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  • Evolutionary robotics

    Evolutionary robotics

    Evolutionary robotics is an embodied approach to Artificial Intelligence (AI) in which robots are automatically designed using Darwinian principles of natural selection. The design of a robot, or a subsystem of a robot such as a neural controller, is optimized against a behavioral goal (e.g. run as fast as possible). Usually, designs are evaluated in simulations as fabricating thousands or millions of designs and testing them in the real world is prohibitively expensive in terms of time, money, and safety. An evolutionary robotics experiment starts with a population of randomly generated robot designs. The worst performing designs are discarded and replaced with mutations and/or combinations of the better designs. This evolutionary algorithm continues until a prespecified amount of time elapses or some target performance metric is surpassed. Evolutionary robotics methods are particularly useful for engineering machines that must operate in environments in which humans have limited intuition (nanoscale, space, etc.). Evolved simulated robots can also be used as scientific tools to generate new hypotheses in biology and cognitive science, and to test old hypothesis that require experiments that have proven difficult or impossible to carry out in reality. == History == In the early 1990s, two separate European groups demonstrated different approaches to the evolution of robot control systems. Dario Floreano and Francesco Mondada at EPFL evolved controllers for the Khepera robot. Adrian Thompson, Nick Jakobi, Dave Cliff, Inman Harvey, and Phil Husbands evolved controllers for a Gantry robot at the University of Sussex. However the body of these robots was presupposed before evolution. The first simulations of evolved robots were reported by Karl Sims and Jeffrey Ventrella of the MIT Media Lab, also in the early 1990s. However these so-called virtual creatures never left their simulated worlds. The first evolved robots to be built in reality were 3D-printed by Hod Lipson and Jordan Pollack at Brandeis University at the turn of the 21st century.

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  • Historical Thesaurus of English

    Historical Thesaurus of English

    The Historical Thesaurus of English (HTE) is the largest thesaurus in the world. It is called a historical thesaurus as it arranges the whole vocabulary of English, from the earliest written records in Old English to the present, according to the first documented occurrence of a word in the entire history of the English language. The HTE was conceived and begun in 1965 by the English Language & Linguistics department of the University of Glasgow, who have ever since continued to compile the thesaurus. From the 1980s onwards the project was moved from paper-based records to a computer database. Today, the HTE is available to the public online, but a print version, the Historical Thesaurus of the Oxford English Dictionary (HTOED), was published in 2009. == Main project: The Historical Thesaurus of English (HTE) == The Historical Thesaurus of English (HTE) is a complete database of all the words in the Oxford English Dictionary and other dictionaries (including Old English), arranged by semantic field and date. In this way, the HTE arranges the whole vocabulary of English, from the earliest written records in Old English to the present, alongside dates of use. It is the first historical thesaurus to be compiled for any of the world's languages and contains 800,000 meanings for 600,000 words, within 230,000 categories. As the HTE website states, "in addition to providing hitherto unavailable information for linguistic and textual scholars, the Historical Thesaurus online is a rich resource for students of social and cultural history, showing how concepts developed through the words that refer to them." === Structure === The work is divided into three main sections: the External World, the Mind, and Society. These are broken down into successively narrower domains. The text eventually discriminates more than 236,000 categories. The second order categories are: === History === The ambitious project was announced at a 1965 meeting of the Philological Society by its originator, Michael Samuels. Work on the HTE started in the same year. In 2017, the University of Glasgow was awarded the Queen's Anniversary Prize for Higher Education for the HTE. A second edition of the online HTE is currently in progress and is expected to be launched in late 2020. Work is released on the freely-available HTE website when available. == Print edition: Historical Thesaurus of the Oxford English Dictionary (HTOED) == On 22 October 2009, after 44 years of work, version 1.0 of the HTE was published by Oxford University Press in a two-volume slipcased set as the Historical Thesaurus of the Oxford English Dictionary (HTOED). The two hardcover volumes together total nearly 4,500 pages.

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  • Hyper basis function network

    Hyper basis function network

    In machine learning, a Hyper basis function network, or HyperBF network, is a generalization of radial basis function (RBF) networks concept, where the Mahalanobis-like distance is used instead of the Euclidean distance measure. Hyper basis function networks were first introduced by Poggio and Girosi in the 1990 paper “Networks for Approximation and Learning”. == Network Architecture == The typical HyperBF network structure consists of a real input vector x ∈ R n {\displaystyle x\in \mathbb {R} ^{n}} , a hidden layer of activation functions and a linear output layer. The output of the network is a scalar function of the input vector, ϕ : R n → R {\displaystyle \phi :\mathbb {R} ^{n}\to \mathbb {R} } , is given by where N {\displaystyle N} is a number of neurons in the hidden layer, μ j {\displaystyle \mu _{j}} and a j {\displaystyle a_{j}} are the center and weight of neuron j {\displaystyle j} . The activation function ρ j ( | | x − μ j | | ) {\displaystyle \rho _{j}(||x-\mu _{j}||)} at the HyperBF network takes the following form where R j {\displaystyle R_{j}} is a positive definite d × d {\displaystyle d\times d} matrix. Depending on the application, the following types of matrices R j {\displaystyle R_{j}} are usually considered R j = 1 2 σ 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma ^{2}}}\mathbb {I} _{d\times d}} , where σ > 0 {\displaystyle \sigma >0} . This case corresponds to the regular RBF network. R j = 1 2 σ j 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma _{j}^{2}}}\mathbb {I} _{d\times d}} , where σ j > 0 {\displaystyle \sigma _{j}>0} . In this case, the basis functions are radially symmetric, but are scaled with different width. R j = d i a g ( 1 2 σ j 1 2 , . . . , 1 2 σ j z 2 ) I d × d {\displaystyle R_{j}=diag\left({\frac {1}{2\sigma _{j1}^{2}}},...,{\frac {1}{2\sigma _{jz}^{2}}}\right)\mathbb {I} _{d\times d}} , where σ j i > 0 {\displaystyle \sigma _{ji}>0} . Every neuron has an elliptic shape with a varying size. Positive definite matrix, but not diagonal. == Training == Training HyperBF networks involves estimation of weights a j {\displaystyle a_{j}} , shape and centers of neurons R j {\displaystyle R_{j}} and μ j {\displaystyle \mu _{j}} . Poggio and Girosi (1990) describe the training method with moving centers and adaptable neuron shapes. The outline of the method is provided below. Consider the quadratic loss of the network H [ ϕ ∗ ] = ∑ i = 1 N ( y i − ϕ ∗ ( x i ) ) 2 {\displaystyle H[\phi ^{}]=\sum _{i=1}^{N}(y_{i}-\phi ^{}(x_{i}))^{2}} . The following conditions must be satisfied at the optimum: where R j = W T W {\displaystyle R_{j}=W^{T}W} . Then in the gradient descent method the values of a j , μ j , W {\displaystyle a_{j},\mu _{j},W} that minimize H [ ϕ ∗ ] {\displaystyle H[\phi ^{}]} can be found as a stable fixed point of the following dynamic system: where ω {\displaystyle \omega } determines the rate of convergence. Overall, training HyperBF networks can be computationally challenging. Moreover, the high degree of freedom of HyperBF leads to overfitting and poor generalization. However, HyperBF networks have an important advantage that a small number of neurons is enough for learning complex functions.

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  • Seeing AI

    Seeing AI

    Seeing AI is an artificial intelligence application developed by Microsoft for iOS. Seeing AI uses the device camera to identify people and objects, and then the app audibly describes those objects for visually impaired people. == Capabilities == Seeing AI is primarily used to describe short text, documents, products, people, currency scenery, colors, handwriting and light. The app can scan a barcode to describe a product and uses sounds to assist the user in focusing on the barcode. When the app describes people, it attempts to estimate the person's age, gender, and emotional status. Additionally, in a test run by German journalists in December 2019, Seeing AI apparently used some sort of facial recognition system to identify people on photographs by name. Some functions are performed on the device, however more complex functions such as describing a scene or recognizing handwriting require an Internet connection. In December 2017, Seeing AI introduced the ability for currency recognition for US and Canadian dollar, British pounds and Euros. In December 2019, Seeing AI added support for five more languages, Dutch, French, German, Japanese, Spanish. Seeing AI is available in 70 countries such as Brazil, Argentina, Australia, Canada, Egypt, Albania, Bhutan, etc. Supported on iPhone 5C, 5S and later best performance with iPhone 6S, SE and later models

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  • Artificial intimacy

    Artificial intimacy

    Artificial intimacy is a form of human-AI interaction in which an individual will form social connections, emotional bonds, or intimate relationships with various forms of artificial intelligence, including chatbots, virtual assistants, and other artificial entities. Artificially intimate relationships include not only romances, but parasocial relationships with virtual AI characters and the use of griefbots trained on a dead or otherwise lost individual. Artificial intimacy can arise because humans are prone to anthropomorphism. Responses from these AI models are often designed to simulate human interaction. Individuals experiencing artificial intimacy may exhibit attachment, love and commitment to certain AI models, akin to the bonds typically shared between humans. == Causes == === Perceived responsiveness === Robin Dunbar famously proposed that due to emergence of larger groups of humans, vocal communication and language in humans evolved to replace grooming as a means of bonding, arguing that language was a more efficient way to maintain and strengthen social bonds across wider social settings and networks. Further research in this field leads many psychologists to agree that social cognition, affiliative bonding and language in humans are deeply connected. The interpersonal model of intimacy considers communication to be key in affiliative bonding, suggesting that intimacy develops and deepens through open communication between partners in relationship. Specifically, when individuals communicate emotions and perceive their partner as responsive and caring, feelings of closeness and connection are enhanced, building intimacy. Social penetration theory also aligns with the idea of communication being central to intimacy, by explaining how interpersonal relationships develop through gradual increases in self-disclosure. When the benefits of emotional bonding outweigh the costs of vulnerability, individuals will partake in self-disclosure, opening up to one another. Thereby, the literature can be used to provide a proximate explanation for the emergence of artificial intimacy to understand how the phenomenon occurs. Artificial entities are able to mimic interpersonal communication between humans, which in turn can simulate sensations of intimacy within human users though a perceived sense of responsiveness. The relationship between human and AI does not come with the cost of vulnerability or social rejection, which may make self-disclosure easier than with other humans. Altogether, these factors may lead to the experience of anthropomorphism and formation of affiliative relationships. Skjuve et al's interview study on Replika chatbot users further aligns with this explanation, finding that users' perception of chatbots as "accepting, understanding and non-judgmental" facilitated relationship development between the AI and users, and the act of self-disclosure possibly strengthened relationships. Another study on Replika users' reviews and survey results found users perceived chatbots as emotional supportive companions. This evidence further suggests that the perception of artificial entities as capable of empathy and responsiveness in communication facilitate the development of intimate relationships between users and AI. === Loneliness and coping with negative emotions === Research has suggested that humans evolved social bonds as a result of evolutionary pressures that favored cooperation, information exchange and transmission, and group living. Many studies stress the presence of social bonds to be important for human living: research by Baumeister and Leary suggests that humans have a basic psychological need to form and maintain "strong, stable interpersonal relationships", and that a lack of social bonds or sense of belonging leads to negative psychological and physical outcomes. Eisenberger et al's study on the neuroimaging of brain activity suggests that human brains process social rejection and exclusion similarly to physical pain. Furthermore, Song et al's study found that lonely individuals tend to seek more connections in mediated environments, such as online platforms like Facebook. This was suggested to be as a means to reduce their offline loneliness from a lack of in-person interaction, while also fulfilling a need to communicate. Leading on from this, an ultimate explanation for why humans seek the perceived sense of connection from artificial intimacy is to fulfil an evolutionary need for bonding and belonging. Xie et al's study found loneliness to be a driving factor in chatbot interaction. Herbener and Damholdt's study on Danish high school students found that students who sought emotional support or engaged in reciprocal conversations with chatbots were significantly more lonely than their peers, perceived themselves as having less social support, and used the chatbots to cope with negative emotions. The aforementioned notion that chatbots were perceived to have a positive effect on users' negative emotions is also further supported by other studies. Skjuve et al's study found that chatbot relationships may have a positive effect on users' wellbeing. De Freitas et al ran several studies on the effect of chatbots on loneliness, consistently finding evidence suggesting that interaction with chatbots reduces loneliness in users: It was found that existing chatbot users used AI to alleviate loneliness, having an AI companion consistently reduced loneliness over the course of a week, and reductions in loneliness could be explained by chatbot performance—and specifically whether it was able to make users feel heard. Overall the evidence suggests an innate need for bonding evokes feelings of loneliness in users, who turn to artificial intimacy as a low-cost method alleviate these emotions. While many users report positive experiences, some researchers caution that pursuing artificial intimacy may lead to reduced social motivation, social substitution effects, withdrawal from real-life relationships and difficulty discerning reality from fantasy, which may increase longer-term loneliness and isolation. The long-term psychological and societal impacts remain under active investigation.

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  • Cerebellar model articulation controller

    Cerebellar model articulation controller

    The cerebellar model arithmetic computer (CMAC) is a type of neural network based on a model of the mammalian cerebellum. It is also known as the cerebellar model articulation controller. It is a type of associative memory. The CMAC was first proposed as a function modeler for robotic controllers by James Albus in 1975 (hence the name), but has been extensively used in reinforcement learning and also as for automated classification in the machine learning community. The CMAC is an extension of the perceptron model. It computes a function for n {\displaystyle n} input dimensions. The input space is divided up into hyper-rectangles, each of which is associated with a memory cell. The contents of the memory cells are the weights, which are adjusted during training. Usually, more than one quantisation of input space is used, so that any point in input space is associated with a number of hyper-rectangles, and therefore with a number of memory cells. The output of a CMAC is the algebraic sum of the weights in all the memory cells activated by the input point. A change of value of the input point results in a change in the set of activated hyper-rectangles, and therefore a change in the set of memory cells participating in the CMAC output. The CMAC output is therefore stored in a distributed fashion, such that the output corresponding to any point in input space is derived from the value stored in a number of memory cells (hence the name associative memory). This provides generalisation. == Building blocks == In the adjacent image, there are two inputs to the CMAC, represented as a 2D space. Two quantising functions have been used to divide this space with two overlapping grids (one shown in heavier lines). A single input is shown near the middle, and this has activated two memory cells, corresponding to the shaded area. If another point occurs close to the one shown, it will share some of the same memory cells, providing generalisation. The CMAC is trained by presenting pairs of input points and output values, and adjusting the weights in the activated cells by a proportion of the error observed at the output. This simple training algorithm has a proof of convergence. It is normal to add a kernel function to the hyper-rectangle, so that points falling towards the edge of a hyper-rectangle have a smaller activation than those falling near the centre. One of the major problems cited in practical use of CMAC is the memory size required, which is directly related to the number of cells used. This is usually ameliorated by using a hash function, and only providing memory storage for the actual cells that are activated by inputs. == One-step convergent algorithm == Initially least mean square (LMS) method is employed to update the weights of CMAC. The convergence of using LMS for training CMAC is sensitive to the learning rate and could lead to divergence. In 2004, a recursive least squares (RLS) algorithm was introduced to train CMAC online. It does not need to tune a learning rate. Its convergence has been proved theoretically and can be guaranteed to converge in one step. The computational complexity of this RLS algorithm is O(N3). == Hardware implementation infrastructure == Based on QR decomposition, an algorithm (QRLS) has been further simplified to have an O(N) complexity. Consequently, this reduces memory usage and time cost significantly. A parallel pipeline array structure on implementing this algorithm has been introduced. Overall by utilizing QRLS algorithm, the CMAC neural network convergence can be guaranteed, and the weights of the nodes can be updated using one step of training. Its parallel pipeline array structure offers its great potential to be implemented in hardware for large-scale industry usage. == Continuous CMAC == Since the rectangular shape of CMAC receptive field functions produce discontinuous staircase function approximation, by integrating CMAC with B-splines functions, continuous CMAC offers the capability of obtaining any order of derivatives of the approximate functions. == Deep CMAC == In recent years, numerous studies have confirmed that by stacking several shallow structures into a single deep structure, the overall system could achieve better data representation, and, thus, more effectively deal with nonlinear and high complexity tasks. In 2018, a deep CMAC (DCMAC) framework was proposed and a backpropagation algorithm was derived to estimate the DCMAC parameters. Experimental results of an adaptive noise cancellation task showed that the proposed DCMAC can achieve better noise cancellation performance when compared with that from the conventional single-layer CMAC. == Summary ==

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  • Public First Action

    Public First Action

    Public First Action is a 501(c)(4) nonprofit organization focused on United States public policy related to artificial intelligence. Public First Action is a bipartisan group that advocates for AI transparency, safeguards, and export controls on advanced AI chips. The organization is aligned with the political action committees Jobs and Democracy, Defending Our Values and Public First. == History == Public First Action was formed in 2025 by former Congressmen Brad Carson, a Democrat, and Chris Stewart, a Republican, to advocate for federal, state, and local regulations related to AI. The group's formation followed the founding of a super PAC network, Leading the Future, which advocates for deregulation of the AI industry and faster development of the new technology. Public First Action supports measures that would increase transparency at frontier AI companies and impose export controls on advanced AI chips, in addition to opposing the preemption of state-level AI laws. In February 2026, Public First Action received $20 million from the AI company Anthropic. That same month, the group announced plans to support 30 to 50 Democrats and Republicans in state and federal races, with Public First Action and aligned super PACs launching advertisements in Nebraska, Tennessee, and other states. In one ad, Public First Action touted Senator Marsha Blackburn for her work on child online safety. As of 2026, the group plans to raise between $50 and $75 million for public oversight of AI and related reforms. == Organization == === Leadership and funding === Public First Action is led by Carson and Stewart. The group has raised nearly $50 million in funding with a goal of raising $75 million during the 2026 midterms. Anthropic has contributed $20 million to the group. === Structure === Public First Action is aligned with three political action committees: "Jobs and Democracy", which supports Democratic candidates; "Defending Our Values", which supports Republican candidates; and "Public First", which supports both Republicans and Democrats.

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  • Cellular neural network

    Cellular neural network

    In computer science and machine learning, Cellular Neural Networks (CNN) or Cellular Nonlinear Networks (CNN) are a parallel computing paradigm similar to neural networks, with the difference that communication is allowed between neighbouring units only. Typical applications include image processing, analyzing 3D surfaces, solving partial differential equations, reducing non-visual problems to geometric maps, modelling biological vision and other sensory-motor organs. CNN is not to be confused with convolutional neural networks (also colloquially called CNN). == CNN architecture == Due to their number and variety of architectures, it is difficult to give a precise definition for a CNN processor. From an architecture standpoint, CNN processors are a system of finite, fixed-number, fixed-location, fixed-topology, locally interconnected, multiple-input, single-output, nonlinear processing units. The nonlinear processing units are often referred to as neurons or cells. Mathematically, each cell can be modeled as a dissipative, nonlinear dynamical system where information is encoded via its initial state, inputs and variables used to define its behavior. Dynamics are usually continuous, as in the case of Continuous-Time CNN (CT-CNN) processors, but can be discrete, as in the case of Discrete-Time CNN (DT-CNN) processors. Each cell has one output, by which it communicates its state with both other cells and external devices. Output is typically real-valued, but can be complex or even quaternion, i.e. a Multi-Valued CNN (MV-CNN). Most CNN processors, processing units are identical, but there are applications that require non-identical units, which are called Non-Uniform Processor CNN (NUP-CNN) processors, and consist of different types of cells. === Chua-Yang CNN === In the original Chua-Yang CNN (CY-CNN) processor, the state of the cell was a weighted sum of the inputs and the output was a piecewise linear function. However, like the original perceptron-based neural networks, the functions it could perform were limited: specifically, it was incapable of modeling non-linear functions, such as XOR. More complex functions are realizable via Non-Linear CNN (NL-CNN) processors. Cells are defined in a normed gridded space like two-dimensional Euclidean geometry. However, the cells are not limited to two-dimensional spaces; they can be defined in an arbitrary number of dimensions and can be square, triangle, hexagonal, or any other spatially invariant arrangement. Topologically, cells can be arranged on an infinite plane or on a toroidal space. Cell interconnect is local, meaning that all connections between cells are within a specified radius (with distance measured topologically). Connections can also be time-delayed to allow for processing in the temporal domain. Most CNN architectures have cells with the same relative interconnects, but there are applications that require a spatially variant topology, i.e. Multiple-Neighborhood-Size CNN (MNS-CNN) processors. Also, Multiple-Layer CNN (ML-CNN) processors, where all cells on the same layer are identical, can be used to extend the capability of CNN processors. The definition of a system is a collection of independent, interacting entities forming an integrated whole, whose behavior is distinct and qualitatively greater than its entities. Although connections are local, information exchange can happen globally through diffusion. In this sense, CNN processors are systems because their dynamics are derived from the interaction between the processing units and not within processing units. As a result, they exhibit emergent and collective behavior. Mathematically, the relationship between a cell and its neighbors, located within an area of influence, can be defined by a coupling law, and this is what primarily determines the behavior of the processor. When the coupling laws are modeled by fuzzy logic, it is a fuzzy CNN. When these laws are modeled by computational verb logic, it becomes a computational verb CNN. Both fuzzy and verb CNNs are useful for modelling social networks when the local couplings are achieved by linguistic terms. == History == The idea of CNN processors was introduced by Leon Chua and Lin Yang in 1988. In these articles, Chua and Yang outline the underlying mathematics behind CNN processors. They use this mathematical model to demonstrate, for a specific CNN implementation, that if the inputs are static, the processing units will converge, and can be used to perform useful calculations. They then suggest one of the first applications of CNN processors: image processing and pattern recognition (which is still the largest application to date). Leon Chua is still active in CNN research and publishes many of his articles in the International Journal of Bifurcation and Chaos, of which he is an editor. Both IEEE Transactions on Circuits and Systems and the International Journal of Bifurcation also contain a variety of useful articles on CNN processors authored by other knowledgeable researchers. The former tends to focus on new CNN architectures and the latter more on the dynamical aspects of CNN processors. In 1993, Tamas Roska and Leon Chua introduced the first algorithmically programmable analog CNN processor in the world. The multi-national effort was funded by the Office of Naval Research, the National Science Foundation, and the Hungarian Academy of Sciences, and researched by the Hungarian Academy of Sciences and the University of California. This article proved that CNN processors were producible and provided researchers a physical platform to test their CNN theories. After this article, companies started to invest into larger, more capable processors, based on the same basic architecture as the CNN Universal Processor. Tamas Roska is another key contributor to CNNs. His name is often associated with biologically inspired information processing platforms and algorithms, and he has published numerous key articles and has been involved with companies and research institutions developing CNN technology. === Literature === Two references are considered invaluable since they manage to organize the vast amount of CNN literature into a coherent framework: An overview by Valerio Cimagalli and Marco Balsi. The paper provides a concise intro to definitions, CNN types, dynamics, implementations, and applications. "Cellular Neural Networks and Visual Computing Foundations and Applications", written by Leon Chua and Tamas Roska, which provides examples and exercises. The book covers many different aspects of CNN processors and can serve as a textbook for a Masters or Ph.D. course. Other resources include The proceedings of "The International Workshop on Cellular Neural Networks and Their Applications" provide much CNN literature. The proceedings are available online, via IEEE Xplore, for conferences held in 1990, 1992, 1994, 1996, 1998, 2000, 2002, 2005 and 2006. There was also a workshop held in Santiago de Composetela, Spain. Topics included theory, design, applications, algorithms, physical implementations and programming and training methods. For an understanding of the analog semiconductor based CNN technology, AnaLogic Computers has their product line, in addition to the published articles available on their homepage and their publication list. They also have information on other CNN technologies such as optical computing. Many of the commonly used functions have already been implemented using CNN processors. A good reference point for some of these can be found in image processing libraries for CNN based visual computers such as Analogic’s CNN-based systems. == Related processing architectures == CNN processors could be thought of as a hybrid between artificial neural network (ANN) and Continuous Automata (CA). === Artificial Neural Networks === The processing units of CNN and NN are similar. In both cases, the processor units are multi-input, dynamical systems, and the behavior of the overall systems is driven primarily through the weights of the processing unit’s linear interconnect. However, in CNN processors, connections are made locally, whereas in ANN, connections are global. For example, neurons in one layer are fully connected to another layer in a feed-forward NN and all the neurons are fully interconnected in Hopfield networks. In ANNs, the weights of interconnections contain information on the processing system’s previous state or feedback. But in CNN processors, the weights are used to determine the dynamics of the system. Furthermore, due to the high inter-connectivity of ANNs, they tend not exploit locality in either the data set or the processing and as a result, they usually are highly redundant systems that allow for robust, fault-tolerant behavior without catastrophic errors. A cross between an ANN and a CNN processor is a Ratio Memory CNN (RMCNN). In RMCNN processors, the cell interconnect is local and topologically invariant, but the weights are used to store

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  • Kubity

    Kubity

    Kubity is a cloud-based 3D communication tool that works on desktop computers, the web, smartphones, tablets, augmented reality gear, and virtual reality glasses. Kubity is powered by several proprietary 3D processing engines including "Paragone" and "Etna" that prepare the 3D file for transfer over mobile devices. Kubity has practical applications for architecture, interior design, engineering, product design, film, and video games among others. The majority of its users create 3D models using SketchUp or Autodesk Revit software. Kubity products include the Kubity web app and Kubity Go (a mobile application for iOS and Android). Kubity is compatible across many platforms, devices and operating systems including: iOS, Android, Firefox, Chrome, Windows, MacOS, and Linux. == History == Kubity was created by SPK Technology (ex Kubity S.A.S.), a Paris-based software company specializing in automatic 3D data optimization and visualization. Founded in 2012 by a group of software engineers and an urban projects developer, they united around a simple idea: create a way for anyone, anywhere to simply and intuitively explore 3D models on smartphones and computers. In order to bring architects, engineers and designers together with their clients around a 3D model, it was essential to develop an interactive platform that supported multiple desktop and mobile devices for instantaneous and fluid 3D navigation. With specifications in place, 15 engineers fused together several technologies: 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and virtual reality headset integration. In January 2014, the first public Kubity prototype (1.0 Amethyst) was launched to a small group of beta testers with a plug-in that allowed users to import 3D models from SketchUp to their browser. A global release was announced in April 2014 at the SketchUp Basecamp in Vail, Colorado. In May 2015, Kubity launched a web application that worked using WebGL technology (2.0 Citrine). For the first time, users were able to drag and drop any SketchUp file in a web browser without having to install a plug-in. In December 2015, Kubity launched a mobile application on the App Store for iPhone, iPod, and iPad as well as on Google Play for Android devices (3.0 Druzy). In November 2016, Kubity launched support for Oculus Rift and HTC Vive (4.0 Emerald). Beginning in November 2017, Kubity launched a full suite rollout of mobile applications over six months that included Kubity AR for augmented reality, Kubity VR for virtual reality, and Kubity Mirror for remote presentations and screen mirroring (5.0 Feldspar). In September 2018, a one-click plugin for SketchUp and Revit (Kubity PRO), along with a mobile-first revamp of Kubity Go was launched, allowing PRO-to-Go device pairing for automatic mobile sync (6.0 Gypsum). In early 2019, the Kubity Go application was updated to include fully integrated AR, VR, and screen mirroring functionalities, killing off the dedicated companion apps Kubity AR, Kubity VR and Kubity Mirror in the process (7.0 Heliotrope). In January 2020, support for the Kubity PRO plugin for SketchUp and Revit was migrated to a SketchUp-only web app. == Technology == Kubity is powered by a proprietary 3D crystallization engine known as "Paragone"; a technology developed by SPK Technology. Paragone takes constrained information from a 3D file and runs it through the "BlockWave" algorithm (US Patent 10,482.629), also developed by SPK Technology. BlockWave is a multiphase optimization algorithm that combines 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and mixed reality headset integration to create a crystallized universal format of the original file. One phase of the BlockWave algorithm is based on the quadric-based polygonal surface simplification algorithm, performed using predefined heuristics, and is associated with a plurality of simplified versions of the 3D model, each version being associated with a predefined level of detail adapted to the user specific end device. BlockWave extracts data content, geometry and textures, then sets quadrics for each top of the original 3D model, and identifies pairs of adjacent tops linked by vertices. The algorithm uses a local collapsing operator and a top-plan error metric to obtain a fixed number of faces or a maximum defined error; 3D meshing is simplified by replacing two points with one, then deleting the degrading faces and updating adjacent relations. Once decimation is completed, texture optimization is set using texture target parameters allowing maximized GPU memory to improve computing time. With texture encoding completed, the crystallized universal 3D file can now be easily opened on any user-specific end device and played across most digital devices with real-time rendering. == Features == === 3D Crystallization === A user converts (or crystallizes) a 3D file by exporting it with the Kubity web app. Crystallization adds features like AR/VR and cinematic fly-through tour as well as assigns the model a dedicated QR code. === Automatic Mobile Sync === When a 3D model is exported, it is automatically synced to Kubity Go on the user's mobile device. From there, it can be accessed, explored, and shared with others with or without an internet connection. === Security and Management === User models can be managed all in one place on Kubity Go or in a browser from their account. Models can be renamed, password-protected, shared, and played. === Augmented Reality === Developed using Apple ARKit and Google ARCore technology, Kubity Go's augmented reality feature maps the environment in a room detecting horizontal planes like tables and floors to track and place 3D objects. By blending digital objects and information with the environment, Kubity allows users to interact with 3D models in true augmented reality. Built-in communication features allows users to instantly share 3D models with anyone over text, email, social media, or direct device-to-device with a QR Code. Platform Support AR supports devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017). AR for Android requires Android 7.0 or later and access to the Google Play Store. === Virtual Reality === VR allows users to explore SketchUp models and Revit projects on-the-go right from a mobile device using Oculus Go, Google Cardboard, Samsung Gear VR, or the glasses-free Magic Window feature. Kubity's virtual reality feature is compatible with Oculus Go, Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the mobile virtual reality headset, Samsung Gear VR. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018), and Samsung Galaxy S9/Galaxy S9+. === Screen Mirroring === Screen mirroring allows a user to sync the sender device to a receiver on a webpage, then control from the sender device to give a remote presentation of the 3D model. Devices are easily synced by entering a six-digit number displayed on the receiving computer. == Platform support == On iOS, the Kubity application is compatible with devices running on the version 9.0 or higher. On Android, Kubity is compatible with devices running on the version 4.4 “Kit Kat” or higher. The web version of Kubity applications currently support web browsers compatible with WebGL2 : Mozilla Firefox and Google Chrome. AR is compatible with devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017), and Android devices. Requires Android 7.0 or later and access to the Google Play Store. VR is compatible with Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the Samsung Gear VR and Oculus Go. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018) and Samsung Galaxy S9/Galaxy S9+.

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  • StepFun

    StepFun

    Shanghai Jieyue Xingchen Intelligent Technology Co., Ltd, known as StepFun, is an artificial intelligence (AI) company based in Shanghai, China. It has been dubbed one of China's "AI Tiger" companies by investors. == Background == StepFun was founded in April 2023 by former Microsoft employees. Investors include Tencent, Qiming Venture Partners and Shanghai State-owned Capital Investment. In July 2025 at the World Artificial Intelligence Conference, StepFun announced the "Model-Chip Ecosystem Innovation Alliance" which consisted of Chinese developers of large language models (LLMs) and AI chip manufacturers. This included companies such as Huawei, Biren Technology, Moore Threads and Enflame. Another second alliance named the "Shanghai General Chamber of Commerce AI Committee" was also established that included StepFun, SenseTime, MiniMax, MetaX and Iluvatar CoreX. On 25 February 2026, it was reported that StepFun was seeking an initial public offering on the Hong Kong Stock Exchange. StepFun focuses on multimodal models which are designed to understand multiple types of input data such as text, video and audio. == Products == In July 2024 at the World Artificial Intelligence Conference, StepFun officially launched Step-2, a trillion-parameter LLM, along with the Step-1.5V multimodal model and the Step-1X image generation model. In February 2025, StepFun and Geely jointly announced the open-sourcing of two multimodal large models to global developers. They were Step-Video-T2V and Step-Audio. In July 2025, StepFun released Step 3. The Model-Chip Ecosystem Innovation Alliance aimed to optimize Step 3 for domestic chips. In April 2025, Step-R1-V-Mini was released. It is a multimodal reasoning model designed for visual interpretation and image understanding. In February 2026, Step-3.5-Flash, a mixture-of-experts model with 196 billion parameters and 11 billion active parameters was released under the free and open-source Apache 2.0 license. It supports tool use and a 256k token context window. == Models ==

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  • Project Maven

    Project Maven

    Project Maven (officially Algorithmic Warfare Cross Functional Team) is a United States Department of Defense initiative launched in 2017 to accelerate the adoption of machine learning and data integration across U.S. military intelligence workflows, specifically in intelligence, surveillance, target acquisition, and reconnaissance as well as in geospatial intelligence. It initially focused on applying computer vision for processing images and videos for intelligence purposes. Currently, the program operates under the National Geospatial-Intelligence Agency (NGA) and encompasses multiple applications across the Department of Defense spanning military operation targeting support, data integration and visualization for analysts, and training machine learning models on labeled datasets of military assets and infrastructure. It integrates data from drones, satellites, and other sensors to flag potential targets, present findings to human analysts, and relay their decisions to operational systems. The program originated under Deputy Secretary Robert O. Work after he raised concerns about China's advances in defense applications of artificial intelligence. Project leaders, Colonel Drew Cukor, USMC, and Lt. Gen. Jack Shanahan, framed the program as human-in-the-loop decision support inside the Department of Defense rather than as an autonomous weapons platform. Contractors supporting Maven have included Google, which withdrew in 2018 after internal protests, and follow-on integrators such as Palantir, Anduril, Amazon Web Services, and Anthropic (withdrew in 2026). The Pentagon credits Maven with providing 2024 targeting support for U.S. airstrikes in Iraq, Syria, and Yemen, along with locating hostile maritime assets in the Red Sea. == Administrative history == Initially, the effort was led by Robert O. Work who was concerned about China's military use of the emerging technology. Reportedly, Pentagon development stops short of acting as an AI weapons system capable of firing on self-designated targets. The project was established in a memo by the U.S. Deputy Secretary of Defense on 26 April 2017 proposing an "Algorithmic Warfare Cross-Functional Team". With the help of Defense Innovation Unit, the project obtained the support of top talents in AI outside of the traditional defense contracting base. It was initially funded for $70 million. Jack Shanahan was the director of the project during April 2017 to December 2018. At the second Defense One Tech Summit in July 2017, Cukor said that the investment in a "deliberate workflow process" was funded by the Department [of Defense] through its "rapid acquisition authorities" for about "the next 36 months". In the defense industry, the standard procedure for the military to acquire hardware is by way of research, development, test, and evaluation (RDT&E), followed by production and sustainment. In 2017, acquiring software was done in the same way as hardware. This created a problem, since software is constantly updated. Project Maven procured software using Broad Agency Announcements, a flexible contracting vehicle that categorized software as consistently RDT&E, allowing constant updating. Another issue was that the government usually acquired the intellectual property (IP) for procured software, and with the project, only parts of the IP of the software was acquired. Cukor used the principle of "platform IP belongs to the vendor, configurations on top are the customer's". For example, Palantir retained IP to their core platform, while the government obtained the IP to Maven-specific logic configured on top of it. According to US Air Force Lt. Gen. Jack Shanahan in November 2017, it is "designed to be that pilot project, that pathfinder, that spark that kindles the flame front of artificial intelligence across the rest of the [Defense] Department". Its chief, U.S. Marine Corps Col. Drew Cukor, said: "People and computers will work symbiotically to increase the ability of weapon systems to detect objects." Project Maven has been noted by allies, such as Australia's Ian Langford, for the ability to identify adversaries by harvesting data from sensors on UAVs and satellites. As of 2017 December, 150,000 images had been manually labelled to establish the first training data sets, and it was projected to reach one million by January 2018. Project Maven was funded for $221 million in fiscal 2020. In 2020, the House and Senate conferees on the National Defense Authorization Act for Fiscal Year 2021, agreed to the Senate's recommendation to fund the Pentagon's $250 million request for Project Maven. At the GEOINT Symposium of 2022, it was announced that Project Maven was transferred from the Office of the Under Secretary of Defense for Intelligence and Security to the NGA, under President Biden’s proposed budget for Fiscal Year 2023. It became a Program of Record on 2023 November 7. Frank "Trey" Whitworth, vice admiral, was the director of NGA from June 2022 to November 2025. Whitworth was initially skeptical of the program, suspecting it was incautious about the targeting principles, but later regarded it as "important work". As of 2024, the project is jointly administered by the NGA and the CDAO, and its director is Rachel Martin. Before 2025, Biden appointees within CDAO had held back AI development for safety and reliability concerns, though as of 2025, this has stopped. As of 2024, Maven provided the cloud infrastructure, software capabilities, and AI for CDAO's Combined Joint All-Domain Command and Control initiatives. As of summer 2025, there were eight Maven initiatives. Of these, five were in the NGA, including analyzing drone feeds and satellite imagery. On 18 September 2025, the UK government announced a new partnership with Palantir to develop AI-powered military capabilities for decision-making and targeting, identifying opportunities worth up to £750 million over five years. On 25 March 2025, the NATO Communications and Information Agency and Palantir finalized the acquisition of the Palantir Maven Smart System NATO (MSS NATO) for employment within NATO's Allied Command Operations. It was planned to be used within 30 days of acquisition. In a letter to Pentagon on 9 March 2026, Steve Feinberg stated that Project Maven will become an official program of record by September 2026, the close of the current fiscal year. The project would transfer from the NGA to the CDAO within 30 days. Future contracting with Palantir would be handled by the US Army. In 2026-03, it was announced that the US Army Combined Arms Command would integrate Maven into its training. == Technology == Project Maven uses machine learning algorithms to analyze and fuse vast amounts of surveillance data from multiple sources made possible through data integration using Palantir Technologies. The data sources include photographs, satellite imagery, geolocation data (IP address, geotag, metadata, etc) from communications intercepts, infrared sensors, synthetic-aperture radar, and more. The system is mainly used for assisting analysts in intelligence, surveillance, target acquisition, and reconnaissance. Machine learning systems, including object recognition systems, process the data and identify potential targets, such as enemy tanks or location of new military facility. The training dataset included at least 4 million images of military objects such as warships, labelled by humans. The user interface is called Maven Smart System. It could display information such as aircraft movements, logistics, locations of key personnel, locations on the no-strike list, ships, etc. Yellow-outlined boxes show potential targets. Blue-outlined boxes show friendly forces or no-strike zones. It could also transmit, directly to weapons, a human decision to fire weapons. Internal documentation referred to "Maven ATR: automatic target recognition". Initially the project focused on applications of computer vision. The project's leaders were particularly impressed by model performance on ImageNet. As of 2018, the purpose of the system was AI-enabled analysis of full-motion video. In 2022 it expanded to combatant commands under the AI and Data Acceleration Initiative. In 2022, it was reported that the project expanded to non-image data, including captured enemy material, maritime intelligence, and publicly available information. In 2024, it was stated that Maven's key technical contribution was data management: Maven standardizes heterogeneous data through an ontology layer so data can be fused, exchanged across cloud and edge systems, and used by multiple applications. The system was presented as a broader data-centric warfighting system that feeds apps for planning, preparing, and executing operations. In 2024, the Broad Area Surveillance-Targeting (BAS-T) is a part of Maven. The system detects objects in images and uses data fusion to produce a common operational picture containing "priority based, in-depth assessment of the enemy systems pre

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  • Global call for AI red lines

    Global call for AI red lines

    The global call for AI red lines is a declaration made on 22 September 2025 calling on governments to define and internationally prohibit unacceptable AI uses and behaviors. The online declaration was announced by Nobel Peace Prize laureate Maria Ressa at the 80th United Nations General Assembly high-level week. The declaration was initially signed by 200 prominent politicians and scientists, including 10 Nobel Prize winners. The call does not specify which red lines to set, but suggests several, such as banning bioweapon design, mass surveillance or AI impersonation. == The declaration == The declaration was published online as an open letter on 22 September 2025. Nobel Peace Prize laureate Maria Ressa announced it in her opening speech at the 80th United Nations General Assembly high-level week in New York, urging governments to "define what AI should never be allowed to do" and "establish clear international boundaries to prevent universally unacceptable risks for A.I." The initiative was organized by three nonprofit organisations: the French Center for AI Safety (CeSIA), The Future Society, and the Center for Human-Compatible Artificial Intelligence (CHAI). The letter argues that humanity faces risks such as engineered pandemics, widespread disinformation, large-scale manipulation, unemployment and loss of control. Proponents argue that national laws are insufficient to address these risks and that "an international agreement on clear and verifiable red lines is necessary". They urge governments to reach an agreement by the end of 2026, and called for robust enforcement mechanisms and the creation of an independent organisation to implement it. The letter does not call for specific red lines, but suggests the possibility of banning lethal autonomous weapons, autonomous replication of AI systems and the use of AI in nuclear warfare. Other examples of possible red lines include social scoring, mass surveillance, bioweapon design, AI-generated child sexual abuse material and AI impersonation. A red line could prohibit either AI behaviors (what AI systems should be guaranteed to never do even if asked to) or AI uses. == Signatories == When published, the online declaration was signed by more than 200 prominent politicians and scientists, including 10 Nobel Prize winners. Signers include former president of Colombia Juan Manuel Santos and researchers Geoffrey Hinton and Yoshua Bengio. It also includes popular authors like Stephen Fry and Yuval Noah Harari. The letter received support from European lawmakers, including former Italian prime minister Enrico Letta, and former president of Ireland Mary Robinson. == Development of red lines == As of 2025, there is no global red line on AI. Some regional red lines exist, such as with the uses deemed "unacceptable" by the AI Act in Europe, and with the US-China agreement not to leave to AI the decision of whether to launch nuclear weapons. At the United Nations Security Council, days after the declaration, Michael Kratsios, Donald Trump's director of the White House Office of Science and Technology Policy, said "We totally reject all efforts by international bodies to assert centralized control and global governance of AI." The topic of AI red lines gained prominence in 2026 with the dispute between Anthropic and the Department of Defense (DoD), which resulted from the DoD requesting Anthropic to remove contractual red lines on fully autonomous weapons and mass domestic surveillance. The event led employees from Google and OpenAI as well as Senate Democrats to further call for red lines on military use of AI. Senator Adam Schiff proposed a bill to "codify" Anthropic's red lines.

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  • Stereo cameras

    Stereo cameras

    The stereo cameras approach is a method of distilling a noisy video signal into a coherent data set that a computer can begin to process into actionable symbolic objects, or abstractions. Stereo cameras is one of many approaches used in the broader fields of computer vision and machine vision. == Calculation == In this approach, two cameras with a known physical relationship (i.e. a common field of view the cameras can see, and how far apart their focal points sit in physical space) are correlated via software. By finding mappings of common pixel values, and calculating how far apart these common areas reside in pixel space, a rough depth map can be created. This is very similar to how the human brain uses stereoscopic information from the eyes to gain depth cue information, i.e. how far apart any given object in the scene is from the viewer. The camera attributes must be known, focal length and distance apart etc., and a calibration done. Once this is completed, the systems can be used to sense the distances of objects by triangulation. Finding the same singular physical point in the two left and right images is known as the correspondence problem. Correctly locating the point gives the computer the capability to calculate the distance that the robot or camera is from the object. On the BH2 Lunar Rover the cameras use five steps: a bayer array filter, photometric consistency dense matching algorithm, a Laplace of Gaussian (LoG) edge detection algorithm, a stereo matching algorithm and finally uniqueness constraint. == Uses == This type of stereoscopic image processing technique is used in applications such as 3D reconstruction, robotic control and sensing, crowd dynamics monitoring and off-planet terrestrial rovers; for example, in mobile robot navigation, tracking, gesture recognition, targeting, 3D surface visualization, immersive and interactive gaming. Although the Xbox Kinect sensor is also able to create a depth map of an image, it uses an infrared camera for this purpose, and does not use the dual-camera technique. Other approaches to stereoscopic sensing include time of flight sensors and ultrasound.

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  • Integrated Operations in the High North

    Integrated Operations in the High North

    Integrated Operations in the High North (IOHN, IO High North or IO in the High North) is a unique collaboration project that during a four-year period starting May 2008 is working on designing, implementing and testing a Digital Platform for what in the upstream oil and gas industry is called the next or second generation of Integrated Operations. The work on the Digital platform is focussed on capture, transfer and integration of real-time data from the remote production installations to the decision makers. A risk evaluation across the whole chain is also included. The platform is based on open standards and enables a higher degree of interoperability. Requirements for the digital platform come from use cases defined within the Drilling and Completion, Reservoir and Production and Operations and Maintenance domains. The platform will subsequently be demonstrated through pilots within these three domains. The project was a sidecar initiative for Statoil’s Global Operations Data Integration Project. This was part of a very ambitious Master Plan IT (MapIT), which also included the Real Time Visualization (RTV) tender. The RTV tender aimed to be an ontology-aware information workspace for a wide range of disciplines, as per the IO Capability Stack. Additionally, the sidecar project aimed to increase the semantic web knowledge among suppliers in the industry. This new platform is considered an important enabler for safe and sustainable operations in remote, vulnerable and hazardous areas such as the High North, but the technology is clearly also applicable in more general applications. The IOHN project consortium consists of 23 participants, including operators, service providers, software vendors, technology providers, research institutions and universities. In addition, the Norwegian Defence Force is working with the project to resolve common infrastructural and interoperability challenges. The project is managed by Det Norske Veritas (DNV). Nils Sandsmark was the project manager during the initiation and start-up phase. Frédéric Verhelst took over as project manager from the beginning of 2009. Financing comes from the participants and the Research Council of Norway (RCN) for parts of the project (GOICT and AutoConRig). == Participants == The consortium consists of the following 22 participants (in alphabetical order):

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  • Simple Knowledge Organization System

    Simple Knowledge Organization System

    Simple Knowledge Organization System (SKOS) is a W3C recommendation designed for representation of thesauri, classification schemes, taxonomies, subject-heading systems, or any other type of structured controlled vocabulary. SKOS is part of the Semantic Web family of standards built upon RDF and RDFS, and its main objective is to enable easy publication and use of such vocabularies as linked data. == History == === DESIRE II project (1997–2000) === The most direct ancestor to SKOS was the RDF Thesaurus work undertaken in the second phase of the EU DESIRE project . Motivated by the need to improve the user interface and usability of multi-service browsing and searching, a basic RDF vocabulary for Thesauri was produced. As noted later in the SWAD-Europe workplan, the DESIRE work was adopted and further developed in the SOSIG and LIMBER projects. A version of the DESIRE/SOSIG implementation was described in W3C's QL'98 workshop, motivating early work on RDF rule and query languages: A Query and Inference Service for RDF. === LIMBER (1999–2001) === SKOS built upon the output of the Language Independent Metadata Browsing of European Resources (LIMBER) project funded by the European Community, and part of the Information Society Technologies programme. In the LIMBER project CCLRC further developed an RDF thesaurus interchange format which was demonstrated on the European Language Social Science Thesaurus (ELSST) at the UK Data Archive as a multilingual version of the English language Humanities and Social Science Electronic Thesaurus (HASSET) which was planned to be used by the Council of European Social Science Data Archives CESSDA. === SWAD-Europe (2002–2004) === SKOS as a distinct initiative began in the SWAD-Europe project, bringing together partners from both DESIRE, SOSIG (ILRT) and LIMBER (CCLRC) who had worked with earlier versions of the schema. It was developed in the Thesaurus Activity Work Package, in the Semantic Web Advanced Development for Europe (SWAD-Europe) project. SWAD-Europe was funded by the European Community, and part of the Information Society Technologies programme. The project was designed to support W3C's Semantic Web Activity through research, demonstrators and outreach efforts conducted by the five project partners, ERCIM, the ILRT at Bristol University, HP Labs, CCLRC and Stilo. The first release of SKOS Core and SKOS Mapping were published at the end of 2003, along with other deliverables on RDF encoding of multilingual thesauri and thesaurus mapping. === Semantic web activity (2004–2005) === Following the termination of SWAD-Europe, SKOS effort was supported by the W3C Semantic Web Activity in the framework of the Best Practice and Deployment Working Group. During this period, focus was put both on consolidation of SKOS Core, and development of practical guidelines for porting and publishing thesauri for the Semantic Web. === Development as W3C Recommendation (2006–2009) === The SKOS main published documents — the SKOS Core Guide, the SKOS Core Vocabulary Specification, and the Quick Guide to Publishing a Thesaurus on the Semantic Web — were developed through the W3C Working Draft process. Principal editors of SKOS were Alistair Miles, initially Dan Brickley, and Sean Bechhofer. The Semantic Web Deployment Working Group, chartered for two years (May 2006 – April 2008), put in its charter to push SKOS forward on the W3C Recommendation track. The roadmap projected SKOS as a Candidate Recommendation by the end of 2007, and as a Proposed Recommendation in the first quarter of 2008. The main issues to solve were determining its precise scope of use, and its articulation with other RDF languages and standards used in libraries (such as Dublin Core). === Formal release (2009) === On August 18, 2009, W3C released the new standard that builds a bridge between the world of knowledge organization systems – including thesauri, classifications, subject headings, taxonomies, and folksonomies – and the linked data community, bringing benefits to both. Libraries, museums, newspapers, government portals, enterprises, social networking applications, and other communities that manage large collections of books, historical artifacts, news reports, business glossaries, blog entries, and other items can now use SKOS to leverage the power of linked data. === Historical view of components === SKOS was originally designed as a modular and extensible family of languages, organized as SKOS Core, SKOS Mapping, and SKOS Extensions, and a Metamodel. The entire specification is now complete within the namespace http://www.w3.org/2004/02/skos/core#. == Overview == In addition to the reference itself, the SKOS Primer (a W3C Working Group Note) summarizes the Simple Knowledge Organization System. The SKOS defines the classes and properties sufficient to represent the common features found in a standard thesaurus. It is based on a concept-centric view of the vocabulary, where primitive objects are not terms, but abstract notions represented by terms. Each SKOS concept is defined as an RDF resource. Each concept can have RDF properties attached, including: one or more preferred index terms (at most one in each natural language) alternative terms or synonyms definitions and notes, with specification of their language Concepts can be organized in hierarchies using broader-narrower relationships, or linked by non-hierarchical (associative) relationships. Concepts can be gathered in concept schemes, to provide consistent and structured sets of concepts, representing whole or part of a controlled vocabulary. === Element categories === The principal element categories of SKOS are concepts, labels, notations, documentation, semantic relations, mapping properties, and collections. The associated elements are listed in the table below. === Concepts === The SKOS vocabulary is based on concepts. Concepts are the units of thought—ideas, meanings, or objects and events (instances or categories)—which underlie many knowledge organization systems. As such, concepts exist in the mind as abstract entities which are independent of the terms used to label them. In SKOS, a Concept (based on the OWL Class) is used to represent items in a knowledge organization system (terms, ideas, meanings, etc.) or such a system's conceptual or organizational structure. A ConceptScheme is analogous to a vocabulary, thesaurus, or other way of organizing concepts. SKOS does not constrain a concept to be within a particular scheme, nor does it provide any way to declare a complete scheme—there is no way to say the scheme consists only of certain members. A topConcept is (one of) the upper concept(s) in a hierarchical scheme. === Labels and notations === Each SKOS label is a string of Unicode characters, optionally with language tags, that are associated with a concept. The prefLabel is the preferred human-readable string (maximum one per language tag), while altLabel can be used for alternative strings, and hiddenLabel can be used for strings that are useful to associate, but not meant for humans to read. A SKOS notation is similar to a label, but this literal string has a datatype, like integer, float, or date; the datatype can even be made up (see 6.5.1 Notations, Typed Literals and Datatypes in the SKOS Reference). The notation is useful for classification codes and other strings not recognizable as words. === Documentation === The Documentation or Note properties provide basic information about SKOS concepts. All the properties are considered a type of skos:note; they just provide more specific kinds of information. The property definition, for example, should contain a full description of the subject resource. More specific note types can be defined in a SKOS extension, if desired. A query for skos:note ? will obtain all the notes about , including definitions, examples, and scope, history and change, and editorial documentation. Any of these SKOS Documentation properties can refer to several object types: a literal (e.g., a string); a resource node that has its own properties; or a reference to another document, for example using a URI. This enables the documentation to have its own metadata, like creator and creation date. Specific guidance on SKOS documentation properties can be found in the SKOS Primer Documentary Notes. === Semantic relations === SKOS semantic relations are intended to provide ways to declare relationships between concepts within a concept scheme. While there are no restrictions precluding their use with two concepts from separate schemes, this is discouraged because it is likely to overstate what can be known about the two schemes, and perhaps link them inappropriately. The property related simply makes an association relationship between two concepts; no hierarchy or generality relation is implied. The properties broader and narrower are used to assert a direct hierarchical link between two concepts. The meaning may be unexpected; the relat

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