AI Chatbot Development

AI Chatbot Development — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Algorithmic inference

    Algorithmic inference

    Algorithmic inference gathers new developments in the statistical inference methods made feasible by the powerful computing devices widely available to any data analyst. Cornerstones in this field are computational learning theory, granular computing, bioinformatics, and, long ago, structural probability (Fraser 1966). The main focus is on the algorithms which compute statistics rooting the study of a random phenomenon, along with the amount of data they must feed on to produce reliable results. This shifts the interest of mathematicians from the study of the distribution laws to the functional properties of the statistics, and the interest of computer scientists from the algorithms for processing data to the information they process. == The Fisher parametric inference problem == Concerning the identification of the parameters of a distribution law, the mature reader may recall lengthy disputes in the mid 20th century about the interpretation of their variability in terms of fiducial distribution (Fisher 1956), structural probabilities (Fraser 1966), priors/posteriors (Ramsey 1925), and so on. From an epistemology viewpoint, this entailed a companion dispute as to the nature of probability: is it a physical feature of phenomena to be described through random variables or a way of synthesizing data about a phenomenon? Opting for the latter, Fisher defines a fiducial distribution law of parameters of a given random variable that he deduces from a sample of its specifications. With this law he computes, for instance "the probability that μ (mean of a Gaussian variable – omeur note) is less than any assigned value, or the probability that it lies between any assigned values, or, in short, its probability distribution, in the light of the sample observed". == The classic solution == Fisher fought hard to defend the difference and superiority of his notion of parameter distribution in comparison to analogous notions, such as Bayes' posterior distribution, Fraser's constructive probability and Neyman's confidence intervals. For half a century, Neyman's confidence intervals won out for all practical purposes, crediting the phenomenological nature of probability. With this perspective, when you deal with a Gaussian variable, its mean μ is fixed by the physical features of the phenomenon you are observing, where the observations are random operators, hence the observed values are specifications of a random sample. Because of their randomness, you may compute from the sample specific intervals containing the fixed μ with a given probability that you denote confidence. === Example === Let X be a Gaussian variable with parameters μ {\displaystyle \mu } and σ 2 {\displaystyle \sigma ^{2}} and { X 1 , … , X m } {\displaystyle \{X_{1},\ldots ,X_{m}\}} a sample drawn from it. Working with statistics S μ = ∑ i = 1 m X i {\displaystyle S_{\mu }=\sum _{i=1}^{m}X_{i}} and S σ 2 = ∑ i = 1 m ( X i − X ¯ ) 2 , where X ¯ = S μ m {\displaystyle S_{\sigma ^{2}}=\sum _{i=1}^{m}(X_{i}-{\overline {X}})^{2},{\text{ where }}{\overline {X}}={\frac {S_{\mu }}{m}}} is the sample mean, we recognize that T = S μ − m μ S σ 2 m − 1 m = X ¯ − μ S σ 2 / ( m ( m − 1 ) ) {\displaystyle T={\frac {S_{\mu }-m\mu }{\sqrt {S_{\sigma ^{2}}}}}{\sqrt {\frac {m-1}{m}}}={\frac {{\overline {X}}-\mu }{\sqrt {S_{\sigma ^{2}}/(m(m-1))}}}} follows a Student's t distribution (Wilks 1962) with parameter (degrees of freedom) m − 1, so that f T ( t ) = Γ ( m / 2 ) Γ ( ( m − 1 ) / 2 ) 1 π ( m − 1 ) ( 1 + t 2 m − 1 ) m / 2 . {\displaystyle f_{T}(t)={\frac {\Gamma (m/2)}{\Gamma ((m-1)/2)}}{\frac {1}{\sqrt {\pi (m-1)}}}\left(1+{\frac {t^{2}}{m-1}}\right)^{m/2}.} Gauging T between two quantiles and inverting its expression as a function of μ {\displaystyle \mu } you obtain confidence intervals for μ {\displaystyle \mu } . With the sample specification: x = { 7.14 , 6.3 , 3.9 , 6.46 , 0.2 , 2.94 , 4.14 , 4.69 , 6.02 , 1.58 } {\displaystyle \mathbf {x} =\{7.14,6.3,3.9,6.46,0.2,2.94,4.14,4.69,6.02,1.58\}} having size m = 10, you compute the statistics s μ = 43.37 {\displaystyle s_{\mu }=43.37} and s σ 2 = 46.07 {\displaystyle s_{\sigma ^{2}}=46.07} , and obtain a 0.90 confidence interval for μ {\displaystyle \mu } with extremes (3.03, 5.65). == Inferring functions with the help of a computer == From a modeling perspective the entire dispute looks like a chicken-egg dilemma: either fixed data by first and probability distribution of their properties as a consequence, or fixed properties by first and probability distribution of the observed data as a corollary. The classic solution has one benefit and one drawback. The former was appreciated particularly back when people still did computations with sheet and pencil. Per se, the task of computing a Neyman confidence interval for the fixed parameter θ is hard: you do not know θ, but you look for disposing around it an interval with a possibly very low probability of failing. The analytical solution is allowed for a very limited number of theoretical cases. Vice versa a large variety of instances may be quickly solved in an approximate way via the central limit theorem in terms of confidence interval around a Gaussian distribution – that's the benefit. The drawback is that the central limit theorem is applicable when the sample size is sufficiently large. Therefore, it is less and less applicable with the sample involved in modern inference instances. The fault is not in the sample size on its own part. Rather, this size is not sufficiently large because of the complexity of the inference problem. With the availability of large computing facilities, scientists refocused from isolated parameters inference to complex functions inference, i.e. re sets of highly nested parameters identifying functions. In these cases we speak about learning of functions (in terms for instance of regression, neuro-fuzzy system or computational learning) on the basis of highly informative samples. A first effect of having a complex structure linking data is the reduction of the number of sample degrees of freedom, i.e. the burning of a part of sample points, so that the effective sample size to be considered in the central limit theorem is too small. Focusing on the sample size ensuring a limited learning error with a given confidence level, the consequence is that the lower bound on this size grows with complexity indices such as VC dimension or detail of a class to which the function we want to learn belongs. === Example === A sample of 1,000 independent bits is enough to ensure an absolute error of at most 0.081 on the estimation of the parameter p of the underlying Bernoulli variable with a confidence of at least 0.99. The same size cannot guarantee a threshold less than 0.088 with the same confidence 0.99 when the error is identified with the probability that a 20-year-old man living in New York does not fit the ranges of height, weight and waistline observed on 1,000 Big Apple inhabitants. The accuracy shortage occurs because both the VC dimension and the detail of the class of parallelepipeds, among which the one observed from the 1,000 inhabitants' ranges falls, are equal to 6. == The general inversion problem solving the Fisher question == With insufficiently large samples, the approach: fixed sample – random properties suggests inference procedures in three steps: === Definition === For a random variable and a sample drawn from it a compatible distribution is a distribution having the same sampling mechanism M X = ( Z , g θ ) {\displaystyle {\mathcal {M}}_{X}=(Z,g_{\boldsymbol {\theta }})} of X with a value θ {\displaystyle {\boldsymbol {\theta }}} of the random parameter Θ {\displaystyle \mathbf {\Theta } } derived from a master equation rooted on a well-behaved statistic s. === Example === You may find the distribution law of the Pareto parameters A and K as an implementation example of the population bootstrap method as in the figure on the left. Implementing the twisting argument method, you get the distribution law F M ( μ ) {\displaystyle F_{M}(\mu )} of the mean M of a Gaussian variable X on the basis of the statistic s M = ∑ i = 1 m x i {\textstyle s_{M}=\sum _{i=1}^{m}x_{i}} when Σ 2 {\displaystyle \Sigma ^{2}} is known to be equal to σ 2 {\displaystyle \sigma ^{2}} (Apolloni, Malchiodi & Gaito 2006). Its expression is: F M ( μ ) = Φ ( m μ − s M σ m ) , {\displaystyle F_{M}(\mu )=\Phi {\left({\frac {m\mu -s_{M}}{\sigma {\sqrt {m}}}}\right)},} shown in the figure on the right, where Φ {\displaystyle \Phi } is the cumulative distribution function of a standard normal distribution. Computing a confidence interval for M given its distribution function is straightforward: we need only find two quantiles (for instance δ / 2 {\displaystyle \delta /2} and 1 − δ / 2 {\displaystyle 1-\delta /2} quantiles in case we are interested in a confidence interval of level δ symmetric in the tail's probabilities) as indicated on the left in the diagram showing the behavior of

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  • Information strategist

    Information strategist

    An information strategist analyses the information flow within an organisation and directs its information resources to better serve the organisation's strategic goals. They work with information technology or within a corporate library to direct high quality information from a variety of sources to users, based upon their profiles and needs. In warfare, information strategists not only seek to improve information flows for their own side but also try to disrupt the information flows of the enemy in order to demoralize and deceive them.

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  • OpenSMILE

    OpenSMILE

    openSMILE is source-available software for automatic extraction of features from audio signals and for classification of speech and music signals. "SMILE" stands for "Speech & Music Interpretation by Large-space Extraction". The software is mainly applied in the area of automatic emotion recognition and is widely used in the affective computing research community. The openSMILE project exists since 2008 and is maintained by the German company audEERING GmbH since 2013. openSMILE is provided free of charge for research purposes and personal use under a source-available license. For commercial use of the tool, the company audEERING offers custom license options. == Application Areas == openSMILE is used for academic research as well as for commercial applications in order to automatically analyze speech and music signals in real-time. In contrast to automatic speech recognition which extracts the spoken content out of a speech signal, openSMILE is capable of recognizing the characteristics of a given speech or music segment. Examples for such characteristics encoded in human speech are a speaker's emotion, age, gender, and personality, as well as speaker states like depression, intoxication, or vocal pathological disorders. The software further includes music classification technology for automatic music mood detection and recognition of chorus segments, key, chords, tempo, meter, dance-style, and genre. The openSMILE toolkit serves as benchmark in manifold research competitions such as Interspeech ComParE, AVEC, MediaEval, and EmotiW. == History == The openSMILE project was started in 2008 by Florian Eyben, Martin Wöllmer, and Björn Schuller at the Technical University of Munich within the European Union research project SEMAINE. The goal of the SEMAINE project was to develop a virtual agent with emotional and social intelligence. In this system, openSMILE was applied for real-time analysis of speech and emotion. The final SEMAINE software release is based on openSMILE version 1.0.1. In 2009, the emotion recognition toolkit (openEAR) was published based on openSMILE. "EAR" stands for "Emotion and Affect Recognition". In 2010, openSMILE version 1.0.1 was published and was introduced and awarded at the ACM Multimedia Open-Source Software Challenge. Between 2011 and 2013, the technology of openSMILE was extended and improved by Florian Eyben and Felix Weninger in the context of their doctoral thesis at the Technical University of Munich. The software was also applied for the project ASC-Inclusion, which was funded by the European Union. For this project, the software was extended by Erik Marchi in order to teach emotional expression to autistic children, based on automatic emotion recognition and visualization. In 2013, the company audEERING acquired the rights to the code-base from the Technical University of Munich and version 2.0 was published under a source-available research license. Until 2016, openSMILE was downloaded more than 50,000 times worldwide and has established itself as a standard toolkit for emotion recognition. == Awards == openSMILE was awarded in 2010 in the context of the ACM Multimedia Open Source Competition. The software tool is applied in numerous scientific publications on automatic emotion recognition. openSMILE and its extension openEAR have been cited in more than 1000 scientific publications until today.

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  • Artificial intelligence in architecture

    Artificial intelligence in architecture

    Artificial intelligence in architecture is the use of artificial intelligence in automation, design, and planning in the architectural process or in assisting human skills in the field of architecture. AI has been used by some architects for design, and has been proposed as a way to automate planning and routine tasks in the field. == Implications == === Benefits === Artificial intelligence, according to ArchDaily, is said to potentially significantly augment the architectural profession through its ability to improve the design and planning process as well as increasing productivity. Through its ability to handle a large amount of data, AI is said to potentially allow architects a range of design choices with criteria considerations such as budget, requirements adjusted to space, and sustainability goals calculated as part of the design process. ArchDaily said this may allow the design of optimized alternatives that can then undergo human review. AI tools are also said to potentially allow architects to assimilate urban and environmental data to inform their designs, streamlining initial stages of project planning and increasing efficiency and productivity. The advances in generative design through the input of specific prompts allow architects to produce visual designs, including photorealistic images, and thus render and explore various material choices and spatial configurations. ArchDaily noted this could speed the creative process as well as allow for experimentation and sophistication in the design. Additionally, AI's capacity for pattern recognition and coding could aid architects in organizing design resources and developing custom applications, thus enhancing the efficiency and collaboration between both architects and AI. AI is thought to also be able to contribute to the sustainability of buildings by analyzing various factors and following recommended energy-efficient modifications, thus pushing the industry towards greener practices. The use of AI in building maintenance, project management, and the creation of immersive virtual reality experiences are also thought of as potentially augmenting the architectural design process and workflow. Examples include the use of text-to-image systems such as Midjourney to create detailed architectural images, and the use of AI optimization systems from companies such as Finch3D and Autodesk to automatically generate floor plans from simple programmatic inputs. In contrast to digital-only creative practices, the high materiality of architectural outputs requires transitions from ephemeral digital files to permanent physical structures that are subject to strict safety regulations, material constraints, sensory intuition, and site-specific cultural contexts, making full automation difficult. Early adopters such as architect Stephen Coorlas have actively challenged the boundaries of architectural practice through AI. His early experimental initiative, Speculations on AI and Architecture, confronts the discipline's traditional workflows by training text-to-image AI tools such as Midjourney, Luma AI, and PromeAI to generate more nuanced architectural illustrations including construction documents, architectural details, and assembly sequences for various structures. Coorlas inputs precise terminology and architectural language to provoke the AI into producing axonometric drawings that resemble conventional documentation, then experiments with animating the outputs using AI generated depth maps and other AI image-to-3D wireframe tools. Stephen's inventive process invites architects and designers to reconsider authorship, automation, and the future of visual communication in the built environment. Rather than treating AI as a peripheral tool, Stephen has advocated for AI to be a speculative collaborator capable of engaging with discipline-specific challenges. His work contributes to the growing discourse on generative design, parametric optimization, and the philosophical implications of machine-assisted creativity raising urgent questions about how such technologies will reshape architectural agency, precision, and pedagogy. Another prominent advocate is Architect Andrew Kudless, who in an interview to Dezeen recounted that he uses AI to innovate in architectural design by incorporating materials and scenes not usually present in initial plans, which he believes can significantly alter client presentations. He told Dezeen he believes one should show clients renderings from the onset, with AI assisting in this work, arguing that changes in design should be a positive aspect of the client-designer relationship by actively involving clients in the process. Additionally, Kudless highlighted the AI's potential to facilitate labor in architectural firms, particularly in automating rendering tasks, thus reducing the workload on junior staff while maintaining control over the creative output. === Emergent aesthetics === In an interview for the AItopia series to Dezeen, designer Tim Fu discussed the transformative potential of AI in architecture, and proposed a future where AI could herald a "neoclassical futurist" style, blending the grandeur of classical aesthetics with futuristic design. Through his collaborative project, The AI Stone Carver, Fu showcased how AI can innovate traditional practices by generating design concepts that are then realized through human craftsmanship, such as stone carving by mason Till Apfel. This approach, he believed, celebrated the fusion of diverse architectural styles and also emphasized the unique capabilities of AI in enhancing creative design processes. Fu told Dezeen he envisions the integration of AI in design as a means to revive the ornamentation and detailed aesthetics characteristic of classical architecture, moving away from minimalism, which he said dominates contemporary architecture. He argued that AI's involvement in the ideation phase of design allows for a reversal in the roles of machine and human, enabling architects and designers to focus on creating more intricate and ornamental structures. Fu's optimistic outlook extended to the broader impact of AI on the architectural field, seeing it as an indispensable tool that will shift rather than replace human roles, enriching the field with innovative designs that pay homage to the beauty and qualities of classical architecture not present in contemporary architecture while embracing new technologies. This perspective resonates with designers like Manas Bhatia, whose explorations similarly embrace generative AI as a co-creator and a medium to express ideas, blend architectural traditions, and speculate spatial futures. === Concerns === As AI continues to expand its presence across various industries, its impact on the architectural profession has become a topic of growing discussion. These discussions focus on how AI processes may influence traditional architectural practices, potentially altering job roles, and shaping the nature of creativity. While AI-driven processes may increase efficiency in some aspects of the profession, they also raise questions about the potential loss of unique design perspectives. These thoughts have been countered by many prominent creative figures in the realm of AI architecture, such as Stephen Coorlas, Tim Fu, Hassan Ragab, and Manas Bhatia who have showcased the amplification of creativity in design and potential benefits in terms of restoring creative power to the designer. A key concern is that AI-powered tools could diminish the need for human involvement in specific tasks traditionally performed by architects. This has led to speculation that the profession may increasingly shift toward roles focused on oversight, coordination, and strategic decision-making rather than hands-on design work. In some design scenarios, algorithmically generated solutions can be adjusted to prioritize efficiency and cost-effectiveness, which some argue may overshadow the creative and contextual nuances that define individual architectural styles. As with any discipline though, it has been determined that AI can be configured to provide beneficial results based on inputs and end goals the architect or designer assigns it. There are also concerns about the potential for AI to exacerbate inequalities within the architectural profession. For instance, larger firms with greater resources to invest in advanced AI technologies may gain a competitive edge over smaller firms and independent architects. This dynamic could contribute to industry consolidation, potentially limiting the diversity of architectural practice and stifling innovation. Ethical considerations in regard to cultural sensitivity have also been raised due to the datasets used to train AI. Without proper vetting of data or implementing failsafe overrides, AI generated outcomes can trend toward overly documented and prioritized content.

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  • Prequel (mobile application)

    Prequel (mobile application)

    Prequel, Inc. is an American technology company and mobile app developer known for developing the Prequel mobile application, which enables editing photos and videos with filters and effects generated using artificial intelligence. Prequel was founded in 2018 by Serge Aliseenko and Timur Khabirov, who currently serves as the company's CEO. It is headquartered in New York City. As of August 2022, it had been downloaded more than 100 million times. == History == In 2016, entrepreneur Timur Khabirov and investor Serge Aliseenko registered a US corporation named AIAR Labs Inc, which was developing AR solutions as an outsourced contractor. Of several proprietary products, Prequel was selected for beta-testing as a product focused on editing photos and videos. In 2018, Prequel was released on the Apple App Store. The launch cost $3 million USD, financed with the founders’ personal funds. The first release included approximately 10 filters for photos and the same amount of effects that augmented images with rose petals, rain and snow, VHS and film reel simulations, glitch, grain, sun puddles, and lomography. By June 2020, the app had also been released for Android. In 2021, Prequel founders Timur Khabirov and Serge Aliseenko launched a venture studio for startups working with artificial, computer vision, and AR-based visual art. In December 2022, Prequel reached the number 14 slot on the global rankings for Apple App Store’s Top Charts and the number 5 slot on the App Store’s U.S. charts. In March 2023, Prequel launched a new app called Artique, which is an AI-powered image editing app for businesses. Artique provides advertising and marketing graphic design using ready-made templates that users can customize, while giving suggestions and visual cues through artificial intelligence. Prequel was also one of the companies participating in discussions about artificial intelligence at SXSW 2023. == Features == Prequel describes its app as an "Aesthetic Pic Editor. The app uses artificial intelligence to create and edit content. Prequel can be used to touch up faces on images and videos and can also tie various decorative elements to certain points on the human body and face. Prequel filters include the "Cartoon" filter, which converts selfies into cartoon-style pictures. Other filters include Kidcore, Dust, Grain, Fisheye, Retro Style, Miami, Disco, and VHS-style filters, as well as the ability to create Renaissance-style pictures. Prequel also gives users the ability to apply color correction tools and to make moving images with 3D effects out of 2D images. Prequel allows users to take photos and videos directly through the app and apply filters and effects in real time. The app also comes with manual editing options for photos, such as adjusting the brightness and/or exposure and cropping photos, as well as an option to automatically apply adjustments. The Prequel app uses the Core ML, MNN, and TFLight frameworks to work with its neural networks. Some AI solutions are launched server-side, and some on the user's mobile device. A resulting photo or video edited with the app is called "a prequel." The app daily generates over 2 million such prequels, which are published by users in Instagram, TikTok, and other social media. As of 2022, the app has more than 800 filters and effects, along with video templates and support for GIFs and stickers. Prequel is free-to-use, but has a premium version that gives users access to more effects, filters, and beauty tools. Since its launch in 2018, Prequel has been downloaded more than 100 million times.

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  • Wiki survey

    Wiki survey

    Wiki surveys or wikisurveys are a software-based survey method that crowdsource discussions and help participants to find areas of agreement. Other names include bridging systems and collective response systems. The approach, inspired by Wikipedia, is to open up surveys where participants can shape the questions, instead of traditional 'closed' surveys where participants can only respond to the questions asked. Wiki surveys have been used for purposes including facilitating deliberative democracy, crowdsourcing opinions from experts and figuring out common beliefs on a given topic. A notable usage of wiki surveys is in Taiwan's government system, where citizens can participate in crowdsourced lawmaking through Pol.is wiki surveys. == Implementations == === All Our Ideas === All Our Ideas founders coined the term "wiki survey," explaining how they took inspiration from the organic evolution of Wikipedia and hoped to create something similar for surveys. They hosted 5000 surveys between 2010 and 2014. A 2020 survey using the tool found 3 of its top 10 findings were user-generated. === Decidim === Decidim has been used by governments throughout Spain and Europe to help with participatory budgeting and other public policy decisions. === Polis === Polis (also known as Pol.is) was developed in 2012. The focus of Polis is to project participants into an 'opinion space' where they can see how their voting behavior compares to other participants. The opinion space clusters participants into groups of similar opinion and is designed in a way to avoid tyranny of the majority by being able to include groups that have small numbers of participants. The questions participants are presented with are agree/disagree/pass on a single 'comment' submitted by a participant. The code for Polis is free and open-source software under the GNU AGPL. === Remesh === Remesh was founded in 2013 and has partnered with the United Nations and Alliance for Middle East Peace efforts to bring peaceful resolutions to conflicts. Participants are anonymous and the algorithm can be fine-tuned to better understand local dialects in specific regions. == Examples == PlaNYC used All Our Ideas to gather ideas on how to establish New York City's sustainability plan vTaiwan, a citizen-lead government process in Taiwan, uses Polis for enabling large amounts of citizens to deliberate and consequently provide input on Taiwan's legislative decisions OECD used All Our Ideas to gather ideas from the public prior to meeting for a forum and meeting on which skills are most important to invest in for the 21st century March On, an offshoot of the Women's March Movement, used Polis to understand the opinions of people wanting to support the movement Residents of Harrogate use Polis to debate issues in their community, with the results being released publicly to everyone == Characteristics == Wiki surveys often have these three characteristics: === Collaborativeness === Wiki surveys allow participants to contribute questions, as well as answer questions created by its participants. === Adaptivity === Wiki surveys adapt to elicit the most useful information from its participants. One example involves changing the ordering of questions based on the voting behavior of previous participants so as to maximize consensus. The heuristic determining the ordering of questions highly values showing the comments that have been voted on the least. === 'Greediness' === In the context of wiki surveys, 'greediness' simply means making full use of information that participants are willing to provide. Wiki surveys do not require participants to answer a fixed amount of questions, so participants can answer as little or as much as they want. This is intended to be more efficient in capturing participants' preferences by allowing more organic sharing of their perspectives. == Traditional survey methods vs. wiki surveys == Questions in traditional survey methods fall into two categories: Open and closed questions. Open questions ask the person taking the survey to write an open response while closed questions give a fixed set of responses to select from. Wiki surveys are like a hybrid of the two, enabling insightful consensus in certain situations where traditional survey methods may lack. Closed questions are easy to analyze quantitively, but the limited options to select from for a given question may cause bias. Open questions are not as subject to bias, but are difficult to analyze quantitatively at scale. Wiki surveys allow for open responses by the users' contribution of survey questions (also called 'items'), and uses machine learning techniques to (at least partially) automate the quantitative analysis of the responses to those questions.

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  • Vinberg's algorithm

    Vinberg's algorithm

    In mathematics, Vinberg's algorithm is an algorithm, introduced by Ernest Borisovich Vinberg, for finding a fundamental domain of a hyperbolic reflection group. Conway (1983) used Vinberg's algorithm to describe the automorphism group of the 26-dimensional even unimodular Lorentzian lattice II25,1 in terms of the Leech lattice. == Description of the algorithm == Let Γ < I s o m ( H n ) {\displaystyle \Gamma <\mathrm {Isom} (\mathbb {H} ^{n})} be a hyperbolic reflection group. Choose any point v 0 ∈ H n {\displaystyle v_{0}\in \mathbb {H} ^{n}} ; we shall call it the basic (or initial) point. The fundamental domain P 0 {\displaystyle P_{0}} of its stabilizer Γ v 0 {\displaystyle \Gamma _{v_{0}}} is a polyhedral cone in H n {\displaystyle \mathbb {H} ^{n}} . Let H 1 , . . . , H m {\displaystyle H_{1},...,H_{m}} be the faces of this cone, and let a 1 , . . . , a m {\displaystyle a_{1},...,a_{m}} be outer normal vectors to it. Consider the half-spaces H k − = { x ∈ R n , 1 | ( x , a k ) ≤ 0 } . {\displaystyle H_{k}^{-}=\{x\in \mathbb {R} ^{n,1}|(x,a_{k})\leq 0\}.} There exists a unique fundamental polyhedron P {\displaystyle P} of Γ {\displaystyle \Gamma } contained in P 0 {\displaystyle P_{0}} and containing the point v 0 {\displaystyle v_{0}} . Its faces containing v 0 {\displaystyle v_{0}} are formed by faces H 1 , . . . , H m {\displaystyle H_{1},...,H_{m}} of the cone P 0 {\displaystyle P_{0}} . The other faces H m + 1 , . . . {\displaystyle H_{m+1},...} and the corresponding outward normals a m + 1 , . . . {\displaystyle a_{m+1},...} are constructed by induction. Namely, for H j {\displaystyle H_{j}} we take a mirror such that the root a j {\displaystyle a_{j}} orthogonal to it satisfies the conditions (1) ( v 0 , a j ) < 0 {\displaystyle (v_{0},a_{j})<0} ; (2) ( a i , a j ) ≤ 0 {\displaystyle (a_{i},a_{j})\leq 0} for all i < j {\displaystyle i Read more →

  • Best arm identification

    Best arm identification

    Best arm identification (BAI) is a sequential one-player game where the player has to find the best action (arm) among a list of actions (arms) by collecting information in the most efficient way. It is a multi-armed bandit game as a player only gets information about an arm by playing it. The most common objective in multi-armed bandit games is to minimize the regret (i.e., play the best action as much as possible), but in BAI, the goal is to find the best arm as efficiently as possible. This problem naturally arises in scenarios such as adaptive clinical trials where the number of patients is limited and the quantification of the confidence in a treatment is important. It also arises in hyperparameter optimization where the goal is to find the optimal choice of hyperparameters for an algorithm with the smallest possible number of experiments, as it can be costly in terms of time, energy, or money. == Stochastic multi-armed bandit == The stochastic multi-armed bandit (MAB) is a sequential game with one player and K {\displaystyle K} actions (arms). Each arm has an unknown probability distribution associated with it. At each turn, the player has to choose one action and receive an observation from the probability distribution associated with the arm. The more you play an arm, the more you get information on its probability distribution. === Best arm identification === In BAI the goal is to find the arm that has the probability distribution with the highest mean. BAI may be either fixed confidence or fixed horizon. In a fixed-confidence game, a confidence level δ {\displaystyle \delta } is fixed at the beginning of the game and the goal is to find the best arm with this confidence level in as few turns as possible. In a fixed horizon game, the number of turns T {\displaystyle T} is fixed, and the goal is to find the best arm with the highest possible confidence in T {\displaystyle T} turns. === Math formalisation === We have one player and K {\displaystyle K} actions (arms). Behind each arm k ∈ { 1 , … , K } {\displaystyle k\in \{1,\ldots ,K\}} lies an unknown distribution ν k {\displaystyle \nu _{k}} with mean μ k {\displaystyle \mu _{k}} . Each distribution ν k {\displaystyle \nu _{k}} belongs to a known family D {\displaystyle {\mathcal {D}}} (such as the set of Gaussian distributions or Bernoulli distributions). At each time step t {\displaystyle t} , the player selects an arm a t {\displaystyle a_{t}} and observes an independent sample X t ∼ ν a t {\displaystyle X_{t}\sim \nu _{a_{t}}} from the corresponding distribution. We will note μ ∗ := max μ a {\displaystyle \mu ^{}:=\max \mu _{a}} the highest mean. An arm a {\displaystyle a} that satisfies μ a = μ ∗ {\displaystyle \mu _{a}=\mu ^{}} is called an optimal arm; otherwise it is called suboptimal arm. In best arm identification (BAI) the objective is to identify an optimal arm. Two main settings for BAI appear in the literature: Fixed confidence: In this setting, one typically assumes that there exists a unique optimal arm. A confidence level δ ∈ ( 0 , 1 ) {\displaystyle \delta \in (0,1)} is specified at the beginning. The algorithm must stop at some finite stopping time τ δ < + ∞ {\displaystyle \tau _{\delta }<+\infty } and return an arm a ^ τ δ {\displaystyle {\hat {a}}_{\tau _{\delta }}} such that the probability of error is bounded: P ( a ^ τ δ ≠ a ∗ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau _{\delta }}\neq a^{})\leq \delta } . The objective is to minimize the expected sample complexity E [ τ δ ] {\displaystyle \mathbb {E} [\tau _{\delta }]} . Such a setting appears, for example, when a constraint on the confidence is required (for example, if we require a confidence level of 95%, so δ = 1 − 0.95 = 0.05 {\displaystyle \delta =1-0.95=0.05} ). Fixed horizon: In this setting, the number of samples T {\displaystyle T} is fixed in advance. The goal is to design an algorithm that minimizes the probability of misidentifying the optimal arm: P ( a ^ T ≠ a ∗ ) {\displaystyle \mathbb {P} ({\hat {a}}_{T}\neq a^{})} . This setting appears when the number of experiments is limited (for drug tests, the number of patients can be fixed in advance). === Example of simple modelling === In the case where we have K {\displaystyle K} treatments and we want to be sure with a confidence level of 95% which treatment is the best to heal a specific disease. Each treatment heals or does not heal the disease with a probability μ k {\displaystyle \mu _{k}} , which means that each distribution is a Bernoulli distribution, so D {\displaystyle {\mathcal {D}}} is the set of Bernoulli distributions. We can use a BAI algorithm to minimize E [ τ 0.05 ] {\displaystyle \mathbb {E} [\tau _{0.05}]} , the number of patients required to find the best treatment with probability 95%. == Applications == Best arm identification naturally arises in several practical domains: Adaptive clinical trials: The objective is to identify the most effective treatment based on sequentially collected patient data. Each treatment can be modeled as having an underlying distribution of outcomes. The goal is to identify the treatment with the highest expected outcome with high confidence (fixed confidence setting δ {\displaystyle \delta } ) while minimizing the number of drug test patients (minimise E [ τ δ ] {\displaystyle \mathbb {E} [\tau _{\delta }]} ), as it costs to pay patients for this and we would like to use as little as possible less effective drugs. Hyperparameter tuning: Selecting the best configuration for machine learning models efficiently by treating each hyperparameter setting as an arm. The goal is to find the best hyperparameter with as few experiments possible as experiments are costly in time and in energy == Fixed confidence level == In the fixed-confidence setting, the goal is to design an algorithm that identifies the best arm with a prescribed confidence level δ {\displaystyle \delta } while minimizing the expected number of samples. Any such algorithm requires two key components: Stopping rule: A decision criterion that determines when to stop sampling. Formally, this defines a stopping time τ δ {\displaystyle \tau _{\delta }} and returns an arm a ^ τ δ {\displaystyle {\hat {a}}_{\tau _{\delta }}} such that P ( a ^ τ δ ≠ a ⋆ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau _{\delta }}\neq a^{\star })\leq \delta } and P ( τ δ < + ∞ ) = 1 {\displaystyle \mathbb {P} (\tau _{\delta }<+\infty )=1} . Sampling rule: A policy π {\displaystyle \pi } that, at each round t {\displaystyle t} , selects the next arm to sample a t {\displaystyle a_{t}} based on all previous observations ( a s , X s ) s < t {\displaystyle (a_{s},X_{s})_{s Read more →

  • Grokking (machine learning)

    Grokking (machine learning)

    In machine learning, grokking, or delayed generalization, is a phenomenon observed in some settings where a model abruptly transitions from overfitting (performing well only on training data) to generalizing (performing well on both training and test data), after many training iterations with little or no improvement on the held-out data. This contrasts with what is typically observed in machine learning, where generalization occurs gradually alongside improved performance on training data. == Origin == Grokking was introduced by OpenAI researcher Alethea Power and colleagues in the January 2022 paper "Grokking: Generalization Beyond Overfitting on Small Algorithmic Datasets". It is derived from the word grok coined by Robert Heinlein in his novel Stranger in a Strange Land. In ML research, "grokking" is not used as a synonym for "generalization"; rather, it names a sometimes-observed delayed‑generalization training phenomenon in which training and held‑out performance do not improve in tandem, and in which held‑out performance rises abruptly later. Authors also analyze the "grokking time", the epoch or step at which this transition occurs in those scenarios. == Interpretations == Grokking can be understood as a phase transition during the training process. In particular, recent work has shown that grokking may be due to a complexity phase transition in the model during training. While grokking has been thought of as largely a phenomenon of relatively shallow models, grokking has been observed in deep neural networks and non-neural models and is the subject of active research. One potential explanation is that the weight decay (a component of the loss function that penalizes higher values of the neural network parameters, also called regularization) slightly favors the general solution that involves lower weight values, but that is also harder to find. According to Neel Nanda, the process of learning the general solution may be gradual, even though the transition to the general solution occurs more suddenly later. Recent theories have hypothesized that grokking occurs when neural networks transition from a "lazy training" regime where the weights do not deviate far from initialization, to a "rich" regime where weights abruptly begin to move in task-relevant directions. Follow-up empirical and theoretical work has accumulated evidence in support of this perspective, and it offers a unifying view of earlier work as the transition from lazy to rich training dynamics is known to arise from properties of adaptive optimizers, weight decay, initial parameter weight norm, and more. This perspective is complementary to a unifying "pattern learning speeds" framework that links grokking and double descent; within this view, delayed generalization can arise across training time ("epoch‑wise") or across model size ("model‑wise"), and the authors report "model‑wise grokking".

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  • Digital artifact

    Digital artifact

    Digital artifact in information science, is any undesired or unintended alteration in data introduced in a digital process by an involved technique and/or technology. Digital artifact can be of any content types including text, audio, video, image, animation or a combination. == Information science == In information science, digital artifacts result from: Hardware malfunction: In computer graphics, visual artifacts may be generated whenever a hardware component such as the processor, memory chip, cabling malfunctions, etc., corrupts data. Examples of malfunctions include physical damage, overheating, insufficient voltage and GPU overclocking. Common types of hardware artifacts are texture corruption and T-vertices in 3D graphics, and pixelization in MPEG compressed video. Software malfunction: Artifacts may be caused by algorithm flaws such as decoding/encoding audio or video, or a poor pseudo-random number generator that would introduce artifacts distinguishable from the desired noise into statistical models. Compression: Controlled amounts of unwanted information may be generated as a result of the use of lossy compression techniques. One example is the artifacts seen in JPEG and MPEG compression algorithms that produce compression artifacts. Quantization: Digital imprecision generated in the process of converting analog information into digital space, is due to the limited granularity of digital numbering space. In computer graphics, quantization is seen as pixelation. Aliasing: As a consequence of sampling or sample-rate conversion, energy from frequencies outside of the signal frequency band of interest are folded across multiples of the Nyquist frequency. This is typically mitigated by using an anti-aliasing filter. Filtering: The process of filtering a signal, such as using an anti-aliasing filter, causes undesired alterations to the signal due to imperfections in the frequency response magnitude and phase, and due to the time domain impulse response. Rolling shutter, the line scanning of an object that is moving too fast for the image sensor to capture a unitary image. Error diffusion: poorly-weighted kernel coefficients result in undesirable visual artifacts.

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  • Reverse data management

    Reverse data management

    Reverse data management describes a branch and set of research questions in relational database theory that aim to reverse the common focus of standard data management. Instead of focusing on the "forward" transformation of an input databases (a set of relational tables) to an output table, which is the main focus of standard query evaluation, reverse data management reverses that focus and studies the possible input database transformations that would achieve a desired output. Usually the objective is to find an intervention (a deletion, addition, or change of tuples) of minimal size, in order to achieve a particular change in the output. The problem has been studied at least since the 1980s, but has received renewed attention due to an influential paper in the early 2000s that made a connection between provenance and view propagation. The term was coined in a VLDB 2011 vision paper. The problem has been receiving significant attention in recent years due to its connection to computational fairness. == Topics in reverse data management problems == Example topics in reverse data management include: Deletion propagation with source side-effects: Find a minimal number of tuples to delete in the database in order to delete a particular tuple in the output. Deletion propagation with view side-effects: Find a set of tuples to delete in the database in order to delete a particular tuple in the output, while removing the minimal number of other output tuples. Causal responsibility: Find a minimal number of tuples to delete in the database in order to make a particular input tuple counterfactual. This notion is inspired by the notions of actual cause and causal responsibility from the work of Halpern and Pearl. Resilience: Find a minimal number of tuples to delete in the database in order to make a Boolean query false. The complexity of this problem is identical to the problem of deletion propagation with source-side effects over a different database. Smallest witness problem: Find a minimal number of tuples to keep in the a database (or equivalently, delete a maximal number of tuples) while keeping a particular tuple in the output. Minimum repair: Given a database that violates certain integrity constraints, find a minimal number of tuples to delete in the database in order to fulfill all constraints (also called to "repair" the database).

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  • Aidoc

    Aidoc

    Aidoc Medical is an Israeli technology company that develops computer-aided simple triage and notification systems. Aidoc has obtained U.S. Food and Drug Administration and CE mark approval for its stroke, pulmonary embolism, cervical fracture, intracranial hemorrhage, intra-abdominal free gas, and incidental pulmonary embolism algorithms. Aidoc algorithms are in use in more than 900 hospitals and imaging centers, including Montefiore Nyack Hospital, LifeBridge Health, LucidHealth, Yale New Haven Hospital, Cedars-Sinai Medical Center, University of Rochester Medical Center, and Sheba Medical Center. == History == Aidoc was founded in 2016 by Elad Walach as the CEO, Michael Braginsky as the CTO and Guy Reiner as the VP. In April 2017, the company raised $7M, led by TLV Partners, and in April 2019, the company raised another $27M, led by Square Peg capital. There have been several additional rounds of funding as well, bringing Aidoc's total investment to $370M as of July 2025. In August 2018, Aidoc gained FDA clearance for its intracranial hemorrhage system, and in May 2019 it received clearance for the pulmonary embolism system. In January 2020, the system for detecting large-vessel occlusions (LVOs) in head CTA examinations obtained FDA clearance. In October 2024, it was reported that Aidoc is working with NVIDIA to develop a framework for deployment and integration of artificial intelligence tools in healthcare. The Blueprint for Resilient Integration and Deployment of Guided Excellence (BRIDGE) is a guideline to facilitate AI adoption in the healthcare industry. == Products and market == Aidoc has developed a suite of artificial intelligence products that flag both time-sensitive and time-consuming (for the radiologist) abnormalities across the body. The algorithms are developed with large quantities of data to provide diagnostic aid for a broad set of pathologies. The company offers an array of algorithms that span across the body, including for intracranial hemorrhage, spine fractures (C, T & L), free air in the abdomen, pulmonary embolism, and more. It developed "Always-on AI", a term coined by Elad Walach that refers to a type of artificial intelligence that is "Always-on—constantly running in the background and automatically analyzing medical imaging data, identifying urgent findings, and sparing radiologists from "drowning" in vast amounts of irrelevant data. Aidoc's solutions cover medical conditions prevalent in all settings (ED/inpatient/outpatient), including level 1 trauma centers, outpatient imaging centers, teleradiology groups and, are set up in over 200 medical centers worldwide. Notable customers include the University of Rochester Medical Center and Global Diagnostics Australia. Aidoc announced in 2024 that its new Clinical AI Reasoning Engine (CARE1) had been submitted for FDA approval. In September 2025 Aidoc received a "Breakthrough Device Designation" from the FDA for a new multi-triage solution that spans numerous acute findings in CT scans. Aidoc's CARE1 foundation model was the basis of the workflow on which the designation was made, enabling simultaneous coverage of multiple pathologies. This new designation allows parallel FDA review of multiple indications under a single submission. In April 2026, Aidoc raised million in a Series E funding round led by Growth Equity at Goldman Sachs Alternatives, with participation from General Catalyst and NVentures. The financing brought the company's total funding to over million. == Clinical Research == A clinical study on Aidoc’ accuracy of deep convolutional neural networks for the detection of pulmonary embolism (PE) on CT pulmonary angiograms (CTPAs) was performed by the University Hospital of Basel and presented at the European Congress of Radiology, showing that the Aidoc algorithm reached 93% sensitivity and 95% specificity. Clinical research has also been performed to test the diagnostic performance of Aidoc's deep learning-based triage system for the flagging of acute findings in abdominal computed tomography (CT) examinations. Overall, the algorithm achieved 93% sensitivity (91/98, 7 false negatives) and 97% specificity (93/96, 3 false-positive) in the detection of acute abdominal findings. Additional clinical research on Aidoc's Intracranial hemorrhage algorithm accuracy was presented at the European Congress of Radiology by Antwerp University Hospital, evaluating the use of its deep learning algorithm for the detection of intracranial hemorrhage on non-contrast enhanced CT of the brain. The University of Washington completed a study on the accuracy of Aidoc's intracranial hemorrhage algorithm.

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  • Channel (digital image)

    Channel (digital image)

    Color digital images are made of pixels, and pixels are made of combinations of primary colors represented by a series of code. A channel in this context is the grayscale image of the same size as a color image, made of just one of these primary colors. For instance, an image from a standard digital camera will have a red, green and blue channel. A grayscale image has just one channel. In geographic information systems, channels are often referred to as raster bands. Another closely related concept is feature maps, which are used in convolutional neural networks. == Overview == In the digital realm, there can be any number of conventional primary colors making up an image; a channel in this case is extended to be the grayscale image based on any such conventional primary color. By extension, a channel is any grayscale image of the same dimension as and associated with the original image. Channel is a conventional term used to refer to a certain component of an image. In reality, any image format can use any algorithm internally to store images. For instance, GIF images actually refer to the color in each pixel by an index number, which refers to a table where three color components are stored. However, regardless of how a specific format stores the images, discrete color channels can always be determined, as long as a final color image can be rendered. The concept of channels is extended beyond the visible spectrum in multispectral and hyperspectral imaging. In that context, each channel corresponds to a range of wavelengths and contains spectroscopic information. The channels can have multiple widths and ranges. Three main channel types (or color models) exist, and have respective strengths and weaknesses. === RGB images === An RGB image has three channels: red, green, and blue. RGB channels roughly follow the color receptors in the human eye, and are used in computer displays and image scanners. If the RGB image is 24-bit (the industry standard as of 2005), each channel has 8 bits, for red, green, and blue—in other words, the image is composed of three images (one for each channel), where each image can store discrete pixels with conventional brightness intensities between 0 and 255. If the RGB image is 48-bit (very high color-depth), each channel has 16-bit per pixel color, that is 16-bit red, green, and blue for each per pixel. ==== RGB color sample ==== Notice how the grey trees have similar brightness in all channels, the red dress is much brighter in the red channel than in the other two, and how the green part of the picture is shown much brighter in the green channel. === YUV === YUV images are an affine transformation of the RGB colorspace, originated in broadcasting. The Y channel correlates approximately with perceived intensity, whilst the U and V channels provide colour information. === CMYK === A CMYK image has four channels: cyan, magenta, yellow, and key (black). CMYK is the standard for print, where subtractive coloring is used. A 32-bit CMYK image (the industry standard as of 2005) is made of four 8-bit channels, one for cyan, one for magenta, one for yellow, and one for key color (typically is black). 64-bit storage for CMYK images (16-bit per channel) is not common, since CMYK is usually device-dependent, whereas RGB is the generic standard for device-independent storage. ==== CMYK color sample ==== === HSV === HSV, or hue saturation value, stores color information in three channels, just like RGB, but one channel is devoted to brightness (value), and the other two convey colour information. The value channel is similar to (but not exactly the same as) the CMYK black channel, or its negative. HSV is especially useful in lossy video compression, where loss of color information is less noticeable to the human eye. == Alpha channel == The alpha channel stores transparency information—the higher the value, the more opaque that pixel is. No camera or scanner measures transparency, although physical objects certainly can possess transparency, but the alpha channel is extremely useful for compositing digital images together. Bluescreen technology involves filming actors in front of a primary color background, then setting that color to transparent, and compositing it with a background. The GIF and PNG image formats use alpha channels on the World Wide Web to merge images on web pages so that they appear to have an arbitrary shape even on a non-uniform background. == Other channels == In 3D computer graphics, multiple channels are used for additional control over material rendering; e.g., controlling specularity and so on. == Bit depth == In digitizing images, the color channels are converted to numbers. Since images contain thousands of pixels, each with multiple channels, channels are usually encoded in as few bits as possible. Typical values are 8 bits per channel or 16 bits per channel. Indexed color effectively gets rid of channels altogether to get, for instance, 3 channels into 8 bits (GIF) or 16 bits. == Optimized channel sizes == Since the brain does not necessarily perceive distinctions in each channel to the same degree as in other channels, it is possible that differing the number of bits allocated to each channel will result in more optimal storage; in particular, for RGB images, compressing the blue channel the most and the red channel the least may be better than giving equal space to each. Among other techniques, lossy video compression uses chroma subsampling to reduce the bit depth in color channels (hue and saturation), while keeping all brightness information (value in HSV). 16-bit HiColor stores red and blue in 5 bits, and green in 6 bits.

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  • Metadata

    Metadata

    Metadata (or metainformation) is data (or information) that defines and describes the characteristics of other data. It often helps to describe, explain, locate, or otherwise make data easier to retrieve, use, or manage. For example, the title, author, and publication date of a book are metadata about the book. But, while a data asset is finite, its metadata is infinite. As such, efforts to define, classify types, or structure metadata are expressed as examples in the context of its use. The term "metadata" has a history dating to the 1960s where it occurred in computer science and in popular culture. Different types of metadata serve different functions. For example, descriptive metadata for a document might include the author, creation date, file size and keywords. Metadata has various purposes. It can help users find relevant information and discover resources. It can also help organize electronic resources, provide digital identification, and archive and preserve resources. Metadata allows users to access resources by "allowing resources to be found by relevant criteria, identifying resources, bringing similar resources together, distinguishing dissimilar resources, and giving location information". Metadata of telecommunication activities including Internet traffic is very widely collected by various national governmental organizations. This data is used for the purposes of traffic analysis and can be used for mass surveillance. Unique metadata standards exist for different disciplines (e.g., museum collections, digital audio files, websites, etc.). Describing the contents and context of data or data files increases its usefulness. For example, a web page may include metadata specifying what software language the page is written in (e.g., HTML), what tools were used to create it, what subjects the page is about, and where to find more information about the subject. This metadata can automatically improve the reader's experience and make it easier for users to find the web page online. A CD may include metadata providing information about the musicians, singers, and songwriters whose work appears on the disc. In many countries, government organizations routinely store metadata about emails, telephone calls, web pages, video traffic, IP connections, and cell phone locations. == Types == There are many distinct types of metadata, including: Descriptive metadata – the descriptive information about a resource. It is used for discovery and identification. It includes elements such as title, abstract, author, and keywords. Structural metadata – metadata about containers of data and indicates how compound objects are put together, for example, how pages are ordered to form chapters. It describes the types, versions, relationships, and other characteristics of digital materials. Administrative metadata – the information to help manage a resource, like resource type, and permissions, and when and how it was created. Reference metadata – the information about the contents and quality of statistical data. Statistical metadata – also called process data, may describe processes that collect, process, or produce statistical data. Legal metadata – provides information about the creator, copyright holder, and public licensing, if provided. Metadata is not strictly bound to one of these categories, as it can describe a piece of data in many other ways. While the metadata application is manifold, covering a large variety of fields, there are specialized and well-accepted models to specify types of metadata. Bretherton & Singley (1994) distinguish between two distinct classes: structural/control metadata and guide metadata. Structural metadata describes the structure of database objects such as tables, columns, keys and indexes. Guide metadata helps humans find specific items and is usually expressed as a set of keywords in a natural language. According to Ralph Kimball, metadata can be divided into three categories: technical metadata (or internal metadata), business metadata (or external metadata), and process metadata. Dan Linstedt, creator of the data vault methodology, says business metadata "...provide[s] definition of the functionality, definition of the data, definition of the elements, and definition of how the data is used within business...business metadata includes business requirements, time-lines, business metrics, business process flows, and business terminology." Business metadata is important because it can greatly facilitate the usefulness of the data to business people. A simple example of business metadata is a glossary entry. Hover functionality in an application or web form can enable a glossary definition to be shown when cursor is on a field or term. Other examples of business metadata include annotation ability within applications. For example, a business user may be viewing a business intelligence (BI) report and notice a trend in the data. The user may have background knowledge as to why this trend occurs. Some business intelligence tools enable the user to create an annotation within the report that explains the trend. Such an annotation can enhance other users' understanding of the data. This example is especially powerful because it is created by a business user for the use of other business people. NISO distinguishes three types of metadata: descriptive, structural, and administrative. Descriptive metadata is typically used for discovery and identification, as information to search and locate an object, such as title, authors, subjects, keywords, and publisher. Structural metadata describes how the components of an object are organized. An example of structural metadata would be how pages are ordered to form chapters of a book. Finally, administrative metadata gives information to help manage the source. Administrative metadata refers to the technical information, such as file type, or when and how the file was created. Two sub-types of administrative metadata are rights management metadata and preservation metadata. Rights management metadata explains intellectual property rights, while preservation metadata contains information to preserve and save a resource. Statistical data repositories have their own requirements for metadata in order to describe not only the source and quality of the data but also what statistical processes were used to create the data, which is of particular importance to the statistical community in order to both validate and improve the process of statistical data production. An additional type of metadata beginning to be more developed is accessibility metadata. Accessibility metadata is not a new concept to libraries; however, advances in universal design have raised its profile. Projects like Cloud4All and GPII identified the lack of common terminologies and models to describe the needs and preferences of users and information that fits those needs as a major gap in providing universal access solutions. Those types of information are accessibility metadata. The Schema.org website has incorporated several accessibility properties based on IMS Global Access for All Information Model Data Element Specification. While the efforts to describe and standardize the varied accessibility needs of information seekers are beginning to become more robust, their adoption into established metadata schemas has not been as developed. For example, while Dublin Core (DC)'s "audience" and MARC 21's "reading level" could be used to identify resources suitable for users with dyslexia and DC's "format" could be used to identify resources available in braille, audio, or large print formats, there is more work to be done. == History == Metadata was traditionally used in the card catalogs of libraries until the 1980s when libraries converted their catalog data to digital databases. In the 2000s, as data and information were increasingly stored digitally, this digital data was described using metadata standards. An early description of "meta data" for computer systems was written by David Griffel and Stuart McIntosh at the MIT Center for International Studies in 1967: "In summary then, we have statements in an object language about subject descriptions of data and token codes for the data. We also have statements in a meta language describing the data relationships and transformations, and ought/is relations between norm and data." == Definition == Metadata means "data about data". Metadata is defined as the data providing information about one or more aspects of the data; it is used to summarize basic information about data that can make tracking and working with specific data easier. Some examples include: Means of creation of the data Source of the data Time and date of creation Creator or author of the data Location on a computer network where the data was created Standards used Data quality For example, a digital image may include metadata that describes the size of the image, its color depth, resolution,

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  • Information quality

    Information quality

    Information quality (IQ) is a contextual property of or a perspective to the content within information systems. There exist two complementary yet partially conflicting definitions of high-quality: firstly, information is considered high quality if it is fit for its intended purpose ; secondly, it is deemed high quality if it conforms to specified requirements . The primary distinction between these definitions is that Juran's perspective focuses on the suitability of information for its intended purpose, which can be measured by the success of its application even without direct access to or exact knowledge of the data. For example, a black-box AI with access to English Wikipedia can work well for users' purposes but using Estonian Wikipedia fails for the same purposes. Given that the AI remains the same, it can be concluded that English version data would be of higher quality in comparison to Estonian version, even without exact comparison of data contents and their properties in each version. In contrast, Crosby emphasizes adherence to predefined specifications, assuming specific criteria rather than measuring the success of its use; for instance, information in Wikipedia could be proven to be good based on criteria such as existing peer validation and academic references, even if the AI results are poor. This approach falls into problems when data is not completely accessible or all quality properties cannot be known and measured leading to false impression of quality due to lacking and misleading metrics. Numerous IQ frameworks and methodologies provide tangible approach to assess and measure DQ/IQ in a robust and rigorous manner. == Conceptual problems == Although the foundational definitions are usable for most everyday purposes, specialists often use more complex models for information quality. It has been suggested, however, that higher the quality the greater will be the confidence in meeting more general, less specific contexts. == Dimensions and metrics of information quality == "Information quality" is a measure of its fitness for use or conformance to requirements. In this way, "quality" is considered contextual and it can then vary across users and uses of the information. The exact degree of quality is often described with dimensions such as accuracy, timeliness, completeness, and similar scales. Although a huge amount of academic research has been directed to these dimensions, there does not exist consensus on their definitions or practical usefulness . Historically, Richard Wang and Diane Strong proposed a list of dimensions or elements used in assessing Information Quality is: Intrinsic IQ: accuracy, objectivity, believability, reputation Contextual IQ: relevance, value-added, timeliness, completeness, amount of information Representational IQ: interpretability, format, coherence, compatibility Accessibility IQ: accessibility, access security Other authors propose similar but different lists of dimensions for analysis, and emphasize measurement and reporting as information quality metrics. Larry English prefers the term "characteristics" to dimensions. However, a considerable amount of information quality research involves investigating and describing various categories of desirable attributes (or dimensions) of data. Research has recently shown the huge diversity of terms and classification structures used. === Quality metrics === Source: Authority/verifiability Authority refers to the expertise or recognized official status of a source. Consider the reputation of the author and publisher. When working with legal or government information, consider whether the source is the official provider of the information. Verifiability refers to the ability of a reader to verify the validity of the information irrespective of how authoritative the source is. To verify the facts is part of the duty of care of the journalistic deontology, as well as, where possible, to provide the sources of information so that they can be verified Scope of coverage Scope of coverage refers to the extent to which a source explores a topic. Consider time periods, geography or jurisdiction and coverage of related or narrower topics. Composition and organization Composition and organization has to do with the ability of the information source to present its particular message in a coherent, logically sequential manner. Objectivity Objectivity is the bias or opinion expressed when a writer interprets or analyze facts. Consider the use of persuasive language, the source's presentation of other viewpoints, its reason for providing the information and advertising. Integrity Adherence to moral and ethical principles; soundness of moral character The state of being whole, entire, or undiminished Comprehensiveness Of large scope; covering or involving much; inclusive: a comprehensive study. Comprehending mentally; having an extensive mental grasp. Insurance. covering or providing broad protection against loss. Validity Validity of some information has to do with the degree of obvious truthfulness which the information carries Uniqueness As much as 'uniqueness' of a given piece of information is intuitive in meaning, it also significantly implies not only the originating point of the information but also the manner in which it is presented and thus the perception which it conjures. The essence of any piece of information we process consists to a large extent of those two elements. Timeliness Timeliness refers to information that is current at the time of publication. Consider publication, creation and revision dates. Beware of Web site scripting that automatically reflects the current day's date on a page. Reproducibility (utilized primarily when referring to instructive information) Means that documented methods are capable of being used on the same data set to achieve a consistent result. == Professional associations == IQ International—the International Association for Information and Data Quality IQ International is a not-for-profit, vendor neutral, professional association formed in 2004, dedicated to building the information and data quality profession. CDOIQ Society Chief Data Officers and Information Quality Society is a global professional society supporting data leaders with networking, meetings, best practices, experience, certification, and training. == Information quality conferences == A number of major conferences relevant to information quality are held annually: Annual MIT Chief Data Officer & Information Quality (CDOIQ) Symposium Annual conferences held at the Massachusetts Institute of Technology, Cambridge, MA, USA Data Governance and Information Quality Conference Commercial conferences held each year in the USA Data Quality Asia Pacific Commercial conference held annually in Sydney or Melbourne, Australia Enterprise Data and Business Intelligence Conference Europe Commercial conferences held annually in London, England. Information and Data Quality Conference Not for profit conference run annually by IQ International (the International Association for Information and Data Quality) in the USA International Conference on Information Quality Academic Conference launched through MITIQ held annually at a University Master Data Management & Data Governance Conferences Six major conferences are run annually by the MDM Institute in venues such as London, San Francisco, Sydney, Toronto, Madrid, Frankfurt, Shanghai and New York City.

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