual device categories were later implemented at Xerox PARC in experimental systems including the PARCTab, PARCPad, and LiveBoard, which served as early prototypes of handheld, tablet-style, and large interactive display computing environments. Expanding beyond those concepts there is a large array of other ubiquitous computing devices that could exist. == History == Mark Weiser coined the phrase "ubiquitous computing" around 1988, during his tenure as Chief Technologist of the Xerox Palo Alto Research Center (PARC). Both alone and with PARC Director and Chief Scientist John Seely Brown, Weiser wrote some of the earliest papers on the subject, largely defining it and sketching out its major concerns. == Recognizing the effects of extending processing power == Recognizing that the extension of processing power into everyday scenarios would necessitate understandings of social, cultural and psychological phenomena beyond its proper ambit, Weiser was influenced by many fields outside computer science, including "philosophy, phenomenology, anthropology, psychology, post-Modernism, sociology of science and feminist criticism". He was explicit about "the humanistic origins of the 'invisible ideal in post-modernist thought'", referencing as well the ironically dystopian Philip K. Dick novel Ubik. Andy Hopper from Cambridge University UK proposed and demonstrated the concept of "Teleporting" – where applications follow the user wherever he/she moves. Roy Want (now at Google), while at Olivetti Research Ltd, designed the first "Active Badge System", which is an advanced location computing system where personal mobility is merged with computing. Later at Xerox PARC, he designed and built the "PARCTab" or simply "Tab", widely recognized as the world's first Context-Aware computer, which has great similarity to the modern smartphone. Bill Schilit (now at Google) also did some earlier work in this topic, and participated in the early Mobile Computing workshop held in Santa Cruz in 1996. Ken Sakamura of the University of Tokyo, Japan leads the Ubiquitous Networking Laboratory (UNL), Tokyo as well as the T-Engine Forum. The joint goal of Sakamura's Ubiquitous Networking specification and the T-Engine forum, is to enable any everyday device to broadcast and receive information. MIT has also contributed significant research in this field, notably Things That Think consortium (directed by Hiroshi Ishii, Joseph A. Paradiso and Rosalind Picard) at the Media Lab and the CSAIL effort known as Project Oxygen. Other major contributors include University of Washington (Shwetak Patel, Anind Dey and James Landay), Dartmouth College's HealthX Lab (directed by Andrew Campbell), Georgia Tech's College of Computing (Gregory Abowd and Thad Starner), Cornell Tech's People Aware Computing Lab (directed by Tanzeem Choudhury), NYU's Interactive Telecommunications Program, UC Irvine's Department of Informatics, Microsoft Research, Intel Research and Equator, Ajou University UCRi & CUS. == Examples == One of the earliest ubiquitous systems was artist Natalie Jeremijenko's "Live Wire", also known as "Dangling String", installed at Xerox PARC during Mark Weiser's time there. This was a piece of string attached to a stepper motor and controlled by a LAN connection; network activity caused the string to twitch, yielding a peripherally noticeable indication of traffic. Weiser called this an example of calm technology. A present manifestation of this trend is the widespread diffusion of mobile phones. Many mobile phones support high speed data transmission, video services, and other services with powerful computational ability. Although these mobile devices are not necessarily manifestations of ubiquitous computing, there are examples, such as Japan's Yaoyorozu ("Eight Million Gods") Project in which mobile devices, coupled with radio frequency identification tags demonstrate that ubiquitous computing is already present in some form. Ambient Devices has produced an "orb", a "dashboard", and a "weather beacon": these decorative devices receive data from a wireless network and report current events, such as stock prices and the weather, like the Nabaztag, which was invented by Rafi Haladjian and Olivier Mével, and manufactured by the company Violet. The Australian futurist Mark Pesce has produced a highly configurable 52-LED LAMP enabled lamp which uses Wi-Fi named MooresCloud after Gordon Moore. The Unified Computer Intelligence Corporation launched a device called Ubi – The Ubiquitous Computer designed to allow voice interaction with the home and provide constant access to information. Ubiquitous computing research has focused on building an environment in which computers allow humans to focus attention on select aspects of the environment and operate in supervisory and policy-making roles. Ubiquitous computing emphasizes the creation of a human computer interface that can interpret and support a user's intentions. For example, MIT's Project Oxygen seeks to create a system in which computation is as pervasive as air: In the future, computation will be human centered. It will be freely available everywhere, like batteries and power sockets, or oxygen in the air we breathe...We will not need to carry our own devices around with us. Instead, configurable generic devices, either handheld or embedded in the environment, will bring computation to us, whenever we need it and wherever we might be. As we interact with these "anonymous" devices, they will adopt our information personalities. They will respect our desires for privacy and security. We won't have to type, click, or learn new computer jargon. Instead, we'll communicate naturally, using speech and gestures that describe our intent... This is a fundamental transition that does not seek to escape the physical world and "enter some metallic, gigabyte-infested cyberspace" but rather brings computers and communications to us, making them "synonymous with the useful tasks they perform". Network robots link ubiquitous networks with robots, contributing to the creation of new lifestyles and solutions to address a variety of social problems including the aging of population and nursing care. The "Continuity" set of features, introduced by Apple in OS X Yosemite, can be seen as an example of ubiquitous computing. == Issues == Privacy is easily the most often-cited criticism of ubiquitous computing (ubicomp), and may be the greatest barrier to its long-term success. == Research centres == This is a list of notable institutions who claim to have a focus on Ubiquitous computing sorted by country: Canada Topological Media Lab, Concordia University, Canada Finland Community Imaging Group, University of Oulu, Finland Germany Telecooperation Office (TECO), Karlsruhe Institute of Technology, Ger

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  • Data Science Africa

    Data Science Africa

    Data Science Africa (DSA) is a non-profit knowledge sharing professional group that aims at bringing together leading researchers and practitioners working on data science methods or applications relevant to Africa, and providing training on state of the art data science methods to students and others interested in developing practical skills. Since 2013, DSA has been organizing conference, workshops and summer schools on machine learning and data science across East Africa. Facilitators of Summer School and workshops are researchers and practitioners from the academia, private and public institutions across the world. == Summer schools and workshops == The first summer school which started as Gaussian Process Summer School was held at Makerere University in Kampala, Uganda from 6th to 9 August 2013. The First Data Science Summer School and Workshop was held at Dedan Kimathi University of Technology in Nyeri, Kenya from 15th to 19 June 2015. The Second Data Science Summer School was held at Makerere University, Kampala, Uganda from 27th to 29 July 2016, and the workshop was held at Pulse Lab, Kampala, Uganda from 30 July to 1 August 2016. The Third Data Science Summer School and Workshop was held at Nelson Mandela African Institute of Science and Technology, Tanzania from 19th to 21 July 2017. Among the sponsors of the event was ARM

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  • Inpainting

    Inpainting

    Inpainting is a conservation process where damaged, deteriorated, or missing parts of an artwork are filled in to present a complete image. This process is commonly used in image restoration. It can be applied to both physical and digital art mediums such as oil or acrylic paintings, chemical photographic prints, sculptures, or digital images and video. With its roots in physical artwork, such as painting and sculpture, traditional inpainting is performed by a trained art conservator who has carefully studied the artwork to determine the mediums and techniques used in the piece, potential risks of treatments, and ethical appropriateness of treatment. == History == The modern use of inpainting can be traced back to Pietro Edwards (1744–1821), Director of the Restoration of the Public Pictures in Venice, Italy. Using a scientific approach, Edwards focused his restoration efforts on the intentions of the artist. It was during the 1930 International Conference for the Study of Scientific Methods for the Examination and Preservation of Works of Art, that the modern approach to inpainting was established. Helmut Ruhemann (1891–1973), a German restorer and conservator, led the discussions on the use of inpainting in conservation. Helmut Ruhemann was a leading figure in modernizing restoration and conservation. His greatest contribution to the field of conservation "was his insistence on following the methods of the original painter exactly, and on understanding the painter's artistic intention". After his career of over 40 years as a conservator, Ruhemann published his treatise The Cleaning of Paintings: Problems & Potentialities in 1968. In describing his method, Ruhemann states that "The surface [of the fill] should be slightly lower than that of the surrounding paint to allow for the thickness of the inpainting...Inpainting medium should look and behave like the original medium, but must not darken with age." Cesare Brandi (1906–1988) developed the teoria del restauro, the inpainting approach combining aesthetics and psychology. However, this approach was used primarily by Italian restorers and conservators, with the terminology becoming widespread in the 1990s. Technological advancements led to new applications of inpainting. Widespread use of digital techniques range from entirely automatic computerized inpainting to tools used to simulate the process manually. Since the mid-1990s, the process of inpainting has evolved to include digital media. More commonly known as image or video interpolation, a form of estimation, digital inpainting includes the use of computer software that relies on sophisticated algorithms to replace lost or corrupted parts of the image data. == Ethics == In order to preserve the integrity of an original artwork, any inpainting technique or treatment applied to physical or digital work should be reversible or distinguishable from the original content of the artwork. Prior to any treatments, conservators proceed according to the American Institute of Conservation of Historical and Artistic Works. There are several ethic considerations before Inpainting can be justified. Various deliberation decisions over the ethical appropriateness of the amount and type of inpainting done, resides on many factors. As most conservation treatments, inpainting's ethical questions rest mainly with authenticity, reversibility and documentation.Any intervention to compensate for loss should be documented in treatment records and reports and should be detectable by common examination methods. Such compensation should be reversible and should not falsely modify the known aesthetic, conceptual, and physical characteristics of the cultural property, especially by removing or obscuring original material.New technologies and the aesthetic demand for perfect images without imperfections challenge conservators' ethical practices to protect the integrity of originals. == Methods == Inpainting methods and techniques depend on the desired goal and type of image being treated. Treatments to fill in the gaps are different between physical and digital art. In inpainting, detailed records of the initial state of the images can help with the treatment and replicate the original closer. === Physical inpainting === Inpainting is rooted in the conservation and restoration of paintings. Inpainting can aim to make a visual improvement to the artwork as a whole by repairing missing or damaged parts using methods and materials equivalent to the original artist's work. ==== Application techniques ==== By studying the painting methods of various artists and the composition of paints used historically, conservators are able to restore works very closely to their original visual appearance. The picture as a whole determines how to fill in the gap. Helmut Ruhemann's inpainting techniques by Jessell have procedures to "preserve" the quality of oil and tempera paintings. === Digital inpainting === Many programs are able to reconstruct missing or damaged areas of digital photographs and videos. Most widely known for use with digital images is Adobe Photoshop. Given the various abilities of the digital camera and the digitization of old photos, inpainting has become an automatic process that can be performed on digital images. The inpainting techniques can be applied to object removal, text removal, and other automatic modifications of images and videos. In video special effects, inpainting is usually performed after video matting. They can also be observed in applications like image compression and super-resolution. In photography and cinema, it is used for film restoration to reverse, repair, or mitigate deterioration (e.g., physical damage such as cracks in photographs, scratches and dust spots in film, or chemical damage resulting in image loss; performed infrared cleaning). It can also be used for removing red-eye, the stamped date from photographs, and objects for creative effect. This technique can be used to replace any lost blocks in the coding and transmission of images, for example, in a streaming video. It can also be used to remove logos or watermarks in videos. Deep learning neural network-based inpainting can be used for decensoring images. Deep image prior-based techniques can be used for digital image inpainting, where a trained deep learning model is either unavailable or infeasible. Deep models for visual content generation, like text-to-image or text-to-video, learn complex priors over the distribution of visual content, and can be used to inpaint missing parts. For example, videos can be separated into layers, using a technique called omnimatte, which either pretrain an omnimatte model or without any training using an omnimatte-zero model. Three main groups of 2D image-inpainting algorithms can be found in the literature. The first one to be noted is structural (or geometric) inpainting, the second one is texture inpainting, the last one is a combination of these two techniques. They use the information of the known or non-destroyed image areas in order to fill the gap, similar to how physical images are restored. ==== Structural ==== Structural or geometric inpainting is used for smooth images that have strong, defined borders. There are many different approaches to geometric inpainting, but they all come from the idea that geometry can be recovered from similar areas or domains. Bertalmio proposed a method of structural inpainting that mimics how conservators address painting restoration. Bertalmio proposed that by progressively transferring similar information from the borders of an inpainting domain inwards, the gap can be filled. ==== Textural ==== While structural/geometric inpainting works to repair smooth images, textural inpainting works best with images that are heavily textured. Texture has a repetitive pattern which means that a missing portion cannot be restored by continuing the level lines into the gap; level lines provide a complete, stable representation of an image. To repair texture in an image, one can combine frequency and spatial domain information to fill in a selected area with a desired texture. This method, while the most simple and very effective, works well when selecting a texture to be in-painted. For a texture that covers a wider area or a larger frame one would have to go through the image segmenting the areas to be in-painted and selecting the corresponding textures from throughout the image; there are programs that can help find the corresponding areas that work in a similar way as 'find and replace' works in a word processor. ==== Combined structural and textural ==== Combined structural and textural inpainting approaches simultaneously try to perform texture- and structure-filling in regions of missing image information. Most parts of an image consist of texture and structure and the boundaries between image regions contain a large amount of structural information. This is the result when blending differ

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  • Run-time algorithm specialization

    Run-time algorithm specialization

    In computer science, run-time algorithm specialization is a methodology for creating efficient algorithms for costly computation tasks of certain kinds. The methodology originates in the field of automated theorem proving and, more specifically, in the Vampire theorem prover project. The idea is inspired by the use of partial evaluation in optimising program translation. Many core operations in theorem provers exhibit the following pattern. Suppose that we need to execute some algorithm a l g ( A , B ) {\displaystyle {\mathit {alg}}(A,B)} in a situation where a value of A {\displaystyle A} is fixed for potentially many different values of B {\displaystyle B} . In order to do this efficiently, we can try to find a specialization of a l g {\displaystyle {\mathit {alg}}} for every fixed A {\displaystyle A} , i.e., such an algorithm a l g A {\displaystyle {\mathit {alg}}_{A}} , that executing a l g A ( B ) {\displaystyle {\mathit {alg}}_{A}(B)} is equivalent to executing a l g ( A , B ) {\displaystyle {\mathit {alg}}(A,B)} . The specialized algorithm may be more efficient than the generic one, since it can exploit some particular properties of the fixed value A {\displaystyle A} . Typically, a l g A ( B ) {\displaystyle {\mathit {alg}}_{A}(B)} can avoid some operations that a l g ( A , B ) {\displaystyle {\mathit {alg}}(A,B)} would have to perform, if they are known to be redundant for this particular parameter A {\displaystyle A} . In particular, we can often identify some tests that are true or false for A {\displaystyle A} , unroll loops and recursion, etc. == Difference from partial evaluation == The key difference between run-time specialization and partial evaluation is that the values of A {\displaystyle A} on which a l g {\displaystyle {\mathit {alg}}} is specialised are not known statically, so the specialization takes place at run-time. There is also an important technical difference. Partial evaluation is applied to algorithms explicitly represented as codes in some programming language. At run-time, we do not need any concrete representation of a l g {\displaystyle {\mathit {alg}}} . We only have to imagine a l g {\displaystyle {\mathit {alg}}} when we program the specialization procedure. All we need is a concrete representation of the specialized version a l g A {\displaystyle {\mathit {alg}}_{A}} . This also means that we cannot use any universal methods for specializing algorithms, which is usually the case with partial evaluation. Instead, we have to program a specialization procedure for every particular algorithm a l g {\displaystyle {\mathit {alg}}} . An important advantage of doing so is that we can use some powerful ad hoc tricks exploiting peculiarities of a l g {\displaystyle {\mathit {alg}}} and the representation of A {\displaystyle A} and B {\displaystyle B} , which are beyond the reach of any universal specialization methods. == Specialization with compilation == The specialized algorithm has to be represented in a form that can be interpreted. In many situations, usually when a l g A ( B ) {\displaystyle {\mathit {alg}}_{A}(B)} is to be computed on many values of B {\displaystyle B} in a row, a l g A {\displaystyle {\mathit {alg}}_{A}} can be written as machine code instructions for a special abstract machine, and it is typically said that A {\displaystyle A} is compiled. The code itself can then be additionally optimized by answer-preserving transformations that rely only on the semantics of instructions of the abstract machine. The instructions of the abstract machine can usually be represented as records. One field of such a record, an instruction identifier (or instruction tag), would identify the instruction type, e.g. an integer field may be used, with particular integer values corresponding to particular instructions. Other fields may be used for storing additional parameters of the instruction, e.g. a pointer field may point to another instruction representing a label, if the semantics of the instruction require a jump. All instructions of the code can be stored in a traversable data structure such as an array, linked list, or tree. Interpretation (or execution) proceeds by fetching instructions in some order, identifying their type, and executing the actions associated with said type. In many programming languages, such as C and C++, a simple switch statement may be used to associate actions with different instruction identifiers. Modern compilers usually compile a switch statement with constant (e.g. integer) labels from a narrow range by storing the address of the statement corresponding to a value i {\displaystyle i} in the i {\displaystyle i} -th cell of a special array, as a means of efficient optimisation. This can be exploited by taking values for instruction identifiers from a small interval of values. == Data-and-algorithm specialization == There are situations when many instances of A {\displaystyle A} are intended for long-term storage and the calls of a l g ( A , B ) {\displaystyle {\mathit {alg}}(A,B)} occur with different B {\displaystyle B} in an unpredictable order. For example, we may have to check a l g ( A 1 , B 1 ) {\displaystyle {\mathit {alg}}(A_{1},B_{1})} first, then a l g ( A 2 , B 2 ) {\displaystyle {\mathit {alg}}(A_{2},B_{2})} , then a l g ( A 1 , B 3 ) {\displaystyle {\mathit {alg}}(A_{1},B_{3})} , and so on. In such circumstances, full-scale specialization with compilation may not be suitable due to excessive memory usage. However, we can sometimes find a compact specialized representation A ′ {\displaystyle A^{\prime }} for every A {\displaystyle A} , that can be stored with, or instead of, A {\displaystyle A} . We also define a variant a l g ′ {\displaystyle {\mathit {alg}}^{\prime }} that works on this representation and any call to a l g ( A , B ) {\displaystyle {\mathit {alg}}(A,B)} is replaced by a l g ′ ( A ′ , B ) {\displaystyle {\mathit {alg}}^{\prime }(A^{\prime },B)} , intended to do the same job faster.

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  • Bibliographic database

    Bibliographic database

    A bibliographic database is a database of bibliographic records. This is an organised online collection of references to published written works like journal and newspaper articles, conference proceedings, reports, government and legal publications, patents and books. In contrast to library catalogue entries, a majority of the records in bibliographic databases describe articles and conference papers rather than complete monographs, and they generally contain very rich subject descriptions in the form of keywords, subject classification terms, or abstracts. A bibliographic database may cover a wide range of topics or one academic field like computer science. A significant number of bibliographic databases are marketed under a trade name by licensing agreement from vendors, or directly from their makers: the indexing and abstracting services. Many bibliographic databases have evolved into digital libraries, providing the full text of the organised contents:for instance CORE also organises and mirrors scholarly articles and OurResearch develops a search engine for open access content in Unpaywall. Others merge with non-bibliographic and scholarly databases to create more complete disciplinary search engine systems, such as Chemical Abstracts or Entrez. == History == Prior to the mid-20th century, individuals searching for published literature had to rely on printed bibliographic indexes, generated manually from index cards. During the early 1960s computers were used to digitize text for the first time; the purpose was to reduce the cost and time required to publish two American abstracting journals, the Index Medicus of the National Library of Medicine and the Scientific and Technical Aerospace Reports of the National Aeronautics and Space Administration (NASA). By the late 1960s, such bodies of digitized alphanumeric information, known as bibliographic and numeric databases, constituted a new type of information resource. Online interactive retrieval became commercially viable in the early 1970s over private telecommunications networks. The first services offered a few databases of indexes and abstracts of scholarly literature. These databases contained bibliographic descriptions of journal articles that were searchable by keywords in author and title, and sometimes by journal name or subject heading. The user interfaces were crude, the access was expensive, and searching was done by librarians on behalf of "end users".

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  • Mobile content management system

    Mobile content management system

    A mobile content management system (MCMs) is a type of content management system (CMS) capable of storing and delivering content and services to mobile devices, such as mobile phones, smart phones, and PDAs. Mobile content management systems may be discrete systems, or may exist as features, modules or add-ons of larger content management systems capable of multi-channel content delivery. Mobile content delivery has unique, specific constraints including widely variable device capacities, small screen size, limitations on wireless bandwidth, sometimes small storage capacity, and (for some devices) comparatively weak device processors. Demand for mobile content management increased as mobile devices became increasingly ubiquitous and sophisticated. MCMS technology initially focused on the business to consumer (B2C) mobile market place with ringtones, games, text-messaging, news, and other related content. Since, mobile content management systems have also taken root in business-to-business (B2B) and business-to-employee (B2E) situations, allowing companies to provide more timely information and functionality to business partners and mobile workforces in an increasingly efficient manner. A 2008 estimate put global revenue for mobile content management at US$8 billion. == Key features == === Multi-channel content delivery === Multi-channel content delivery capabilities allow users not to manage a central content repository while simultaneously delivering that content to mobile devices such as mobile phones, smartphones, tablets and other mobile devices. Content can be stored in a raw format (such as Microsoft Word, Excel, PowerPoint, PDF, Text, HTML etc.) to which device-specific presentation styles can be applied. === Content access control === Access control includes authorization, authentication, access approval to each content. In many cases the access control also includes download control, wipe-out for specific user, time specific access. For the authentication, MCM shall have basic authentication which has user ID and password. For higher security many MCM supports IP authentication and mobile device authentication. === Specialized templating system === While traditional web content management systems handle templates for only a handful of web browsers, mobile CMS templates must be adapted to the very wide range of target devices with different capacities and limitations. There are two approaches to adapting templates: multi-client and multi-site. The multi-client approach makes it possible to see all versions of a site at the same domain (e.g. sitename.com), and templates are presented based on the device client used for viewing. The multi-site approach displays the mobile site on a targeted sub-domain (e.g. mobile.sitename.com). === Location-based content delivery === Location-based content delivery provides targeted content, such as information, advertisements, maps, directions, and news, to mobile devices based on current physical location. Currently, GPS (global positioning system) navigation systems offer the most popular location-based services. Navigation systems are specialized systems, but incorporating mobile phone functionality makes greater exploitation of location-aware content delivery possible.

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  • Nanosemantics

    Nanosemantics

    Nanosemantics Lab is a Russian IT company specializing in natural language processing (NLP), computer vision (CV), speech technologies (ASR/TTS) and creation of interactive dialog interfaces, particularly chatbots and virtual assistants, based on artificial intelligence (AI). The company uses neural network platforms, including its own-made platform PuzzleLib which works on Russian-made microprocessor architecture Elbrus and Russia-based Astra Linux operating system. The company was founded in 2005 by Igor Ashmanov and Natalya Kaspersky. == Profile == The company was one of the first on Russian market to develop dialog interfaces for different branches of businesses, as well as to support community of AI developers. The company's most demanded product, as for beginning of the 2020s, is the automated "online advisers", functioning as chat bots, made for helping customers with usage of commercial products. In 2009 the company released an online service called iii.ru, where visitors were able to create their own AI-based virtual personalities entitles "infs" (for free). A visitor was able to train its own "inf" and let them chat to other "live" visitors as well with other "infs". More than 2.3 million of "infs" were created and trained by visitors over several years. Nanosemantics Lab maintains its own linguistic programming language for AI development called Dialog Language (DL). Popular social networks and instant messaging services may be used as base platforms. Nanosemantics' AI bots support different types of businesses: banks and financial services, telecommunications, retail, travel and automobile industry, home appliances production, etc. Among its solutions, Nanosemantics lists projects for various companies and institutions, among them VTB, Beeline, MTS, Sberbank, Higher School of Economics, Webmoney, Gazpromneft, Rostelecom, Ford Motors, Ministry of Health of the Russian Federation and others. The company uses the term "inf" for naming its numerous types of chat bots. The term was coined by co-founder Igor Ashmanov, head of Ashmanov & Partners. A 2014 scholarly research at Higher School of Economics, called "Basics of Business Informatics", states that such "infs", when used at business, may lower load on employees, collect statistics useful for understanding market demand and also may increase customer loyalty by providing fast and informative answers due to usage of large databases. The same research describes Nanosemantics' project for Russian branch of Ford Motors company, when AI capabilities were used for promoting the car model Ford Kuga. The research pointed out that within 2 months since beginning, the promo-website conducted 47774 talks of visitors with the specialized "inf", which indicated several hundred thousand of questions and the longest chat lasted for 3 hours 10 minutes. One-year promo campaign showed that 28.6% of people who made pre-orders talked to an "inf". In 2016 Nanosemantics launched a SaaS platform aimed at creating customized virtual assistants by users. The company's flagship product is considered to be Dialog Operating System (DialogOS), a professional corporate platform for creating intellectual voice and textual bots. It has its own linguistic programming language for creation of flexible scenarios and ready-studied neural natural language processing modules that are able to understand human interlocutors. In 2021 the company presented technology called NLab Speech ASR which contains a set of neural-networking algorithms for processing audio signals and analysis of texts that were trained and calibrated using speech-based big data marked up manually. The technology allows speed of processing of data up to "6 real-time factor" and precision values in noisy audio data may exceed 82%. In March 2022 the technology was included in Russia's Joint Registry for Russian Programs for Computers and Databases. As well, another technology was included: NLab Speech TTS, which is text-to-speech system that produces synthesized speech from printed text. == Joint projects == Nanosemantics participates in Ashmanov & Partners' projects related to AI. Since 2014, it helps in development of hardware "personal assistant" called Lexy, a solution similar to Amazon Alexa and the analogues. In August 2019 it was announced that Nanosemantics is going to participate in creation of open operating system for creating automated voice assistants. The project was called SOVA (Smart Open Virtual Assistant) and received investment of 300 million roubles (~$4,6 million) from Russian state-maintained National Technological Initiative. The company maintains long-term partnerships with Skolkovo Innovation Center (resident of IT cluster), branch association "Neuronet" and Yandex. Together with USA-based startup Remedy Logic, Nanosemantics has developed a medical diagnostic system for finding, using AI, spinal pathologies in tomography images of human bodies. Among them: central, foraminal and lateral lumbar stenosis, hernias, arthrosis. The system offers options of treatment. Since August 2021 the company is the resident of Technology Valley of Moscow State University. Also in 2021, Nanosemantics became a member of Committee on Artificial Intelligence within the Russian Association of Software Developers "Native Soft". The company states as one of its missions support of initiatives aimed at preservation and development of the Russian language. In May 2021, together with Pushkin Institute, the company created a chat bot called Phil, that explains to Russian people meaning of different Russian neologisms, and offers synonyms for them. Bot's vocabulary contains more than 500 neologisms, as well the bot can give advice on jargonisms and other types of specific words. Also in 2021, Nanosemanics Lab has signed the first-ever Russian "Codex of ethics of artificial intelligence". It establishes guidelines for ethical behavior of businesses that implement AI-based solutions. === IT contests === The company regularly organizes All-Russian Turing Test competitions for IT developers. Some of these events are co-organized with Microsoft. During the competitions, judges randomly choose virtual interlocutor and have a short conversation with them. They have to determine if a human or a machine is talking to them. An interlocutor may be either a bot or its human creator or operator. The results are measured in per cent of judges that were successfully convinced by a machine that it was a human. In 2021 Nanosemantics took part in federal project "Artificial Intelligence" by National Technological Initiative. In December 2021 the company together with state enterprise "Resource Center of Universal Design and Rehabilitation Technologies" (RCUD-RT) held an all-Russian hackathon aimed at development of AI solutions for medicine. During 3 days, participants created several training programs for patients with speech disorders. In April 2022, another hackathon by Nanosemantics was held together with MIREA – Russian Technological University. Students were participating and trying to generate algorithms for voice deepfakes. 17 teams contested in creation of software that generated artificial voice of a certain person. == Recognition == Since its foundation, Nanosemantics Lab has received a number of recognitions and awards. Among them are several professional ROTOR awards for the website iii.ru (created in 2009). The website gives the general public the means to create and train virtual assistants, which can then be used on a website or integrated into social networks. In 2013, a virtual assistant called Dana, created for Beeline Kazakhstan, was awarded with professional prize "Crystal Headset" in nomination "the best applying of technology". In 2015, the RBTH international media service included Nanosemantics in its list of "Top 50 Startups" in Russia. In 2016, the company received Russian state-maintained award called Runet Prize in two nominations: "State and Society" and "Technology and Innovation". In 2021, in Velikiy Novgorod, Nanosemantics team has won a hackathon aimed at finding means of discovering corruption schemes in Russian laws. In February 2022 the company won another contest by National Technological Initiative, called "Prochtenie", aimed at creation of AI systems for checking schoolchildren's school essays. The Nanosemantics team was awarded 20 million rubles for "overcoming technological barrier" in contest dedicated to English language, and 12 million for 1st place in special nomination "Structure" in Russian-language essay contest.

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  • The Citation Project

    The Citation Project

    The Citation Project is a series of studies that measure and analyze first-year college writing students' source use and their ability to understand and implement sources within their own writing. The Citation Project reveals students' source-use habits and the issues that can be seen based on their lack of proper citation skills, such as the prevalence of plagiarism, institution policies, and the results of current writing pedagogy. The Citation Project's central findings were first presented at the Conference on College Composition and Communication in 2012. Although The Citation Project originally referred to this single 2012 study, the feedback received led to the conception of the Project as a broader initiative and as a place to gather and publish studies and data relating to student writing habits for the usage of other researches. == Method == The Citation Project's data comes from the work of 20 researchers analyzing 174 first-year composition students' research papers. The student papers studied originated from 16 institutions across the United States of America, including community colleges, public and private universities, denominational colleges, and Ivy Leagues. Researchers used bibliographic coding to aggregate data regarding the type, length, reading level, and usage of students' sources. == Findings == === Student source assessment and use === This study found that students were capable of identifying, locating, and accessing librarian-approved academic sources, most commonly accessing them with the internet. Despite students demonstrating their ability to find appropriate sources, they tend to exclusively cite the first few pages of their sources. Students' use and analysis of their citations are often limited, frequently resorting to patchwriting, directly restating their source's points, and omitting their own interpretations of their reference's ideas. The Citation Project also highlights students' struggle to accurately determine, address, and value their sources' bias, authority, and credibility. According to the Project's researchers' analysis, these habits demonstrate that first-year college writing students minimally engage with their sources and the academic conversations between them. One researcher from the Citation Project, Rebecca Moore Howard, believes these findings do not point towards students being lazy, but is rather a result of a writing pedagogy that prioritizes efficient, product-focused writing. Another interpretation offered by Sandra Jamieson, another researcher from the Citation Project explains their findings as a result of a lack of adherence to Information Learning (IL) Standards. === Pedagogy === A significant focus of The Citation Project is the development of pedagogical practices intended to equip students with writing and research techniques that will set them up for future success. Writers associated with The Citation Project, such as Tricia Serviss, believe that the practices of teachers surrounding academic integrity and writing practices are what form the foundation of how students think about writing and how to engage with assignments throughout their academic career. They also stress the importance of teaching students to effectively engage with sources rather than simply how to correctly cite them. The Citation Project asserts that endowing students with the ability to read, understand, and synthesize a variety of sources in their writing is a skill that will benefit them throughout their academic careers, and that the surface level typographical focus that many writing programs utilize is inadequate. == Plagiarism == One of the areas that The Citation Project also looks at is how students commit plagiarism throughout their writing. Plagiarism tends to be a checkpoint that gives instructors a sense where students' citation skills stand. Findings from The Citation Project reveal that the most common type of plagiarism is patchwriting which is the act of using the same sentence with only changing a couple of words. These types of issues can be seen as a learning curve due to lack of proper training. Student's that commit plagiarism are often unaware. === Policies === Another issue found is that academic plagiarism policies may not benefit a student's growth but may instead obstruct it. Policies against plagiarism tend to be harsh on the student that committed of offense. Even though student plagiarism is often unintentional academic institutions see this behavior as intentional. Student may then face harsh consequences as a result from their lack of citation knowledge. Additionally, higher level institutions assume that new students already have the skill set to avoid plagiarism which may be an unrealistic expectation. == Legacy == === Inspired studies === ==== Parrott and Napier ==== In one study, "Critical Reading and Student Self-Selected Texts: Results of a Collaborative, Explicit Curricular Approach," Jill Parrot and Trenia Napier quoted the Citation Project's findings as evidence that current collegiate writing curriculums are an ineffective means of teaching students how to properly write academic research papers. The researchers accredited current writing pedagogy's lack of emphasis on teaching critical reading skills. Parrott and Napier tested their thesis by seeing if students would produce more academic writing if they partook in a writing course that taught critical reading. Their results mostly went against this hypothesis, finding students who received additional critical reading training only significantly improved in how they integrated their sources. ==== Kocatepe ==== In May Mehtap Kocatep's study, "Reconceptualising the notion of finding information: How undergraduate students construct information as they read-to-write in an academic writing class," Kocatep expresses that she believes current conversations around writing pedagogy, including the Citation Project, operate with the underlying misconception that information is an easily discoverable static entity and its retrieval is an objective, unbiased decision. Kocatepe instead offers the analysis of what students view as valuable information and if it is worth using is influenced by the socially constructed meanings available to writers at the moment. To further examine students' source engagement, Kocatepe did a study on how female university students from the United Arab Emirates find, retrieve, use, and value sources. Kocatepe's results mainly noted students' almost exclusive reliance on using Google to find sources, as well as how students' navigated mainly English-speaking academic conversations as non-native English speakers. ==== Dahlen, Nordstrom-Sanchez, and Graff ==== Dahlen, Nordstrom-Sanchez, and Graff built their study off The Citation Project research in order to explore the attitudes and practices of students in an undergraduate writing course. As the researchers acknowledge, data collected by the Citation Project was the subject of the bulk of their analysis. This study sought to examine undergraduate writing practices tied to source-usage and elucidate any relevant trends. Dahlen, Nordstrom-Sanchez and Graff found that undergraduate writing students were not engaging with outside sources properly. Key issues discussed include lack of engagement with broad source ideas (in favor of picking out quotes), lack of paraphrasing, and inability to link information between multiple sources. ==== Davis ==== Phillip M. Davis based much of the analysis in his study on data gathered by the Citation Project. This study aimed to examine the particular effects web-based research and study had on undergraduate's papers and the replicability of their bibliographies. Davis sought to see how the shift from physical in-person library based research to online, often at-home research changed the function and usability of the bibliography as a form of documenting source usage in a given work. The primary method of analysis involved examining students' bibliographies to see where they were finding information online and how these sources were accessed. A main issue Davis found was "persistency" of URLs used for online citations. He found that only 18% of URL-based citations continued to function (the others either no longer pointing to the correct document or ceasing to exist altogether) within 3 years of their usage by students, and more than half of claimed online citations could not be found in any form. He suggests that this result brings up questions about how web-based citations should be dealt with in a university context.

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  • Virtual facility

    Virtual facility

    A Virtual Facility (VF) is a highly realistic digital representation of a data center, used to model all relevant aspects of a physical data center with a high degree of precision. The term "virtual" in Virtual Facility refers to its use of virtual reality, rather than the abstraction of computer resources as seen in platform virtualization. The VF mirrors the characteristics of a physical facility over time and allows for detailed analysis and modeling. == VF Model features == A standard VF model includes: Three-dimensional physical facility layout Network connectivity of facility equipment Full inventory of facility equipment, including electronics and electrical systems such as power distribution units (PDUs) and uninterruptible power supplies (UPSs) Full air conditioning system (ACUs) and controls within the room The term Virtual Facility was introduced to address the emerging environmental problems facing modern Mission Critical Facilities (MCFs). This concept combines virtual reality (VR), computer simulation, and expert systems applied to the domain of facilities. The VF type of computer simulation allows for detailed analysis and prototyping of airflow in the data center using computational fluid dynamics (CFD) techniques. This enables the visualization and numerical analysis of airflow and temperatures within the facility, helping to predict real-world outcomes. == VF applications == The VF model can be used to assist with the following: Greenfield design Asset management Troubleshooting existing data centers Making existing data centers more resilient Making existing data centers more energy efficient Cost prediction Staff training Capacity planning Load growth management Many organizations use VF models to virtually assess scenarios before committing resources to physical changes. This allows for better decision-making regarding the addition or modification of equipment, helping to avoid logistical or thermal problems.

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