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  • Visual Expert

    Visual Expert

    Visual Expert is a static code analysis tool, extracting design and technical information from software source code by reverse-engineering, used by programmers for software maintenance, modernization or optimization. It is designed to parse several programming languages at the same time (PL/SQL, Transact-SQL, PowerBuilder...) and analyze cross-language dependencies, in addition to each language's source code. Visual Expert checks source code against hundreds of code inspection rules for vulnerability assessment, bug fix, and maintenance issues. == Features == Cross-references exploration: Impact Analysis, E/R diagrams, call graphs, CRUD matrix, dependency graphs. Software documentation: a documentation generator produces technical documentation and low-level design descriptions. Inspect the code to detect bugs, security vulnerabilities and maintainability issues. Native integration with Jenkins. Reports on duplicate code, unused objects and methods and naming conventions. Calculates software metrics and source lines of code. Code comparison: finds differences between several versions of the same code. Performance analysis: identifies code parts that slow down the application because of their syntax - it extracts statistics about code execution from the database and combines it with the static analysis of the code. == Usage == Visual Expert is used in several contexts: Change impact analysis: evaluating the consequences of a change in the code or in a database. Avoiding negative side effects when evolving a system. Static Application Security Testing (SAST): detecting and removing security issues. Continuous Integration / Continuous Inspection : adding a static code analysis job in a CI/CD workflow to automatically verify the quality and security of a new build when it is released. Program comprehension: helping programmers understand and maintain existing code, or modernize legacy systems. Transferring knowledge of the code, from one programmer to another. Software sizing: calculating the size of an application, or a piece of code, in order to estimate development efforts. Code review: improving the code by finding and removing code smells, dead code, code causing poor performances or violations of coding conventions. == Limitations == As a static code analyzer, Visual Expert is limited to the programming languages supported by its code parsers - Oracle PL/SQL, SQL Server Transact-SQL, PowerBuilder. A preliminary reverse engineering is required. Visual Expert does it automatically, but its duration depends on the size of the code parsed. Users must wait for the parsing completion prior to using the features, or schedule it in advance. They must also allocate sufficient hardware resources to support their volume of code. Visual Expert is based on a client/server architecture: the code analysis is running on a Windows PC - preferably a server. The information extracted from the code is stored in a RDBMS, communicating with a client application installed on the programmer's computer - no web client is available. This requires that the code, the parsers, the RDBMS and the programmers’ computers are connected to the same LAN or VPN. == History == 1995- 1998 - Prog and Doc - Initial version distributed on the French market 2001 - Visual Expert 4.5 2003 - Visual Expert 5 2007 - Visual Expert 5.7 2010 - Visual Expert 6.0 2015 - Visual Expert 2015 - Server component added to schedule code analyses 2016 - Visual Expert 2016 - Oracle PL/SQL code parser, code inventory (lines of code, number of objects…) 2017 - Visual Expert 2017 - SQL Server T-SQL code parser, Code comparison, CRUD matrix 2018 - Visual Expert 2018 - DB Code Performance Analysis, integration with TFS 2019 - Visual Expert 2019 - Generation of E/R diagrams from the code 2020 - Visual Expert 2020 - Object dependency matrix, naming consistency verification, integration with GIT and SVN 2021 - Visual Expert 2021 - Continuous Code Inspection, integration with Jenkins 2022 - Visual Expert 2022 - Support for cloud-based repositories and large volumes of code 2023 - Visual Expert 2023 - Performance tuning for PowerBuilder 2024 - Visual Expert 2024 - New web UI to simplify deployment and use among large teams. 2025 - Visual Expert 2025 - AI-based features to explain code, generate comments, and optimize queries

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  • GOFAI

    GOFAI

    In the philosophy of artificial intelligence, GOFAI (good old-fashioned artificial intelligence) is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea. Haugeland coined the term to address two questions: Can GOFAI produce human-level artificial intelligence in a machine? Is GOFAI the primary method that brains use to display intelligence? AI founder Herbert A. Simon speculated in 1963 that the answers to both these questions was "yes". His evidence was the performance of programs he had co-written, such as Logic Theorist and the General Problem Solver, and his psychological research on human problem solving. AI research in the 1950s and 60s had an enormous influence on intellectual history: it inspired the cognitive revolution, led to the founding of the academic field of cognitive science, and was the essential example in the philosophical theories of computationalism, functionalism and cognitivism in ethics and the psychological theories of cognitivism and cognitive psychology. The specific aspect of AI research that led to this revolution was what Haugeland called "GOFAI". In AI development and technology, GOFAI is used to refer to programs that are built with deliberate, explicit instructions for a single task. This is in contrast to approaches that use machine learning. Examples of GOFAI applications include AlphaGo and Apple's initial Siri design. == Western rationalism == Haugeland places GOFAI within the rationalist tradition in western philosophy, which holds that abstract reason is the "highest" faculty, that it is what separates man from the animals, and that it is the most essential part of our intelligence. This assumption is present in Plato and Aristotle, in Shakespeare, Hobbes, Hume and Locke, it was central to the Enlightenment, to the logical positivists of the 1930s, and to the computationalists and cognitivists of the 1960s. As Shakespeare wrote: What a piece of work is a man, How noble in reason, how infinite in faculty ... In apprehension how like a god, The beauty of the world, The paragon of animals. Symbolic AI in the 1960s was able to successfully simulate the process of high-level reasoning, including logical deduction, algebra, geometry, spatial reasoning and means-ends analysis, all of them in precise English sentences, just like the ones humans used when they reasoned. Many observers, including philosophers, psychologists and the AI researchers themselves became convinced that they had captured the essential features of intelligence. This was not just hubris or speculation -- this was entailed by rationalism. If it was not true, then it brings into question a large part of the entire Western philosophical tradition. Continental philosophy, which included Nietzsche, Husserl, Heidegger and others, rejected rationalism and argued that our high-level reasoning was limited and prone to error, and that most of our abilities come from our intuitions, culture, and instinctive feel for the situation. Philosophers who were familiar with this tradition were the first to criticize GOFAI and the assertion that it was sufficient for intelligence, such as Hubert Dreyfus and Haugeland. == Haugeland's GOFAI == Critics and supporters of Haugeland's position, from philosophy, psychology, or AI research have found it difficult to define "GOFAI" precisely, and thus the literature contains a variety of interpretations. Drew McDermott, for example, finds Haugeland's description of GOFAI "incoherent" and argues that GOFAI is a "myth". Haugeland coined the term GOFAI in order to examine the philosophical implications of “the claims essential to all GOFAI theories”, which he listed as: 1. our ability to deal with things intelligently is due to our capacity to think about them reasonably (including sub-conscious thinking); and 2. our capacity to think about things reasonably amounts to a faculty for internal “automatic” symbol manipulation This is very similar to the sufficient side of the physical symbol systems hypothesis proposed by Herbert A. Simon and Allen Newell in 1963: "A physical symbol system has the necessary and sufficient means for general intelligent action." It is also similar to Hubert Dreyfus' "psychological assumption": "The mind can be viewed as a device operating on bits of information according to formal rules. " Haugeland's description of GOFAI refers to symbol manipulation governed by a set of instructions for manipulating the symbols. The "symbols" he refers to are discrete physical things that are assigned a definite semantics -- like and . They do not refer to signals, or unidentified numbers, or matrixes of unidentified numbers, or the zeros and ones of digital machinery. Thus, Haugeland's GOFAI does not include "good old fashioned" techniques such as cybernetics, perceptrons, dynamic programming or control theory or modern techniques such as neural networks or support vector machines. These questions ask if GOFAI is sufficient for general intelligence -- they ask if there is nothing else required to create fully intelligent machines. Thus GOFAI, for Haugeland, does not include systems that combine symbolic AI with other techniques, such as neuro-symbolic AI, and also does not include narrow symbolic AI systems that are designed only to solve a specific problem and are not expected to exhibit general intelligence. == Replies == === Replies from AI scientists === Russell and Norvig wrote, in reference to Dreyfus and Haugeland:The technology they criticized came to be called Good Old-Fashioned AI (GOFAI). GOFAI corresponds to the simplest logical agent design ... and we saw ... that it is indeed difficult to capture every contingency of appropriate behavior in a set of necessary and sufficient logical rules; we called that the qualification problem. Later symbolic AI work after the 1980's incorporated more robust approaches to open-ended domains such as probabilistic reasoning, non-monotonic reasoning, and machine learning. Currently, most AI researchers believe deep learning, and more likely, a synthesis of neural and symbolic approaches (neuro-symbolic AI), will be required for general intelligence.

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  • Dendral

    Dendral

    Dendral was a project in artificial intelligence (AI) of the 1960s, and the computer software expert system that it produced. Its primary aim was to study hypothesis formation and discovery in science. For that, a specific task in science was chosen: help organic chemists in identifying unknown organic molecules, by analyzing their mass spectra and using knowledge of chemistry. It was done at Stanford University by Edward Feigenbaum, Bruce G. Buchanan, Joshua Lederberg, and Carl Djerassi, along with a team of highly creative research associates and students. It began in 1964 and spans approximately half the history of AI research. The software program Dendral is considered the first expert system because it automated the decision-making process and problem-solving behavior of organic chemists. The project consisted of research on two main programs Heuristic Dendral and Meta-Dendral, and several sub-programs. It was written in the Lisp programming language, which was considered the language of AI because of its flexibility. Many systems were derived from Dendral, including MYCIN, MOLGEN, PROSPECTOR, XCON, and STEAMER. There are many other programs today for solving the mass spectrometry inverse problem, see List of mass spectrometry software, but they are no longer described as 'artificial intelligence', just as structure searchers. The name Dendral is an acronym of the term "Dendritic Algorithm". == Heuristic Dendral == Heuristic Dendral is a program that uses mass spectra or other experimental data together with a knowledge base of chemistry to produce a set of possible chemical structures that may be responsible for producing the data. A mass spectrum of a compound is produced by a mass spectrometer, and is used to determine its molecular weight, the sum of the masses of its atomic constituents. For example, the compound water (H2O), has a molecular weight of 18 since hydrogen has a mass of 1.01 and oxygen 16.00, and its mass spectrum has a peak at 18 units. Heuristic Dendral would use this input mass and the knowledge of atomic mass numbers and valence rules, to determine the possible combinations of atomic constituents whose mass would add up to 18. As the weight increases and the molecules become more complex, the number of possible compounds increases drastically. Thus, a program that is able to reduce this number of candidate solutions through the process of hypothesis formation is essential. New graph-theoretic algorithms were invented by Lederberg, Harold Brown, and others that generate all graphs with a specified set of nodes and connection-types (chemical atoms and bonds) -- with or without cycles. Moreover, the team was able to prove mathematically that the generator is complete, in that it produces all graphs with the specified nodes and edges, and that it is non-redundant, in that the output contains no equivalent graphs (e.g., mirror images). The CONGEN program, as it became known, was developed largely by computational chemists Ray Carhart, Jim Nourse, and Dennis Smith. It was useful to chemists as a stand-alone program to generate chemical graphs showing a complete list of structures that satisfy the constraints specified by a user. == Meta-Dendral == Meta-Dendral is a machine learning system that receives the set of possible chemical structures and corresponding mass spectra as input, and proposes a set of rules of mass spectrometry that correlate structural features with processes that produce the mass spectrum. These rules would be fed back to Heuristic Dendral (in the planning and testing programs described below) to test their applicability. Thus, "Heuristic Dendral is a performance system and Meta-Dendral is a learning system". The program is based on two important features: the plan-generate-test paradigm and knowledge engineering. === Plan-generate-test paradigm === The plan-generate-test paradigm is the basic organization of the problem-solving method, and is a common paradigm used by both Heuristic Dendral and Meta-Dendral systems. The generator (later named CONGEN) generates potential solutions for a particular problem, which are then expressed as chemical graphs in Dendral. However, this is feasible only when the number of candidate solutions is minimal. When there are large numbers of possible solutions, Dendral has to find a way to put constraints that rules out large sets of candidate solutions. This is the primary aim of Dendral planner, which is a “hypothesis-formation” program that employs “task-specific knowledge to find constraints for the generator”. Last but not least, the tester analyzes each proposed candidate solution and discards those that fail to fulfill certain criteria. This mechanism of plan-generate-test paradigm is what holds Dendral together. === Knowledge Engineering === The primary aim of knowledge engineering is to attain a productive interaction between the available knowledge base and problem solving techniques. This is possible through development of a procedure in which large amounts of task-specific information is encoded into heuristic programs. Thus, the first essential component of knowledge engineering is a large “knowledge base.” Dendral has specific knowledge about the mass spectrometry technique, a large amount of information that forms the basis of chemistry and graph theory, and information that might be helpful in finding the solution of a particular chemical structure elucidation problem. This “knowledge base” is used both to search for possible chemical structures that match the input data, and to learn new “general rules” that help prune searches. The benefit Dendral provides the end user, even a non-expert, is a minimized set of possible solutions to check manually. == Heuristics == A heuristic is a rule of thumb, an algorithm that does not guarantee a solution, but reduces the number of possible solutions by discarding unlikely and irrelevant solutions. The use of heuristics to solve problems is called "heuristics programming", and was used in Dendral to allow it to replicate in machines the process through which human experts induce the solution to problems via rules of thumb and specific information. Heuristics programming was a major approach and a giant step forward in artificial intelligence, as it allowed scientists to finally automate certain traits of human intelligence. It became prominent among scientists in the late 1940s through George Polya’s book, How to Solve It: A New Aspect of Mathematical Method. As Herbert A. Simon said in The Sciences of the Artificial, "if you take a heuristic conclusion as certain, you may be fooled and disappointed; but if you neglect heuristic conclusions altogether you will make no progress at all." == History == During the mid 20th century, the question "can machines think?" became intriguing and popular among scientists, primarily to add humanistic characteristics to machine behavior. John McCarthy, who was one of the prime researchers of this field, termed this concept of machine intelligence as "artificial intelligence" (AI) during the Dartmouth summer in 1956. AI is usually defined as the capacity of a machine to perform operations that are analogous to human cognitive capabilities. Much research to create AI was done during the 20th century. Also around the mid 20th century, science, especially biology, faced a fast-increasing need to develop a "man-computer symbiosis", to aid scientists in solving problems. For example, the structural analysis of myoglobin, hemoglobin, and other proteins relentlessly needed instrumentation development due to its complexity. In the early 1960s, Joshua Lederberg started working with computers and quickly became tremendously interested in creating interactive computers to help him in his exobiology research. Specifically, he was interested in designing computing systems to help him study alien organic compounds. Lederberg had been heading a team designing instruments for the Mars Viking lander to search for precursor molecules of life in samples of the Mars surface, using a mass spectrometer coupled with a minicomputer. As he was not an expert in either chemistry or computer programming, he collaborated with Stanford chemist Carl Djerassi to help him with chemistry, and Edward Feigenbaum with programming, to automate the process of determining chemical structures from raw mass spectrometry data. Feigenbaum was an expert in programming languages and heuristics, and helped Lederberg design a system that replicated the way Djerassi solved structure elucidation problems. They devised a system called Dendritic Algorithm (Dendral) that was able to generate possible chemical structures corresponding to the mass spectrometry data as an output. Dendral then was still very inaccurate in assessing spectra of ketones, alcohols, and isomers of chemical compounds. Thus, Djerassi "taught" general rules to Dendral that could help eliminate most of the "chemically implausible" structures, and p

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  • Turing test

    Turing test

    The Turing test, originally called the imitation game by Alan Turing in 1949, is a test of a machine's ability to exhibit intelligent behaviour equivalent to that of a human. In the test, a human evaluator judges a text transcript of a natural-language conversation between a human and a machine. The evaluator tries to identify the machine, and the machine passes if the evaluator cannot reliably tell them apart. The results would not depend on the machine's ability to answer questions correctly, only on how closely its answers resembled those of a human. Since the Turing test is a test of indistinguishability in performance capacity, the verbal version generalizes naturally to all of human performance capacity, verbal as well as nonverbal (robotic). The test was introduced by Turing in his 1950 paper "Computing Machinery and Intelligence" while working at the University of Manchester. It opens with the words: "I propose to consider the question, 'Can machines think?'." Because "thinking" is difficult to define, Turing chooses to "replace the question by another, which is closely related to it and is expressed in relatively unambiguous words". Turing describes the new form of the problem in terms of a three-person party game called the "imitation game", in which an interrogator asks questions of a man and a woman in another room in order to determine the correct sex of the two players. Turing's new question is: "Are there imaginable digital computers which would do well in the imitation game?" This question, Turing believed, was one that could actually be answered. In the remainder of the paper, he argued against the major objections to the proposition that "machines can think". Since Turing introduced his test, it has been highly influential in the philosophy of artificial intelligence, resulting in substantial discussion and controversy, as well as criticism from philosophers like John Searle, who argue against the test's ability to detect consciousness. == History == === Philosophical background === The question of whether it is possible for machines to think has a long history, which is firmly entrenched in the distinction between dualist and materialist views of the mind. René Descartes prefigures aspects of the Turing test in his 1637 Discourse on the Method when he writes: [H]ow many different automata or moving machines could be made by the industry of man ... For we can easily understand a machine's being constituted so that it can utter words, and even emit some responses to action on it of a corporeal kind, which brings about a change in its organs; for instance, if touched in a particular part it may ask what we wish to say to it; if in another part it may exclaim that it is being hurt, and so on. But it never happens that it arranges its speech in various ways, in order to reply appropriately to everything that may be said in its presence, as even the lowest type of man can do. Here Descartes notes that automata are capable of responding to human interactions but argues that such automata cannot respond appropriately to things said in their presence in the way that any human can. Descartes therefore prefigures the Turing test by defining the insufficiency of appropriate linguistic response as that which separates the human from the automaton. Descartes fails to consider the possibility that future automata might be able to overcome such insufficiency, and so does not propose the Turing test as such, even if he prefigures its conceptual framework and criterion. Denis Diderot formulates in his 1746 book Pensées philosophiques a Turing-test criterion, though with the important implicit limiting assumption maintained, of the participants being natural living beings, rather than considering created artifacts: If they find a parrot who could answer to everything, I would claim it to be an intelligent being without hesitation. This does not mean he agrees with this, but that it was already a common argument of materialists at that time. According to dualism, the mind is non-physical (or, at the very least, has non-physical properties) and, therefore, cannot be explained in purely physical terms. According to materialism, the mind can be explained physically, which leaves open the possibility of minds that are produced artificially. In 1936, philosopher Alfred Ayer considered the standard philosophical question of other minds: how do we know that other people have the same conscious experiences that we do? In his book, Language, Truth and Logic, Ayer suggested a protocol to distinguish between a conscious man and an unconscious machine: "The only ground I can have for asserting that an object which appears to be conscious is not really a conscious being, but only a dummy or a machine, is that it fails to satisfy one of the empirical tests by which the presence or absence of consciousness is determined". (This suggestion is very similar to the Turing test, but it is not certain that Ayer's popular philosophical classic was familiar to Turing.) In other words, a thing is not conscious if it fails the consciousness test. === Cultural background === A rudimentary idea of the Turing test appears in the 1726 novel Gulliver's Travels by Jonathan Swift. When Gulliver is brought before the king of Brobdingnag, the king thinks at first that Gulliver might be a "a piece of clock-work (which is in that country arrived to a very great perfection) contrived by some ingenious artist". Even when he hears Gulliver speaking, the king still doubts whether Gulliver was taught "a set of words" to make him "sell at a better price". Gulliver tells that only after "he put several other questions to me, and still received rational answers" the king became satisfied that Gulliver was not a machine. Tests where a human judges whether a computer or an alien is intelligent were an established convention in science fiction by the 1940s, and it is likely that Turing would have been aware of these. Stanley G. Weinbaum's "A Martian Odyssey" (1934) provides an example of how nuanced such tests could be. Earlier examples of machines or automatons attempting to pass as human include the Ancient Greek myth of Pygmalion who creates a sculpture of a woman that is animated by Aphrodite, Carlo Collodi's novel The Adventures of Pinocchio, about a puppet who wants to become a real boy, and E. T. A. Hoffmann's 1816 story "The Sandman," where the protagonist falls in love with an automaton. In all these examples, people are fooled by artificial beings that—up to a point—pass as human. === Alan Turing and the imitation game === Researchers in the United Kingdom had been exploring "machine intelligence" for up to ten years prior to the founding of the field of artificial intelligence (AI) research in 1956. It was a common topic among the members of the Ratio Club, an informal group of British cybernetics and electronics researchers that included Alan Turing. Turing, in particular, had been running the notion of machine intelligence since at least 1941 and one of the earliest-known mentions of "computer intelligence" was made by him in 1947. In Turing's report, "Intelligent Machinery," he investigated "the question of whether or not it is possible for machinery to show intelligent behaviour" and, as part of that investigation, proposed what may be considered the forerunner to his later tests: It is not difficult to devise a paper machine which will play a not very bad game of chess. Now get three men A, B and C as subjects for the experiment. A and C are to be rather poor chess players, B is the operator who works the paper machine. ... Two rooms are used with some arrangement for communicating moves, and a game is played between C and either A or the paper machine. C may find it quite difficult to tell which he is playing. "Computing Machinery and Intelligence" (1950) was the first published paper by Turing to focus exclusively on machine intelligence. Turing begins the 1950 paper with the claim, "I propose to consider the question 'Can machines think?'" As he highlights, the traditional approach to such a question is to start with definitions, defining both the terms "machine" and "think". Turing chooses not to do so; instead, he replaces the question with a new one, "which is closely related to it and is expressed in relatively unambiguous words". In essence he proposes to change the question from "Can machines think?" to "Can machines do what we (as thinking entities) can do?" The advantage of the new question, Turing argues, is that it draws "a fairly sharp line between the physical and intellectual capacities of a man". To demonstrate this approach Turing proposes a test inspired by a party game, known as the "imitation game", in which a man and a woman go into separate rooms and guests try to tell them apart by writing a series of questions and reading the typewritten answers sent back. In this game, both the man and the woman aim to convince the guests that they ar

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  • Site Security Handbook

    Site Security Handbook

    The Site Security Handbook, RFC 2196, is a guide on setting computer security policies and procedures for sites that have systems on the Internet (however, the information provided should also be useful to sites not yet connected to the Internet). The guide lists issues and factors that a site must consider when setting their own policies. It makes a number of recommendations and provides discussions of relevant areas. This guide is only a framework for setting security policies and procedures. In order to have an effective set of policies and procedures, a site will have to make many decisions, gain agreement, and then communicate and implement these policies. The guide is a product of the IETF SSH working group, and was published in 1997, obsoleting the earlier RFC 1244 from 1991.

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  • GNOWSYS

    GNOWSYS

    GNOWSYS (Gnowledge Networking and Organizing system) is a specification for a generic distributed network based memory/knowledge management. It is developed as an application for developing and maintaining semantic web content. It is written in Python. It is implemented as a Django app. The GNOWSYS project was launched by Nagarjuna G. in 2001, while he was working at Homi Bhabha Centre for Science Education (HBCSE). The memory of GNOWSYS is designed as a node-oriented space. A node is described by other nodes to which it has links. The nodes are organized and processed according to a complex data structure called the neighborhood. == Applications == The application can be used for web-based knowledge representation and content management projects, for developing structured knowledge bases, as a collaborative authoring tool, suitable for making electronic glossaries, dictionaries and encyclopedias, for managing large web sites or links, developing an online catalogue for a library of any thing including books, to make ontologies, classifying and networking any objects, etc. This tool is also intended to be used for an on-line tutoring system with dependency management between various concepts or software packages. For example, the dependency relations between Debian packages have been represented by the gnowledge portal Archived 2018-05-14 at the Wayback Machine. == Component Classes == The kernel is designed to provide support to persistently store highly granular nodes of knowledge representation like terms, predicates and very complex propositional systems like arguments, rules, axiomatic systems, loosely held paragraphs, and more complex structured and consistent compositions. All the component classes in GNOWSYS are classified according to complexity into three groups, where the first two groups are used to express all possible well formed formulae permissible in a first order logic. === Terms === ‘Object’, ‘Object Type’ for declarative knowledge, ‘Event’, ‘Event Type’, for temporal objects, and ‘Meta Types’ for expressing upper ontology. The objects in this group are essentially any thing about which the knowledge engineer intends to express and store in the knowledge base, i.e., they are the objects of discourse. The instances of these component classes can be stored with or without expressing ‘instance of’ or ‘sub-class of’ relations among them. === Predicates === This group consists of ‘Relation’, and ‘Relation Type’ for expressing declarative knowledge, and ‘Function’ and ‘Function Type’ for expressing procedural knowledge. This group is to express qualitative and quantitative relations among the various instances stored in the knowledge base. While instantiating the predicates can be characterized by their logical properties of relations, quantifiers and cardinality as monadic predicates of these predicate objects. === Structures === ‘System’, ‘Encapsulated Class’, ‘Program’, and ‘Process’, are other base classes for complex structures, which can be combined iteratively to produce more complex systems. The component class ‘System’ is to store in the knowledge base a set of propositions composed into ontologies, axiomatic systems, complex systems like say a human body, an artifact like a vehicle etc., with or without consistency check. An ‘Encapsulated Class’ is to com- pose declarative and behavioural objects in a flexible way to build classes. A ‘Program’ is not only to store the logic of any complete program or a component class, composed from the already available behavioural instances in the knowledge base with built-in connectives (conditions, and loops), but also execute them as web services. A ‘Process’ is to structure temporal objects with sequence, concurrency, synchronous or asynchronous specifications. Every node in the database keeps the neighbourhood information, such as its super-class, sub-class, instance-of, and other relations, in which the object has a role, in the form of predicates. This feature makes computation of drawing graphs and inferences, on the one hand, and dependency and navigation paths on the other hand very easy. All the data and metadata is indexed in a central catalogue making query and locating resources efficient.

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  • Tag (metadata)

    Tag (metadata)

    In information systems, a tag is a keyword or term assigned to a piece of information (such as an Internet bookmark, multimedia, database record, or computer file). This kind of metadata helps describe an item and allows it to be found again by browsing or searching. Tags are generally chosen informally and personally by the item's creator or by its viewer, depending on the system, although they may also be chosen from a controlled vocabulary. Tagging was popularized by websites associated with Web 2.0 and is an important feature of many Web 2.0 services. It is now also part of other database systems, desktop applications, and operating systems. == Overview == People use tags to aid classification, mark ownership, note boundaries, and indicate online identity. Tags may take the form of words, images, or other identifying marks. An analogous example of tags in the physical world is museum object tagging. People were using textual keywords to classify information and objects long before computers. Computer based search algorithms made the use of such keywords a rapid way of exploring records. Tagging gained popularity due to the growth of social bookmarking, image sharing, and social networking websites. These sites allow users to create and manage labels (or "tags") that categorize content using simple keywords. Websites that include tags often display collections of tags as tag clouds, as do some desktop applications. On websites that aggregate the tags of all users, an individual user's tags can be useful both to them and to the larger community of the website's users. Tagging systems have sometimes been classified into two kinds: top-down and bottom-up. Top-down taxonomies are created by an authorized group of designers (sometimes in the form of a controlled vocabulary), whereas bottom-up taxonomies (called folksonomies) are created by all users. This definition of "top down" and "bottom up" should not be confused with the distinction between a single hierarchical tree structure (in which there is one correct way to classify each item) versus multiple non-hierarchical sets (in which there are multiple ways to classify an item); the structure of both top-down and bottom-up taxonomies may be either hierarchical, non-hierarchical, or a combination of both. Some researchers and applications have experimented with combining hierarchical and non-hierarchical tagging to aid in information retrieval. Others are combining top-down and bottom-up tagging, including in some large library catalogs (OPACs) such as WorldCat. When tags or other taxonomies have further properties (or semantics) such as relationships and attributes, they constitute an ontology. In folder system a file cannot exist in two or more folders so tag system has been thought more convenient. But transitioning to tag system requires awareness of difference between properties of two systems. In folder system the information of classification is put outside of the file and we can change folder at once. In tag system the information of classification is put inside the file so changing its tag means changing the file and it needs to be saved again and takes time. Metadata tags as described in this article should not be confused with the use of the word "tag" in some software to refer to an automatically generated cross-reference; examples of the latter are tags tables in Emacs and smart tags in Microsoft Office. == History == The use of keywords as part of an identification and classification system long predates computers. Paper data storage devices, notably edge-notched cards, that permitted classification and sorting by multiple criteria were already in use prior to the twentieth century, and faceted classification has been used by libraries since the 1930s. In the late 1970s and early 1980s, Emacs, the text editor for Unix systems, offered a companion software program called Tags that could automatically build a table of cross-references called a tags table that Emacs could use to jump between a function call and that function's definition. This use of the word "tag" did not refer to metadata tags, but was an early use of the word "tag" in software to refer to a word index. Online databases and early websites deployed keyword tags as a way for publishers to help users find content. In the early days of the World Wide Web, the keywords meta element was used by web designers to tell web search engines what the web page was about, but these keywords were only visible in a web page's source code and were not modifiable by users. In 1997, the collaborative portal "A Description of the Equator and Some ØtherLands" produced by documenta X, Germany, used the folksonomic term Tag for its co-authors and guest authors on its Upload page. In "The Equator" the term Tag for user-input was described as an abstract literal or keyword to aid the user. However, users defined singular Tags, and did not share Tags at that point. In 2003, the social bookmarking website Delicious provided a way for its users to add "tags" to their bookmarks (as a way to help find them later); Delicious also provided browseable aggregated views of the bookmarks of all users featuring a particular tag. Within a couple of years, the photo sharing website Flickr allowed its users to add their own text tags to each of their pictures, constructing flexible and easy metadata that made the pictures highly searchable. The success of Flickr and the influence of Delicious popularized the concept, and other social software websites—such as YouTube, Technorati, and Last.fm—also implemented tagging. In 2005, the Atom web syndication standard provided a "category" element for inserting subject categories into web feeds, and in 2007 Tim Bray proposed a "tag" URN. == Examples == === Within a blog === Many systems (and other web content management systems) allow authors to add free-form tags to a post, along with (or instead of) placing the post into a predetermined category. For example, a post may display that it has been tagged with baseball and tickets. Each of those tags is usually a web link leading to an index page listing all of the posts associated with that tag. The blog may have a sidebar listing all the tags in use on that blog, with each tag leading to an index page. To reclassify a post, an author edits its list of tags. All connections between posts are automatically tracked and updated by the blog software; there is no need to relocate the page within a complex hierarchy of categories. === Within application software === Some desktop applications and web applications feature their own tagging systems, such as email tagging in Gmail and Mozilla Thunderbird, bookmark tagging in Firefox, audio tagging in iTunes or Winamp, and photo tagging in various applications. Some of these applications display collections of tags as tag clouds. === Assigned to computer files === There are various systems for applying tags to the files in a computer's file system. In Apple's Mac System 7, released in 1991, users could assign one of seven editable colored labels (with editable names such as "Essential", "Hot", and "In Progress") to each file and folder. In later iterations of the Mac operating system ever since OS X 10.9 was released in 2013, users could assign multiple arbitrary tags as extended file attributes to any file or folder, and before that time the open-source OpenMeta standard provided similar tagging functionality for Mac OS X. Several semantic file systems that implement tags are available for the Linux kernel, including Tagsistant. Microsoft Windows allows users to set tags only on Microsoft Office documents and some kinds of picture files. Cross-platform file tagging standards include Extensible Metadata Platform (XMP), an ISO standard for embedding metadata into popular image, video and document file formats, such as JPEG and PDF, without breaking their readability by applications that do not support XMP. XMP largely supersedes the earlier IPTC Information Interchange Model. Exif is a standard that specifies the image and audio file formats used by digital cameras, including some metadata tags. TagSpaces is an open-source cross-platform application for tagging files; it inserts tags into the filename. === For an event === An official tag is a keyword adopted by events and conferences for participants to use in their web publications, such as blog entries, photos of the event, and presentation slides. Search engines can then index them to make relevant materials related to the event searchable in a uniform way. In this case, the tag is part of a controlled vocabulary. === In research === A researcher may work with a large collection of items (e.g. press quotes, a bibliography, images) in digital form. If he/she wishes to associate each with a small number of themes (e.g. to chapters of a book, or to sub-themes of the overall subject), then a group of tags for these themes can be attached to each of the items in

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  • DAYDREAMER

    DAYDREAMER

    DAYDREAMER is a goal-based agent and cognitive architecture developed at the University of California, Los Angeles by Erik T. Mueller and Michael G. Dyer beginning in 1983. The system models the human stream of thought and how it is triggered and directed by emotions, simulating human daydreaming. Taking situational descriptions as input, DAYDREAMER produces English-language daydreams as output and encodes new daydreams, plans, and planning strategies for later reuse. The program comprises five components: a scenario generator based on relaxed planning, a dynamic episodic memory, a collection of personal goals and control goals, an emotion component, and domain knowledge of interpersonal relations and everyday occurrences. The source code was released under a free software license in 2015. == History == Erik Mueller began DAYDREAMER in 1983 while he was a doctoral student in the Artificial Intelligence Laboratory of the Computer Science Department at the University of California, Los Angeles, studying under Michael G. Dyer. Initial development of the project was supported by a grant from the W. M. Keck Foundation with matching funds from the UCLA School of Engineering and Applied Sciences. Additionally, Mueller was supported by an Atlantic Richfield Doctoral Fellowship and Dyer by an IBM Faculty Development Award. The first published descriptions of the program appeared in 1985 at the Ninth International Joint Conference on Artificial Intelligence in Los Angeles and at the Seventh Annual Conference of the Cognitive Science Society in Irvine. Work on the program continued, and a book, Daydreaming in Humans and Machines, was published by Ablex Publishing in 1990. The program was implemented on top of GATE, a knowledge-representation and inference substrate developed by Mueller and Uri Zernik at UCLA, and was originally written in T, a dialect of Scheme. In 2015, Mueller released the DAYDREAMER source code, version 3.5, a Common Lisp rewrite of the original T implementation, on GitHub under the GNU General Public License version 2. The release comprised approximately 12,000 lines of Common Lisp code, along with the GATE knowledge-representation substrate on which DAYDREAMER had originally been built. == Architecture == The program operates in two modes. In daydreaming mode it daydreams continuously until interrupted, while performance mode allows it to demonstrate behavior it has learned through daydreaming. === Emotion and control goals === Emotions and daydreaming form a feedback loop for DAYDREAMER. Emotions activate goals that produce daydreams, and the resulting daydreams modify existing emotions and trigger new ones, which prompt subsequent daydreaming. Recall of a goal success produces a positive emotion whereas recall of a goal failure produces a negative emotion. Emotions activate a set of goals, called control goals, which direct the course of a daydream. The program has four control goals. "Rationalization" generates reasons why an unsatisfactory outcome is in fact acceptable, in order to reduce a negative emotion and maintain self-esteem. "Revenge" is activated by anger when a failure is caused by another and reduces negative emotion through imagined retaliation. "Failure/success reversal" imagines alternative scenarios in which a failure was prevented or a success did not occur as a means of learning planning strategies for future situations. "Preparation" generates hypothetical future scenarios in order to rehearse plans and actions for events that have not yet occurred. === Scenario generator and relaxed planning === The scenario generator produces the sequence of events that make up a daydream. It operates under multiple, often conflicting personal goals rather than pursuing a single goal, applies relaxation rules that permit the generation of non-realistic scenarios, and it draws on episodic memory of past experiences both as subject matter and as a source of planning knowledge. The personal goals that guide the scenario generator include health, food, sex, friendship, love, possessions, self-esteem, social esteem, enjoyment, and achievement. These goals are organized into a goal tree that specifies their relative importance at any given time. Relaxation rules allow the program to set aside its ordinary constraints when generating a scenario. The four constraints that may be relaxed are the behavior of others, the daydreamer's own attributes, physical constraints, and social constraints. The degree of relaxation varies with the active control goal. For example a failure-reversal goal aimed at alternatives uses a low level of relaxation, whereas a revenge goal aimed at a retaliation uses a high level. === Episodic memory and analogy === DAYDREAMER's episodic memory stores its personal and vicarious experiences along with the daydreams it generates. The memory is described as dynamic because it is continually modified during daydreaming such that previously daydreamed episodes become available alongside real ones. As it daydreams, the program indexes daydreams, future plans or actions, and planning strategies into memory. Episodes are organized and retrieved using surface-level similarities, emotions, abstract themes, and Plot Units which are abstract configurations of positive and negative outcomes developed by Wendy Lehnert. A recalled episode is adapted to the current situation through analogy, which requires less effort than generating an equivalent scenario from scratch. == Sample output == In the sample experience from the source code, called LOVERS1, DAYDREAMER begins from an initial situation in which it has a job, is not romantically involved, and is at home. Starting in daydreaming mode, it activates a top-level goal to be in a romantic relationship because it is not currently in one, and a positive motivating emotion of interest becomes associated with that goal. The program then activates a goal to be entertained and pursues seeing a film as a way to achieve it. Facts asserted into memory are converted to English and produced as output, such as "I want to be going out with someone" and "I have to go see a movie". == Reception and influence == DAYDREAMER has been cited in research on computational models of creativity, emotion, and narrative. Linda Wills and Janet Kolodner cite the program as an example of work on opportunism in their study of serendipitous recognition in design. Joseph Bates, A. Bryan Loyall, and W. Scott Reilly of the Carnegie Mellon Oz Project cite DAYDREAMER among prior work in their description of an architecture combining action, emotion, and social behavior. Rafael Pérez y Pérez, Ricardo Sosa, and Christian Lemaitre cite Mueller's DAYDREAMER as one of the few computer models at the time to model daydreaming during the creative process. Jichen Zhu and D. Fox Harrell likewise cite the program in their work on imagining and agency in generative interactive narrative.

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  • Distinguishable interfaces

    Distinguishable interfaces

    Distinguishable interfaces use computer graphic principles to automatically generate easily distinguishable appearance for computer data. Although the desktop metaphor revolutionized user interfaces, there is evidence that a spatial layout alone does little to help in locating files and other data; distinguishable appearance is also required. Studies have shown that average users have considerable difficulty finding files on their personal computers, even ones that they created the same day. Search engines do not always help, since it has been found that users often know of the existence of a file without being able to specify relevant search terms. On the contrary, people appear to incrementally search for files using some form of context. Recently researchers and web developers have argued that the problem is the lack of distinguishable appearance: in the traditional computer interface most objects and locations appear identical. This problem rarely occurs in the real world, where both objects and locations generally have easily distinguishable appearance. Discriminability was one of the recommendations in the ISO 9241-12 recommendation on presentation of information on visual displays (part of the overall report on Ergonomics of Human System Interaction), however it was assumed in that report that this would be achieved by manual design of graphical symbols. == VisualIDs, semanticons, and identicons == The mass availability of computer graphics supported the introduction of approaches that make better use of the brain's "visual hardware", by providing individual files and other abstract data with distinguishable appearance. This idea initially appeared in strictly academic VisualIDs and Semanticons works, but the web community has explored and rapidly adopted similar ideas, such as the Identicon. The VisualIDs project automatically generated icons for files or other data based on a hash of the data identifier, so the icons had no relation to the content or meaning of the data. It was argued not only that generating meaningful icons is unnecessary (their user study showed rapid learning of the arbitrary icons), but also that basing icons on content is actually incorrect ("contrasting visualization with visual identifiers"). The Semanticons project developed by Setlur et al. demonstrated an algorithm to create icons that reflect the content of files. In this work the name, location and content of a file are parsed and used to retrieve related image(s) from an image database. These are then processed using a Non-photorealistic rendering technique in order to generate graphical icons. Developer Don Park introduced the identicon library for making a visual icon from a hash of a data identifier. This initial public implementation has spawned a large number of implementations for various environments. In particular, identicons are now being used as default visual user identifiers (avatars) for several widely used systems. They are also used as a complement to Gravatars, which are pre-existing avatar images created or chosen by users, instead of automatically generated images. (see #External links). == Current research == While current web practice has followed the semantics-free approach of VisualIDs, recent research has followed the semantics-based approach of Semanticons. Examples include using data mining principles to automatically create "intelligent icons" that reflect the contents of files and creating icons for music files that reflect audio characteristics or affective content.

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  • Portable Format for Analytics

    Portable Format for Analytics

    The Portable Format for Analytics (PFA) is a JSON-based predictive model interchange format conceived and developed by Jim Pivarski. PFA provides a way for analytic applications to describe and exchange predictive models produced by analytics and machine learning algorithms. It supports common models such as logistic regression and decision trees. Version 0.8 was published in 2015. Subsequent versions have been developed by the Data Mining Group. As a predictive model interchange format developed by the Data Mining Group, PFA is complementary to the DMG's XML-based standard called the Predictive Model Markup Language or PMML. == Release history == == Data Mining Group == The Data Mining Group is a consortium managed by the Center for Computational Science Research, Inc., a nonprofit founded in 2008. == Examples == reverse array: # reverse input array of doubles input: {"type": "array", "items": "double"} output: {"type": "array", "items": "double"} action: - let: { x : input} - let: { z : input} - let: { l : {a.len: [x]}} - let: { i : l} - while : { ">=" : [i,0]} do: - set : {z : {attr: z, path : [i] , to: {attr : x ,path : [ {"-":[{"-" : [l ,i]},1]}] } } } - set : {i : {-:[i,1]}} - z Bubblesort input: {"type": "array", "items": "double"} output: {"type": "array", "items": "double"} action: - let: { A : input} - let: { N : {a.len: [A]}} - let: { n : {-:[N,1]}} - let: { i : 0} - let: { s : 0.0} - while : { ">=" : [n,0]} do : - set : { i : 0 } - while : { "<=" : [i,{-:[n,1]}]} do : - if: {">": [ {attr: A, path : [i]} , {attr: A, path:[{+:[i,1]}]} ]} then : - set : {s : {attr: A, path: [i]}} - set : {A : {attr: A, path: [i], to: {attr: A, path:[{+:[i,1]}]} } } - set : {A : {attr: A, path: [{+:[i,1]}], to: s }} - set : {i : {+:[i,1]}} - set : {n : {-:[n,1]}} - A == Implementations == Hadrian (Java/Scala/JVM) - Hadrian is a complete implementation of PFA in Scala, which can be accessed through any JVM language, principally Java. It focuses on model deployment, so it is flexible (can run in restricted environments) and fast. Titus (Python 2.x) - Titus is a complete, independent implementation of PFA in pure Python. It focuses on model development, so it includes model producers and PFA manipulation tools in addition to runtime execution. Currently, it works for Python 2. Titus 2 (Python 3.x) - Titus 2 is a fork of Titus which supports PFA implementation for Python 3. Aurelius (R) - Aurelius is a toolkit for generating PFA in the R programming language. It focuses on porting models to PFA from their R equivalents. To validate or execute scoring engines, Aurelius sends them to Titus through rPython (so both must be installed). Antinous (Model development in Jython) - Antinous is a model-producer plugin for Hadrian that allows Jython code to be executed anywhere a PFA scoring engine would go. It also has a library of model producing algorithms.

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  • Parents & Kids Safe AI Coalition

    Parents & Kids Safe AI Coalition

    The Parents & Kids Safe AI Coalition is a political action committee that advocates for regulation of artificial intelligence on child safety. As of April 2026, the group is funded solely by the artificial intelligence company OpenAI, which pledged $10 million to the effort. == History == In October 2025, California Gov. Gavin Newsom vetoed Assembly Bill 1064. Sponsored by Common Sense Media, the bill would have introduced stronger child safety protections for AI chatbots. The following month, Common Sense Media founder Jim Steyer filed a ballot initiative intended to restore the "guardrails" lost in the veto. In response, OpenAI introduced a competing initiative. In January 2026, Common Sense Media and OpenAI announced that they would be working together on a compromise ballot initiative, the Parents & Kids Safe AI Act. Reporting indicated that initial outreach emails to child safety organizations failed to disclose OpenAI's involvement. Several advocacy groups signed an open letter claiming the initiative would shield AI companies from liability and undermine age verification, among other concerns. After Common Sense Media met with opposing groups in February, the ballot initiative was put on hold and the organizations involved sought to negotiate with the Legislature instead. The Parents & Kids Safe AI Coalition was founded to support this effort. In March 2026, the group reached out to some of the same groups contacted earlier, asking them to endorse its list of policy priorities. Again, some organizations reported being unaware of OpenAI's level of involvement. At least two groups withdrew from the coalition after learning about the financial ties. The priorities themselves were described as "vague but fairly uncontroversial" by The San Francisco Standard.

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  • Tim Houlne

    Tim Houlne

    Tim Houlne is an American business executive, entrepreneur, and author known for his work in outsourcing and homeshoring, remote working, and artificial intelligence (AI) in customer service. He is the founder and CEO of Humach, a company that uses human agents and AI in customer experience solutions. Previously, he was co-founder and CEO of Working Solutions, a virtual contact center company in the United States. == Early life and education == Houlne graduated from Missouri Western State University (MWSU) in 1986 with a bachelor's degree in business administration and from the University of Texas in Dallas with an MBA. In 2024, MWSU and North Central Missouri College renamed the Convergent Technology Alliance Center to the Houlne Center for Convergent Technology. The 20,000 square-foot learning laboratory provides training and applied education experiences in industries such as AI, cybersecurity, manufacturing and construction, and service technologies. == Career == In 1998, Houlne co-founded Working Solutions, a Plano, Texas-based U.S. outsourcing company that provides customer service using remote, home-based agents. As CEO, he oversaw the development of a virtual workforce model that routes service calls to either domestic or offshore agents, according to client needs and service requirements. In 2015, Houlne founded Humach, a customer experience outsourcing provider that uses human service agents with AI-based digital agents. The company derives its name from the combination of services provided by humans and machines. Its clients include Amazon, Carfax and McDonald's. The company acquired InfiniteAI in 2020, and Markets EQ in 2025. In 2013, Houlne was named a finalist for the Ernst & Young Entrepreneur of the Year Award (Southwest Region).He is the co-author of several books focused on the evolution of work, the gig economy, and the influence of AI in customer-facing roles. == Works == The New World of Work: From the Cube to the Cloud (2013) ISBN 0982562276 OCLC 813933360 The New World of Work, Second Edition: The Cube, the Cloud and What's Next (2023) ISBN 9781642258318 OCLC 1389815847 The Intelligent Workforce: How Humans & Machines Will Co-Create a Better Future (2024) ISBN 9798887501604 OCLC 1439598569

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  • Deep Zoom

    Deep Zoom

    Deep Zoom is a technology developed by Microsoft for efficiently transmitting and viewing images. It allows users to pan around and zoom in on a large, high resolution image or a large collection of images. It reduces the time required for initial load by downloading only the region being viewed or only at the resolution it is displayed at. Subsequent regions are downloaded as the user pans to (or zooms into) them; animations are used to hide any jerkiness in the transition. The libraries are also available in other platforms including Java and Flash. == History == The Deep Zoom file format is very similar to the Google Maps image format where images are broken into tiles and then displayed as required. The tiling typically follows a quadtree pattern of increasing resolution of image (in other words twice the zoom and twice the resolution). The main difference is that with Google Maps the actual details on the image change from one zoom level to another, while with Deep Zoom the same image is displayed at each zoom level. Seadragon Software, formerly Sand Codex, first created the Seadragon technology and its implementation of what is now called Deep Zoom. This technology was then absorbed into the Microsoft Live Labs when Seadragon Software was acquired. Engineers from Seadragon now work with Microsoft to integrate their work into technology such as Silverlight and Photosynth. == Deep Zoom examples == The most famous implementation of Deep Zoom was probably the first: the memorabilia collection at the Hard Rock website. Conceived and designed by Duncan/Channon and built by Vertigo, it was demonstrated for the first time in March 2008 at the Microsoft MIX convention in Las Vegas. In 2010, Microsoft Live Labs partnered with the University of California, Berkeley to create ChronoZoom, a DeepZoom-powered time visualization tool that pushed the limits of DeepZoom, since it required zooming from the scale of 13 billion years down to a single day. The project has since graduated to development under Microsoft Research. Another example is the Deep Earth project. It is described by its creators as "a community project focused on creating a rich interactive mapping control using Silverlight2 Deep Zoom. Concentrating on Microsoft Virtual Earth imagery and data the project offers team members the opportunity to learn and share while creating something cool and useful." A paintings collection project http://galleryzoom.co.uk/ shows 1000 high resolution/sensor images individually indexed. (Using Deep Zoom Composer). Blaise Aguera y Arcas gave a demonstration of Seadragon and Photosynth at the 2007 TED conference. In November 2009, 352 Media Group, a Silverlight developer in the Microsoft Silverlight Partner Program, created an example of Deep Zoom using Microsoft Silverlight version 3. It is online at 352 Media Group's Web site. The Winston Churchill Deep Zoom Archived 2010-07-04 at the Wayback Machine mosaic, created by Silverlight developers Shoothill, features as both an online interactive deep zoom and a standalone deep zoom which forms part of the Churchill exhibit in the Churchill War Rooms in Whitehall. In 2010, Shoothill built the Sumatran Tiger Deep Zoom - the largest seen to date - for worldwide conservation charity Fauna and Flora International, featuring thousands of images of endangered species. An early example of Deep Zoom-like technology was implemented at The Department of Maori Affairs in New Zealand in 1997. The technology was used to display Maori land ownership. == Deep Zoom images == The file format used by Deep Zoom (as well as Photosynth and Seadragon Ajax) is XML based. Users can specify a single large image (dzi) or a collection of images (dzc). It also allows for "Sparse Images"; where some parts of the image have greater resolution than others, an example of which can be found on the Seadragon Ajax home page; The bike image displayed is a sparse image. Though used in the proprietary Deep Zoom, the dzi format is open and able to be used by anyone. === Deep Zoom image (dzi) === A DZI has two parts: a DZI file (with either a .dzi or .xml extension) and a subdirectory of image folders. Each folder in the image subdirectory is labeled with its level of resolution. Higher numbers correspond to a higher resolution level; inside each folder are the image tiles corresponding to that level of resolution, numbered consecutively in columns from top left to bottom right. === Deep Zoom collection (dzc) === A DZC is a collection of some number of DZIs linked and referenced by a DZC file (with either a .dzc or .xml extension). At a high level, a collection is a number of image thumbnails whose location is kept track of by the .dzc/.xml file, when zooming into an image, it accesses greater resolutions tiles. A DZC's structure is similar to that of a DZI; the .dzc/.xml file defines the collection and the subdirectory of folders maps to the DZI file structure, each with their set of .dzi/.xml and image tiles. The DZC is used in Microsoft's Pivot, but not in SeaDragon per se. === Sparse Images === Sparse images are a sub-classification of the DZI file type. A sparse image is normally a number of separate photographs with varying resolution levels that have been placed in a single DZI instead of a DZC. Sparse images have no different file structure than that of a DZI and differ only in that there is not a single "highest resolution" level for the entire DZI. == Software that uses Deep Zoom == Image Composite Editor - image stitching tool created by Microsoft Research Deep Zoom Composer - collage maker and simple panorama tool created by Microsoft. Images' resolution is maintained when exporting for web use (via Silverlight Deep Zoom or JavaScript using a third-party template). No longer available for download from Microsoft though it can be found on various other sources such as Internet Archive. == iPhone OS development == Microsoft Live Labs has created an application for the App Store called Seadragon Mobile. It is run over the internet and includes Deep Zoom on the following categories; art, history, maps, photos, Photosynth which anybody can upload to, space and technology & web.

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  • Existential risk from artificial intelligence

    Existential risk from artificial intelligence

    Existential risk from artificial intelligence, or AI x-risk, refers to the idea that substantial progress in artificial general intelligence (AGI) and artificial superintelligence (ASI) could lead to human extinction or an irreversible global catastrophe. One argument for the validity of this concern and the importance of this risk references how human beings dominate other species because the human brain possesses distinctive capabilities other animals lack. If AI were to surpass human intelligence and become superintelligent, it might become uncontrollable. Just as the fate of the mountain gorilla depends on human goodwill, the fate of humanity could depend on the actions of a future machine superintelligence. Experts disagree on whether artificial general intelligence (AGI) can achieve the capabilities needed for human extinction. Debates center on AGI's technical feasibility, the speed of self-improvement, and the effectiveness of alignment strategies. Concerns about superintelligence have been voiced by researchers including Geoffrey Hinton, Yoshua Bengio, Demis Hassabis, and Alan Turing, and AI company CEOs such as Dario Amodei (Anthropic), Sam Altman (OpenAI), and Elon Musk (xAI). In 2022, a survey of AI researchers with a 17% response rate found that the majority believed there is a 10 percent or greater chance that human inability to control AI will cause an existential catastrophe. In 2023, hundreds of AI experts and other notable figures signed a statement declaring, "Mitigating the risk of extinction from AI should be a global priority alongside other societal-scale risks such as pandemics and nuclear war". Following increased concern over AI risks, government leaders such as United Kingdom prime minister Rishi Sunak and United Nations Secretary-General António Guterres called for an increased focus on global AI regulation. In 2025, hundreds of public figures including AI experts, five Nobel Prize laureates, and former senior US national security officials such as Michael Mullen and Susan Rice signed a statement calling for a ban on the development of superintelligence. Two sources of concern stem from the problems of AI control and alignment. Controlling a superintelligent machine or instilling it with human-compatible values may be difficult. Many researchers believe that a superintelligent machine would likely resist attempts to disable it or change its goals as that would prevent it from accomplishing its present goals. It would be extremely challenging to align a superintelligence with the full breadth of significant human values and constraints. In contrast, skeptics such as computer scientist Yann LeCun argue that superintelligent machines will have no desire for self-preservation. A June 2025 study showed that in some circumstances, models may break laws and disobey direct commands to prevent shutdown or replacement, even at the cost of human lives. Researchers warn that an "intelligence explosion"—a rapid, recursive cycle of AI self-improvement—could outpace human oversight and infrastructure, leaving no opportunity to implement safety measures. In this scenario, an AI more intelligent than its creators would recursively improve itself at an exponentially increasing rate, too quickly for its handlers or society at large to control. Empirically, examples like AlphaZero, which taught itself to play Go and quickly surpassed human ability, show that domain-specific AI systems can sometimes progress from subhuman to superhuman ability very quickly, although such machine learning systems do not recursively improve their fundamental architecture. == History == One of the earliest authors to express serious concern that highly advanced machines might pose existential risks to humanity was the novelist Samuel Butler, who wrote in his 1863 essay Darwin among the Machines: The upshot is simply a question of time, but that the time will come when the machines will hold the real supremacy over the world and its inhabitants is what no person of a truly philosophic mind can for a moment question. In 1951, foundational computer scientist Alan Turing wrote the article "Intelligent Machinery, A Heretical Theory", in which he proposed that artificial general intelligences would likely "take control" of the world as they became more intelligent than human beings: Let us now assume, for the sake of argument, that [intelligent] machines are a genuine possibility, and look at the consequences of constructing them... There would be no question of the machines dying, and they would be able to converse with each other to sharpen their wits. At some stage therefore we should have to expect the machines to take control, in the way that is mentioned in Samuel Butler's Erewhon. In 1965, I. J. Good originated the concept now known as an "intelligence explosion" and said the risks were underappreciated: Let an ultraintelligent machine be defined as a machine that can far surpass all the intellectual activities of any man however clever. Since the design of machines is one of these intellectual activities, an ultraintelligent machine could design even better machines; there would then unquestionably be an 'intelligence explosion', and the intelligence of man would be left far behind. Thus the first ultraintelligent machine is the last invention that man need ever make, provided that the machine is docile enough to tell us how to keep it under control. It is curious that this point is made so seldom outside of science fiction. It is sometimes worthwhile to take science fiction seriously. Scholars such as Marvin Minsky and I. J. Good himself occasionally expressed concern that a superintelligence could seize control, but issued no call to action. In 2000, computer scientist and Sun co-founder Bill Joy penned an influential essay, "Why The Future Doesn't Need Us", identifying superintelligent robots as a high-tech danger to human survival, alongside nanotechnology and engineered bioplagues. Nick Bostrom published Superintelligence in 2014, which presented his arguments that superintelligence poses an existential threat. By 2015, public figures such as physicists Stephen Hawking and Nobel laureate Frank Wilczek, computer scientists Stuart J. Russell and Roman Yampolskiy, and entrepreneurs Elon Musk and Bill Gates were expressing concern about the risks of superintelligence. Also in 2015, the Open Letter on Artificial Intelligence highlighted the "great potential of AI" and encouraged more research on how to make it robust and beneficial. In April 2016, the journal Nature warned: "Machines and robots that outperform humans across the board could self-improve beyond our control—and their interests might not align with ours". In 2020, Brian Christian published The Alignment Problem, which details the history of progress on AI alignment up to that time. In March 2023, key figures in AI, such as Musk, signed a letter from the Future of Life Institute calling a halt to advanced AI training until it could be properly regulated. In May 2023, the Center for AI Safety released a statement signed by numerous experts in AI safety and the AI existential risk that read: Mitigating the risk of extinction from AI should be a global priority alongside other societal-scale risks such as pandemics and nuclear war. A 2025 open letter by the Future of Life Institute, whose signers include five Nobel Prize laureates, reads: We call for a prohibition on the development of superintelligence, not lifted before there is broad scientific consensus that it will be done safely and controllably, and strong public buy-in. == Potential AI capabilities == === General Intelligence === Artificial general intelligence (AGI) is typically defined as a system that performs at least as well as humans in most or all intellectual tasks. A 2022 survey of AI researchers found that 90% of respondents expected AGI would be achieved in the next 100 years, and half expected the same by 2061. In May 2023, some researchers dismissed existential risks from AGI as "science fiction" based on their high confidence that AGI would not be created anytime soon. But in August 2023, a survey of 2,778 AI researchers found that most believed that AGI would be achieved by 2040. Breakthroughs in large language models (LLMs) have led some researchers to reassess their expectations. Notably, Geoffrey Hinton said in 2023 that he recently changed his estimate from "20 to 50 years before we have general purpose A.I." to "20 years or less". === Superintelligence === In contrast with AGI, Bostrom defines a superintelligence as "any intellect that greatly exceeds the cognitive performance of humans in virtually all domains of interest", including scientific creativity, strategic planning, and social skills. He argues that a superintelligence can outmaneuver humans anytime its goals conflict with humans'. It may choose to hide its true intent until humanity cannot stop it. Bostrom writes that in order to be safe for

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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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