AI Content Humanizer

AI Content Humanizer — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • SWILE

    SWILE

    SWILE (formerly: Lunchr) is a French app-based company that focuses on improving the employee experience. Among others, the platform offers meal vouchers, gift vouchers, mobility vouchers, and business travel solutions. In March 2020, it was renamed SWILE and entered the lunch break and meal voucher market. == History == The company was founded as Lunchr by Loïc Soubeyrand in 2016. Originally, Lunchr was an app for pre-ordering lunch on the spot or to go. In January 2017, the company raised €2.5 million in seed funding from Daphni. In 2018, the company raised €11 million (series A) from Idinvest, followed by another €30 million in February 2019 (series B), notably from Index Ventures and Kima Ventures. In January 2020, Lunchr became one of the first startups to join the French Tech 120. A few months later, in March, Lunchr diversified its services, adding team life management tools and changing its brand name to Swile. In June 2020, the company raised €70 million more in a new round of financing (Series C) from the same investors and the BPI. In November 2020, Swile acquired Briq, a startup specializing in employee engagement. In January 2021, Swile won a tender with Carrefour and distributed 62,000 Swile cards to its employees. In early October 2021, a new $200 million (€175 million) fundraising round, in which Japanese Softbank joined other investors, allowed Swile to capitalize on $1 billion. President Emmanuel Macron cited the company as "a further proof that FrenchTech is at the forefront internationally." In May 2022, the company acquired the travel management start-up Okarito for €6 million. == Overview == Swile operates in two countries (France and Brazil) and has a total of 1000 employees, 5.5 million users and 85,000 corporate customers, including Carrefour, Le Monde, JCDECAUX, PSG, Airbnb, Spotify, Red Bull, and TikTok in the private sector, as well as numerous local authorities and ministerial references in the public sector.

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  • Anyword

    Anyword

    Anyword is a technology company that offers an artificial intelligence platform, using natural language processing to generate and optimize marketing text for websites, social media, email, and ads. The company also offers a complete managed service to publishers and brands to help them increase their revenue through social ads. It is used by National Geographic, Red Bull, The New York Times, BBC, Ted Baker, etc. The company has an office in New York, and Tel Aviv. == History == It was founded in 2013 — its original name was Keywee Inc. In March 2015, Anyword received $9.1 million in the Series A funding round led by a notable group of investors. In July 2016, the company was selected as an official Facebook Marketing Partner. In August 2019, Anyword was named Best Content Marketing Platform in the Digiday Technology Award winners. In November 2021, it raised $21 million in its Series B funding round.

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  • Operational system

    Operational system

    An operational system is a term used in data warehousing to refer to a system that is used to process the day-to-day transactions of an organization. These systems are designed in a manner that processing of day-to-day transactions is performed efficiently and the integrity of the transactional data is preserved. == Synonyms == Sometimes operational systems are referred to as operational databases, transaction processing systems, or online transaction processing systems (OLTP). However, the use of the last two terms as synonyms may be confusing, because operational systems can be batch processing systems as well. Any enterprise must necessarily maintain a lot of data about its operation.

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  • Lancichinetti–Fortunato–Radicchi benchmark

    Lancichinetti–Fortunato–Radicchi benchmark

    Lancichinetti–Fortunato–Radicchi benchmark is an algorithm that generates benchmark networks (artificial networks that resemble real-world networks). They have a priori known communities and are used to compare different community detection methods. The advantage of the benchmark over other methods is that it accounts for the heterogeneity in the distributions of node degrees and of community sizes. == The algorithm == The node degrees and the community sizes are distributed according to a power law, with different exponents. The benchmark assumes that both the degree and the community size have power law distributions with different exponents, γ {\displaystyle \gamma } and β {\displaystyle \beta } , respectively. N {\displaystyle N} is the number of nodes and the average degree is ⟨ k ⟩ {\displaystyle \langle k\rangle } . There is a mixing parameter μ {\displaystyle \mu } , which is the average fraction of neighboring nodes of a node that do not belong to any community that the benchmark node belongs to. This parameter controls the fraction of edges that are between communities. Thus, it reflects the amount of noise in the network. At the extremes, when μ = 0 {\displaystyle \mu =0} all links are within community links, if μ = 1 {\displaystyle \mu =1} all links are between nodes belonging to different communities. One can generate the benchmark network using the following steps. Step 1: Generate a network with nodes following a power law distribution with exponent γ {\displaystyle \gamma } and choose extremes of the distribution k min {\displaystyle k_{\min }} and k max {\displaystyle k_{\max }} to get desired average degree is ⟨ k ⟩ {\displaystyle \langle k\rangle } . Step 2: ( 1 − μ ) {\displaystyle (1-\mu )} fraction of links of every node is with nodes of the same community, while fraction μ {\displaystyle \mu } is with the other nodes. Step 3: Generate community sizes from a power law distribution with exponent β {\displaystyle \beta } . The sum of all sizes must be equal to N {\displaystyle N} . The minimal and maximal community sizes s min {\displaystyle s_{\min }} and s max {\displaystyle s_{\max }} must satisfy the definition of community so that every non-isolated node is in at least in one community: s min > k min {\displaystyle s_{\min }>k_{\min }} s max > k max {\displaystyle s_{\max }>k_{\max }} Step 4: Initially, no nodes are assigned to communities. Then, each node is randomly assigned to a community. As long as the number of neighboring nodes within the community does not exceed the community size a new node is added to the community, otherwise stays out. In the following iterations the “homeless” node is randomly assigned to some community. If that community is complete, i.e. the size is exhausted, a randomly selected node of that community must be unlinked. Stop the iteration when all the communities are complete and all the nodes belong to at least one community. Step 5: Implement rewiring of nodes keeping the same node degrees but only affecting the fraction of internal and external links such that the number of links outside the community for each node is approximately equal to the mixing parameter μ {\displaystyle \mu } . == Testing == Consider a partition into communities that do not overlap. The communities of randomly chosen nodes in each iteration follow a p ( C ) {\displaystyle p(C)} distribution that represents the probability that a randomly picked node is from the community C {\displaystyle C} . Consider a partition of the same network that was predicted by some community finding algorithm and has p ( C 2 ) {\displaystyle p(C_{2})} distribution. The benchmark partition has p ( C 1 ) {\displaystyle p(C_{1})} distribution. The joint distribution is p ( C 1 , C 2 ) {\displaystyle p(C_{1},C_{2})} . The similarity of these two partitions is captured by the normalized mutual information. I n = ∑ C 1 , C 2 p ( C 1 , C 2 ) log 2 ⁡ p ( C 1 , C 2 ) p ( C 1 ) p ( C 2 ) 1 2 H ( { p ( C 1 ) } ) + 1 2 H ( { p ( C 2 ) } ) {\displaystyle I_{n}={\frac {\sum _{C_{1},C_{2}}p(C_{1},C_{2})\log _{2}{\frac {p(C_{1},C_{2})}{p(C_{1})p(C_{2})}}}{{\frac {1}{2}}H(\{p(C_{1})\})+{\frac {1}{2}}H(\{p(C_{2})\})}}} If I n = 1 {\displaystyle I_{n}=1} the benchmark and the detected partitions are identical, and if I n = 0 {\displaystyle I_{n}=0} then they are independent of each other.

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  • Cloud computing

    Cloud computing

    Cloud computing is defined by the International Organization for Standardization (ISO) as "a paradigm for enabling network access to a scalable and elastic pool of shareable physical or virtual resources with self-service provisioning and administration on demand". It is commonly referred to as "the cloud". == Characteristics == In 2011, the National Institute of Standards and Technology (NIST) identified five "essential characteristics" for cloud systems. Below are the exact definitions according to NIST: On-demand self-service: "A consumer can unilaterally provision computing capabilities, such as server time and network storage, as needed automatically without requiring human interaction with each service provider." Broad network access: "Capabilities are available over the network and accessed through standard mechanisms that promote use by heterogeneous thin or thick client platforms (e.g., mobile phones, tablets, laptops, and workstations)." Resource pooling: " The provider's computing resources are pooled to serve multiple consumers using a multi-tenant model, with different physical and virtual resources dynamically assigned and reassigned according to consumer demand." Rapid elasticity: "Capabilities can be elastically provisioned and released, in some cases automatically, to scale rapidly outward and inward commensurate with demand. To the consumer, the capabilities available for provisioning often appear unlimited and can be appropriated in any quantity at any time." Measured service: "Cloud systems automatically control and optimize resource use by leveraging a metering capability at some level of abstraction appropriate to the type of service (e.g., storage, processing, bandwidth, and active user accounts). Resource usage can be monitored, controlled, and reported, providing transparency for both the provider and consumer of the utilized service. By 2023, the International Organization for Standardization (ISO) had expanded and refined the list. == History == The history of cloud computing extends to the 1960s, with the initial concepts of time-sharing becoming popularized via remote job entry (RJE). The "data center" model, where users submitted jobs to operators to run on mainframes, was predominantly used during this era. This period saw broad experimentation with making large-scale computing power more accessible through time-sharing, while optimizing infrastructure, platforms, and applications to improve efficiency for end users. The "cloud" metaphor for virtualized services dates to 1994, when it was used by General Magic for the universe of "places" that mobile agents in the Telescript environment could "go". The metaphor is credited to David Hoffman, a General Magic communications specialist, based on its long-standing use in networking and telecom. The expression cloud computing became more widely known in 1996 when Compaq Computer Corporation drew up a business plan for future computing and the Internet. The company's ambition was to supercharge sales with "cloud computing-enabled applications". The business plan foresaw that online consumer file storage would likely be commercially successful. As a result, Compaq decided to sell server hardware to internet service providers. In the 2000s, the application of cloud computing began to take shape with the establishment of Amazon Web Services (AWS) in 2002, which allowed developers to build applications independently. In 2006 Amazon Simple Storage Service, known as Amazon S3, and the Amazon Elastic Compute Cloud (EC2) were released. In 2008 NASA's development of the first open-source software for deploying private and hybrid clouds. The following decade saw the launch of various cloud services. In 2010, Microsoft launched Microsoft Azure, and Rackspace Hosting and NASA initiated an open-source cloud-software project, OpenStack. IBM introduced the IBM SmartCloud framework in 2011, and Oracle announced the Oracle Cloud in 2012. In December 2019, Amazon launched AWS Outposts, a service that extends AWS infrastructure, services, APIs, and tools to customer data centers, co-location spaces, or on-premises facilities. == Value proposition == Cloud computing can shorten time to market by offering pre-configured tools, scalable resources, and managed services, allowing users to focus on core business value rather than maintaining infrastructure. Cloud platforms can enable organizations and individuals to reduce upfront capital expenditures on physical infrastructure by shifting to an operational expenditure model, where costs scale with usage. Cloud platforms also offer managed services and tools, such as artificial intelligence, data analytics, and machine learning, which might otherwise require significant in-house expertise and infrastructure investment. While cloud computing can offer cost advantages through effective resource optimization, organizations often face challenges such as unused resources, inefficient configurations, and hidden costs without proper oversight and governance. Many cloud platforms provide cost management tools, such as AWS Cost Explorer and Azure Cost Management, and frameworks like FinOps have emerged to standardize financial operations in the cloud. Cloud computing also facilitates collaboration, remote work, and global service delivery by enabling secure access to data and applications from any location with an internet connection. Cloud providers offer various redundancy options for core services, such as managed storage and managed databases, though redundancy configurations often vary by service tier. Advanced redundancy strategies, such as cross-region replication or failover systems, typically require explicit configuration and may incur additional costs or licensing fees. Cloud environments operate under a shared responsibility model, where providers are typically responsible for infrastructure security, physical hardware, and software updates, while customers are accountable for data encryption, identity and access management (IAM), and application-level security. These responsibilities vary depending on the cloud service model—Infrastructure as a Service (IaaS), Platform as a Service (PaaS), or Software as a Service (SaaS)—with customers typically having more control and responsibility in IaaS environments and progressively less in PaaS and SaaS models, often trading control for convenience and managed services. == Adoption and suitability == The decision to adopt cloud computing or maintain on-premises infrastructure depends on factors such as scalability, cost structure, latency requirements, regulatory constraints, and infrastructure customization. Organizations with variable or unpredictable workloads, limited capital for upfront investments, or a focus on rapid scalability benefit from cloud adoption. Startups, SaaS companies, and e-commerce platforms often prefer the pay-as-you-go operational expenditure (OpEx) model of cloud infrastructure. Additionally, companies prioritizing global accessibility, remote workforce enablement, disaster recovery, and leveraging advanced services such as AI/ML and analytics are well-suited for the cloud. In recent years, some cloud providers have started offering specialized services for high-performance computing and low-latency applications, addressing some use cases previously exclusive to on-premises setups. On the other hand, organizations with strict regulatory requirements, highly predictable workloads, or reliance on deeply integrated legacy systems may find cloud infrastructure less suitable. Businesses in industries like defense, government, or those handling highly sensitive data often favor on-premises setups for greater control and data sovereignty. Additionally, companies with ultra-low latency requirements, such as high-frequency trading (HFT) firms, rely on custom hardware (e.g., FPGAs) and physical proximity to exchanges, which most cloud providers cannot fully replicate despite recent advancements. Similarly, tech giants like Google, Meta, and Amazon build their own data centers due to economies of scale, predictable workloads, and the ability to customize hardware and network infrastructure for optimal efficiency. However, these companies also use cloud services selectively for certain workloads and applications where it aligns with their operational needs. In practice, many organizations are increasingly adopting hybrid cloud architectures, combining on-premises infrastructure with cloud services. This approach allows businesses to balance scalability, cost-effectiveness, and control, offering the benefits of both deployment models while mitigating their respective limitations. == Challenges and limitations == One of the primary challenges of cloud computing, compared with traditional on-premises systems, is maintaining data security and privacy. Cloud users entrust their sensitive data to third-party providers, who may not have adequate measures to protect it from unau

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  • Long division

    Long division

    In arithmetic, long division is a standard division algorithm suitable for dividing multi-digit numbers that is simple enough to perform by hand. It breaks down a division problem into a series of easier steps. As in all division problems, one number, called the dividend, is divided by another, called the divisor, producing a result called the quotient. It enables computations involving arbitrarily large numbers to be performed by following a series of simple steps. The abbreviated form of long division is called short division, which is almost always used instead of long division when the divisor has only one digit. == History == Related algorithms have existed since the 12th century. Al-Samawal al-Maghribi (1125–1174) performed calculations with decimal numbers that essentially require long division, leading to infinite decimal results, but without formalizing the algorithm. Caldrini (1491) is the earliest printed example of long division, known as the Danda method in medieval Italy, and it became more practical with the introduction of decimal notation for fractions by Pitiscus (1608). The specific algorithm in modern use was introduced by Henry Briggs c. 1600. == Education == Inexpensive calculators and computers have become the most common tools for performing division in educational and professional contexts worldwide, reducing reliance on traditional paper-and-pencil techniques. Internally, these devices implement various division algorithms, many of which rely on iterative approximations and multiplication to improve computational efficiency. Educational approaches to teaching division vary across countries and regions, reflecting differing curricular priorities. In North America, long division has been de-emphasized or, in some cases, removed from portions of the curriculum as part of reform mathematics, which emphasizes conceptual understanding and the use of technology. In contrast, many education systems in Europe and Asia continue to emphasize mastery of standard algorithms, including long division, as a foundational arithmetic skill. For example, curricula in countries such as Japan and Germany typically introduce and reinforce long division during primary education, often alongside mental arithmetic strategies and problem-solving techniques. International assessments such as the Trends in International Mathematics and Science Study (TIMSS) highlight these differences, showing variation in how procedural fluency and conceptual understanding are balanced across educational systems. These differing approaches reflect broader educational philosophies regarding the balance between procedural fluency, conceptual understanding, and the role of technology in mathematics education. == Method == In English-speaking countries, long division does not use the division slash ⟨∕⟩ or division sign ⟨÷⟩ symbols but instead constructs a tableau. The divisor is separated from the dividend by a right parenthesis ⟨)⟩ or vertical bar ⟨|⟩; the dividend is separated from the quotient by a vinculum (i.e., an overbar). The combination of these two symbols is sometimes known as a long division symbol, division bracket, or even a bus stop. It developed in the 18th century from an earlier single-line notation separating the dividend from the quotient by a left parenthesis. The process is begun by dividing the left-most digit of the dividend by the divisor. The quotient (rounded down to an integer) becomes the first digit of the result, and the remainder is calculated (this step is notated as a subtraction). This remainder carries forward when the process is repeated on the following digit of the dividend (notated as 'bringing down' the next digit to the remainder). When all digits have been processed and no remainder is left, the process is complete. An example is shown below, representing the division of 500 by 4 (with a result of 125). 125 (Explanations) 4)500 4 ( 4 × 1 = 4) 10 ( 5 - 4 = 1) 8 ( 4 × 2 = 8) 20 (10 - 8 = 2) 20 ( 4 × 5 = 20) 0 (20 - 20 = 0) A more detailed breakdown of the steps goes as follows: Find the shortest sequence of digits starting from the left end of the dividend, 500, that the divisor 4 goes into at least once. In this case, this is simply the first digit, 5. The largest number that the divisor 4 can be multiplied by without exceeding 5 is 1, so the digit 1 is put above the 5 to start constructing the quotient. Next, the 1 is multiplied by the divisor 4, to obtain the largest whole number that is a multiple of the divisor 4 without exceeding the 5 (4 in this case). This 4 is then placed under and subtracted from the 5 to get the remainder, 1, which is placed under the 4 under the 5. Afterwards, the first as-yet unused digit in the dividend, in this case the first digit 0 after the 5, is copied directly underneath itself and next to the remainder 1, to form the number 10. At this point the process is repeated enough times to reach a stopping point: The largest number by which the divisor 4 can be multiplied without exceeding 10 is 2, so 2 is written above as the second leftmost quotient digit. This 2 is then multiplied by the divisor 4 to get 8, which is the largest multiple of 4 that does not exceed 10; so 8 is written below 10, and the subtraction 10 minus 8 is performed to get the remainder 2, which is placed below the 8. The next digit of the dividend (the last 0 in 500) is copied directly below itself and next to the remainder 2 to form 20. Then the largest number by which the divisor 4 can be multiplied without exceeding 20, which is 5, is placed above as the third leftmost quotient digit. This 5 is multiplied by the divisor 4 to get 20, which is written below and subtracted from the existing 20 to yield the remainder 0, which is then written below the second 20. At this point, since there are no more digits to bring down from the dividend and the last subtraction result was 0, we can be assured that the process finished. If the last remainder when we ran out of dividend digits had been something other than 0, there would have been two possible courses of action: We could just stop there and say that the dividend divided by the divisor is the quotient written at the top with the remainder written at the bottom, and write the answer as the quotient followed by a fraction that is the remainder divided by the divisor. We could extend the dividend by writing it as, say, 500.000... and continue the process (using a decimal point in the quotient directly above the decimal point in the dividend), in order to get a decimal answer, as in the following example. 31.75 4)127.00 12 (12 ÷ 4 = 3) 07 (0 remainder, bring down next figure) 4 (7 ÷ 4 = 1 r 3) 3.0 (bring down 0 and the decimal point) 2.8 (7 × 4 = 28, 30 ÷ 4 = 7 r 2) 20 (an additional zero is brought down) 20 (5 × 4 = 20) 0 In this example, the decimal part of the result is calculated by continuing the process beyond the units digit, "bringing down" zeros as being the decimal part of the dividend. This example also illustrates that, at the beginning of the process, a step that produces a zero can be omitted. Since the first digit 1 is less than the divisor 4, the first step is instead performed on the first two digits 12. Similarly, if the divisor were 13, one would perform the first step on 127 rather than 12 or 1. === Basic procedure for long division of n ÷ m === Find the location of all decimal points in the dividend n and divisor m. If necessary, simplify the long division problem by moving the decimals of the divisor and dividend by the same number of decimal places, to the right (or to the left), so that the decimal of the divisor is to the right of the last digit. When doing long division, keep the numbers lined up straight from top to bottom under the tableau. After each step, be sure the remainder for that step is less than the divisor. If it is not, there are three possible problems: the multiplication is wrong, the subtraction is wrong, or a greater quotient is needed. In the end, the remainder, r, is added to the growing quotient as a fraction, r⁄m. === Invariant property and correctness === The basic presentation of the steps of the process (above) focuses on what steps are to be performed, rather than the properties of those steps that ensure the result will be correct (specifically, that q × m + r = n, where q is the final quotient and r the final remainder). A slight variation of presentation requires more writing, and requires that we change, rather than just update, digits of the quotient, but can shed more light on why these steps actually produce the right answer by allowing evaluation of q × m + r at intermediate points in the process. This illustrates the key property used in the derivation of the algorithm (below). Specifically, we amend the above basic procedure so that we fill the space after the digits of the quotient under construction with 0's, to at least the 1's place, and include those 0's in the numbers we write below the division bra

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  • Block swap algorithms

    Block swap algorithms

    In computer algorithms, block swap algorithms swap two regions of elements of an array. It is simple to swap two non-overlapping regions of an array of equal size. However, it is not as simple to swap two contiguous regions of an array of unequal sizes (algorithms that perform such swapping are called rotation algorithms). A few well-known algorithms can accomplish this: Bentley's juggling (also known as the dolphin algorithm), Gries-Mills rotation, triple reversal algorithm, conjoined triple reversal algorithm (also known as the trinity rotation) and Successive rotation. == Triple reversal algorithm == The triple reversal algorithm is the simplest to explain, using rotations. A rotation is an in-place reversal of array elements. This method swaps two elements of an array from outside in within a range. The rotation works for an even or odd number of array elements. The reversal algorithm uses three in-place rotations to accomplish an in-place block swap: Rotate region A Rotate region B Rotate region AB Where A and B are adjacent regions of an array that together form the region AB. Gries-Mills and reversal algorithms perform better than Bentley's juggling, because of their cache-friendly memory access pattern behavior. The triple reversal algorithm parallelizes well, because rotations can be split into sub-regions, which can be rotated independently of others.

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  • Artificial intelligence industry in Taiwan

    Artificial intelligence industry in Taiwan

    The artificial intelligence (AI) industry in Taiwan refers to the development, application, and commercialization of artificial intelligence technologies within Taiwan. The industry has grown alongside Taiwan's established strengths in semiconductor manufacturing and information and communications technology (ICT), and is supported by government policy, research institutions, and private sector participation. AI development in Taiwan has focused on integrating hardware capabilities with software applications across sectors such as manufacturing, healthcare, and smart infrastructure. Artificial intelligence has been identified as a strategic area of development in Taiwan since the late 2010s. While Taiwan has historically played a limited role in early theoretical and expert-system phases of AI development, its position in global electronics manufacturing has provided a foundation for participation in the contemporary era of machine learning and data-driven AI systems. Taiwan's AI industry is characterized by a strong hardware base, particularly in semiconductor production and AI server manufacturing, combined with increasing investment in software, data infrastructure, and applied AI services. The sector has been shaped by global demand for computing power, advances in deep learning, and the expansion of AI applications in industrial and commercial contexts. == Government policy and development == The Taiwanese government has promoted AI development through a series of national strategies. In 2017, the Ministry of Science and Technology launched the "AI Grand Strategy for a Small Country" initiative, investing approximately US$517 million between 2017 and 2021 to support research, infrastructure, and talent development. This initiative aimed to build a domestic AI ecosystem by funding research centers, expanding data infrastructure, and supporting industrial adoption. The Executive Yuan also introduced the AI Taiwan Action Plan 1.0 (2018–2021), which focused on integrating AI technologies into existing industries and strengthening research and development capabilities. A subsequent plan, AI Taiwan Action Plan 2.0 (2023–2026), expanded the focus to include ethical governance, regulatory frameworks, and risk management in response to the growth of generative AI technologies. In 2023, the Taiwan AI Center of Excellence (Taiwan AICoE), a government-backed hub, was established by the National Science and Technology Council to accelerate AI development, foster international collaboration, and train talent in Taiwan. It acts as a specialized think tank focusing on creating a "smart technology island" by integrating AI resources and developing trusted, human-centric AI technologies. In 2024, the Taiwan Chip-based Industrial Innovation Program (CbI) was launched by the Executive Yuan as a 10-year, NT$300 billion (US$9.3 billion) initiative to leverage Taiwan's semiconductor dominance, driving innovation in AI, smart mobility, manufacturing, and healthcare. It aims to combine generative AI with IC technology, cultivate talent, and attract global startups to build a "Silicon Island". In parallel, the Taiwanese government has explored legislative frameworks such as a proposed Artificial Intelligence Fundamental Act in December 2025, addressing issues including data protection, safety standards, and intellectual property. == Industrial structure == === Semiconductor and hardware foundation === Taiwan's AI industry is closely linked to its semiconductor sector. In 2020, Taiwan accounted for approximately 77.3% of the global wafer foundry market and 57.7% of packaging and testing, with a 20.1% share in integrated circuit (IC) design. These capabilities provide critical infrastructure for AI systems, which rely on high-performance computing hardware. Taiwanese firms are also involved in the production of AI servers and related components, contributing significantly to global supply chains for data centers and cloud computing. The integration of chip design, manufacturing, and assembly has enabled Taiwan to play a central role in providing the computational resources required for AI development. On 20 November 2025, Google established the "Google Taiwan AI Infrastructure R&D Center", second only to its US headquarters and largest AI hardware infrastructure engineering center outside of the United States. === Software and services === Compared to its hardware capabilities, Taiwan's AI software sector is less developed. The absence of large-scale global AI platform companies has been noted as a structural limitation. As a result, much of Taiwan's AI industry focuses on applied solutions, including customization of existing AI models for specific industries. Therefore, efforts to strengthen software capabilities have included investment in research institutions, startup ecosystems, and collaborations between academia and industry. == Applications == === Smart manufacturing === AI has been widely applied in Taiwan's manufacturing sector, which is a major component of the economy. Applications include process automation, predictive maintenance, quality control, and fault detection. AI-enabled smart manufacturing systems aim to improve efficiency, reduce production costs, and enhance product quality. Taiwan's manufacturing industry has incorporated AI technologies into production lines, particularly in electronics and machinery sectors. === Healthcare === The use of AI in healthcare in Taiwan has expanded in areas such as medical imaging, diagnostics, and drug development. AI systems are used to analyze CT scans, MRI data, and other clinical information to support diagnosis and treatment planning. Taiwan's healthcare sector, which includes medical devices, pharmaceuticals, and medical services, has benefited from the integration of AI technologies, particularly in precision medicine and clinical decision support systems. A notable example of AI healthcare deployment in Taiwan is the collaboration between Siemens Healthineers, Ever Fortune AI, and Asia University Hospital. === Edge computing and IoT === AI applications in Taiwan increasingly involve edge computing, where data processing occurs near the source rather than in centralized cloud systems. This approach reduces latency and bandwidth requirements and is used in smart devices, sensors, and industrial equipment. Edge AI technologies are applied in areas such as smart appliances, industrial automation, and transportation systems. == Education and talent development == Human capital development has been a key focus of Taiwan's AI strategy. The Taiwan AI Academy, established in 2018 with support from Academia Sinica and industry partners, provides training programs for professionals and students aimed at accelerating the adoption of artificial intelligence technologies across industries. The academy offers a range of courses, including executive-level programs, technical training, and specialized tracks in areas such as smart manufacturing, smart healthcare, and edge AI. These programs are designed to provide intensive and practical instruction over relatively short periods. A notable component of the curriculum is project-based learning, in which participants are required to complete proof-of-concept (POC) projects addressing real-world industrial problems. These projects are often developed further for implementation within companies, facilitating technology transfer and commercialization. Between 2018 and 2021, more than 8,000 individuals completed AI training programs across campuses in Taipei, Hsinchu, Taichung, and Tainan. Graduates of the academy have contributed to the introduction of AI systems in sectors such as manufacturing, healthcare, and finance, supporting broader industrial transformation efforts. In addition to the Taiwan AI Academy, universities and research institutions in Taiwan play a significant role in AI education and research. Leading universities have expanded programs in computer science, data science, and machine learning, while research institutes conduct applied and fundamental studies in artificial intelligence. Collaboration between academia, government, and industry is a common feature of Taiwan's AI ecosystem, with joint research projects, internship programs, and technology incubation initiatives supporting talent development. Government-supported initiatives have also sought to attract and retain AI talent, including funding for graduate education, international collaboration programs, and incentives for industry–academic partnerships. These efforts aim to address talent shortages and strengthen Taiwan's capacity in both applied and foundational AI research. == Regulation and governance == Taiwan has developed guidelines and policy frameworks to address the risks associated with AI technologies. In 2023, the Executive Yuan issued guidelines for the use of generative AI in government agencies, focusing on data security and privacy. Ongoing policy discussions hav

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  • XLNet

    XLNet

    The XLNet was an autoregressive Transformer designed as an improvement over BERT, with 340M parameters and trained on 33 billion words. It was released on 19 June 2019, under the Apache 2.0 license. It achieved state-of-the-art results on a variety of natural language processing tasks, including language modeling, question answering, and natural language inference. == Architecture == The main idea of XLNet is to model language autoregressively like the GPT models, but allow for all possible permutations of a sentence. Concretely, consider the following sentence:My dog is cute.In standard autoregressive language modeling, the model would be tasked with predicting the probability of each word, conditioned on the previous words as its context: We factorize the joint probability of a sequence of words x 1 , … , x T {\displaystyle x_{1},\ldots ,x_{T}} using the chain rule: Pr ( x 1 , … , x T ) = Pr ( x 1 ) Pr ( x 2 | x 1 ) Pr ( x 3 | x 1 , x 2 ) … Pr ( x T | x 1 , … , x T − 1 ) . {\displaystyle \Pr(x_{1},\ldots ,x_{T})=\Pr(x_{1})\Pr(x_{2}|x_{1})\Pr(x_{3}|x_{1},x_{2})\ldots \Pr(x_{T}|x_{1},\ldots ,x_{T-1}).} For example, the sentence "My dog is cute" is factorized as: Pr ( My , dog , is , cute ) = Pr ( My ) Pr ( dog | My ) Pr ( is | My , dog ) Pr ( cute | My , dog , is ) . {\displaystyle \Pr({\text{My}},{\text{dog}},{\text{is}},{\text{cute}})=\Pr({\text{My}})\Pr({\text{dog}}|{\text{My}})\Pr({\text{is}}|{\text{My}},{\text{dog}})\Pr({\text{cute}}|{\text{My}},{\text{dog}},{\text{is}}).} Schematically, we can write it as → My → My dog → My dog is → My dog is cute . {\displaystyle {\texttt {}}{\texttt {}}{\texttt {}}{\texttt {}}\to {\text{My }}{\texttt {}}{\texttt {}}{\texttt {}}\to {\text{My dog }}{\texttt {}}{\texttt {}}\to {\text{My dog is }}{\texttt {}}\to {\text{My dog is cute}}.} However, for XLNet, the model is required to predict the words in a randomly generated order. Suppose we have sampled a randomly generated order 3241, then schematically, the model is required to perform the following prediction task: is dog is dog is cute → My dog is cute {\displaystyle {\texttt {}}{\texttt {}}{\texttt {}}{\texttt {}}\to {\texttt {}}{\texttt {}}{\text{is }}{\texttt {}}\to {\texttt {}}{\text{dog is }}{\texttt {}}\to {\texttt {}}{\text{dog is cute}}\to {\text{My dog is cute}}} By considering all permutations, XLNet is able to capture longer-range dependencies and better model the bidirectional context of words. === Two-Stream Self-Attention === To implement permutation language modeling, XLNet uses a two-stream self-attention mechanism. The two streams are: Content stream: This stream encodes the content of each word, as in standard causally masked self-attention. Query stream: This stream encodes the content of each word in the context of what has gone before. In more detail, it is a masked cross-attention mechanism, where the queries are from the query stream, and the key-value pairs are from the content stream. The content stream uses the causal mask M causal = [ 0 − ∞ − ∞ … − ∞ 0 0 − ∞ … − ∞ 0 0 0 … − ∞ ⋮ ⋮ ⋮ ⋱ ⋮ 0 0 0 … 0 ] {\displaystyle M_{\text{causal}}={\begin{bmatrix}0&-\infty &-\infty &\dots &-\infty \\0&0&-\infty &\dots &-\infty \\0&0&0&\dots &-\infty \\\vdots &\vdots &\vdots &\ddots &\vdots \\0&0&0&\dots &0\end{bmatrix}}} permuted by a random permutation matrix to P M causal P − 1 {\displaystyle PM_{\text{causal}}P^{-1}} . The query stream uses the cross-attention mask P ( M causal − ∞ I ) P − 1 {\displaystyle P(M_{\text{causal}}-\infty I)P^{-1}} , where the diagonal is subtracted away specifically to avoid the model "cheating" by looking at the content stream for what the current masked token is. Like the causal masking for GPT models, this two-stream masked architecture allows the model to train on all tokens in one forward pass. == Training == Two models were released: XLNet-Large, cased: 110M parameters, 24-layer, 1024-hidden, 16-heads XLNet-Base, cased: 340M parameters, 12-layer, 768-hidden, 12-heads. It was trained on a dataset that amounted to 32.89 billion tokens after tokenization with SentencePiece. The dataset was composed of BooksCorpus, and English Wikipedia, Giga5, ClueWeb 2012-B, and Common Crawl. It was trained on 512 TPU v3 chips, for 5.5 days. At the end of training, it still under-fitted the data, meaning it could have achieved lower loss with more training. It took 0.5 million steps with an Adam optimizer, linear learning rate decay, and a batch size of 8192.

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  • Irish logarithm

    Irish logarithm

    The Irish logarithm was a system of number manipulation invented by Percy Ludgate for machine multiplication. The system used a combination of mechanical cams as lookup tables and mechanical addition to sum pseudo-logarithmic indices to produce partial products, which were then added to produce results. The technique is similar to Zech logarithms (also known as Jacobi logarithms), but uses a system of indices original to Ludgate. == Concept == Ludgate's algorithm compresses the multiplication of two single decimal numbers into two table lookups (to convert the digits into indices), the addition of the two indices to create a new index which is input to a second lookup table that generates the output product. Because both lookup tables are one-dimensional, and the addition of linear movements is simple to implement mechanically, this allows a less complex mechanism than would be needed to implement a two-dimensional 10×10 multiplication lookup table. Ludgate stated that he deliberately chose the values in his tables to be as small as he could make them; given this, Ludgate's tables can be simply constructed from first principles, either via pen-and-paper methods, or a systematic search using only a few tens of lines of program code. They do not correspond to either Zech logarithms, Remak indexes or Korn indexes. == Pseudocode == The following is an implementation of Ludgate's Irish logarithm algorithm in the Python programming language: Table 1 is taken from Ludgate's original paper; given the first table, the contents of Table 2 can be trivially derived from Table 1 and the definition of the algorithm. Note since that the last third of the second table is entirely zeros, this could be exploited to further simplify a mechanical implementation of the algorithm.

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  • Task Force on Process Mining

    Task Force on Process Mining

    The IEEE Task Force on Process Mining (TFPM) is a non-commercial association for process mining. The IEEE (Institute of Electrical and Electronics Engineers) Task Force on Process Mining was established in October 2009 as part of the IEEE Computational Intelligence Society at the Eindhoven University of Technology. The task force is supported by over 80 organizations and has around 750 members. The main goal of the task force is to promote the research, development, education, and understanding of process mining. == About == In 2012, the IEEE World Congress on Computational Intelligence/ IEEE Congress on Evolutionary Computation held a session on Process Mining. Process mining is a type of research that is a mix of computational intelligence and data mining, as well as process modeling and analysis. === Activities and organization === The Task Force on Process Mining has a Steering Committee and an Advisory Board. The Steering Committee, was chaired by Wil van der Aalst in its inception in 2009, defined 15 action lines. These include the organization of the annual International Process Mining Conference (ICPM) series, standardization efforts leading to the IEEE XES standard for storing and exchanging event data, and the Process Mining Manifesto which was translated into 16 languages. The Task Force on Process Mining also publishes a newsletter, provides data sets, organizes workshops and competitions, and connects researchers and practitioners. In 2016, the IEEE Standards Association published the IEEE Standard for Extensible Event Stream (XES), which is a widely accepted file format by the process mining community. As of 2023, Boudewijn van Dongen serves as chair of the Steering Committee. Wil van der Aalst and Moe Wynn both serve as vice-chair of the Steering Committee.

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  • In-place algorithm

    In-place algorithm

    In computer science, an in-place algorithm is an algorithm that operates directly on the input data structure without requiring extra space proportional to the input size. In other words, it modifies the input in place, without creating a separate copy of the data structure. An algorithm which is not in-place is sometimes called not-in-place or out-of-place. In-place can have slightly different meanings. In its strictest form, the algorithm can only have a constant amount of extra space, counting everything including function calls and pointers. However, this form is very limited as simply having an index to a length n array requires O(log n) bits. More broadly, in-place means that the algorithm does not use extra space for manipulating the input but may require a small though non-constant extra space for its operation. Usually, this space is O(log n), though sometimes anything in o(n) is allowed. Note that space complexity also has varied choices in whether or not to count the index lengths as part of the space used. Often, the space complexity is given in terms of the number of indices or pointers needed, ignoring their length. In this article, we refer to total space complexity (DSPACE), counting pointer lengths. Therefore, the space requirements here have an extra log n factor compared to an analysis that ignores the lengths of indices and pointers. An algorithm may or may not count the output as part of its space usage. Since in-place algorithms usually overwrite their input with output, no additional space is needed. When writing the output to write-only memory or a stream, it may be more appropriate to only consider the working space of the algorithm. In theoretical applications such as log-space reductions, it is more typical to always ignore output space (in these cases it is more essential that the output is write-only). == Examples == Given an array a of n items, suppose we want an array that holds the same elements in reversed order and to dispose of the original. One seemingly simple way to do this is to create a new array of equal size, fill it with copies from a in the appropriate order and then delete a. function reverse(a[0..n - 1]) allocate b[0..n - 1] for i from 0 to n - 1 b[n − 1 − i] := a[i] return b Unfortunately, this requires O(n) extra space for having the arrays a and b available simultaneously. Also, allocation and deallocation are often slow operations. Since we no longer need a, we can instead overwrite it with its own reversal using this in-place algorithm which will only need constant number (2) of integers for the auxiliary variables i and tmp, no matter how large the array is. function reverse_in_place(a[0..n-1]) for i from 0 to floor((n-2)/2) tmp := a[i] a[i] := a[n − 1 − i] a[n − 1 − i] := tmp As another example, many sorting algorithms rearrange arrays into sorted order in-place, including: bubble sort, comb sort, selection sort, insertion sort, heapsort, and Shell sort. These algorithms require only a few pointers, so their space complexity is O(log n). Quicksort operates in-place on the data to be sorted. However, quicksort requires O(log n) stack space pointers to keep track of the subarrays in its divide and conquer strategy. Consequently, quicksort needs O(log2 n) additional space. Although this non-constant space technically takes quicksort out of the in-place category, quicksort and other algorithms needing only O(log n) additional pointers are usually considered in-place algorithms. Most selection algorithms are also in-place, although some considerably rearrange the input array in the process of finding the final, constant-sized result. Some text manipulation algorithms such as trim and reverse may be done in-place. == In computational complexity == In computational complexity theory, the strict definition of in-place algorithms includes all algorithms with O(1) space complexity, the class DSPACE(1). This class is very limited; it equals the regular languages. In fact, it does not even include any of the examples listed above. Algorithms are usually considered in L, the class of problems requiring O(log n) additional space, to be in-place. This class is more in line with the practical definition, as it allows numbers of size n as pointers or indices. This expanded definition still excludes quicksort, however, because of its recursive calls. Identifying the in-place algorithms with L has some interesting implications; for example, it means that there is a (rather complex) in-place algorithm to determine whether a path exists between two nodes in an undirected graph, a problem that requires O(n) extra space using typical algorithms such as depth-first search (a visited bit for each node). This in turn yields in-place algorithms for problems such as determining if a graph is bipartite or testing whether two graphs have the same number of connected components. == Role of randomness == In many cases, the space requirements of an algorithm can be drastically cut by using a randomized algorithm. For example, if one wishes to know if two vertices in a graph of n vertices are in the same connected component of the graph, there is no known simple, deterministic, in-place algorithm to determine this. However, if we simply start at one vertex and perform a random walk of about 20n3 steps, the chance that we will stumble across the other vertex provided that it is in the same component is very high. Similarly, there are simple randomized in-place algorithms for primality testing such as the Miller–Rabin primality test, and there are also simple in-place randomized factoring algorithms such as Pollard's rho algorithm. == In functional programming == Functional programming languages often discourage or do not support explicit in-place algorithms that overwrite data, since this is a type of side effect; instead, they only allow new data to be constructed. However, good functional language compilers will often recognize when an object very similar to an existing one is created and then the old one is thrown away, and will optimize this into a simple mutation "under the hood". Note that it is possible in principle to carefully construct in-place algorithms that do not modify data (unless the data is no longer being used), but this is rarely done in practice.

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  • Socially assistive robot

    Socially assistive robot

    A socially assistive robot (SAR) aids users through social engagement and support rather than through physical tasks and interactions. == Background == The field of socially assistive robotics emerged in the early 2000s, following the emergence of the field of social robots. In contrast to social robots, SARs aid users with specific goals related to behavior change rather than serving as purely social entities. The term "Socially assistive robot" was initially defined by Maja Matarić and David Feil-Seifer in 2005. Since its inception, the field has gained substantial recognition, featuring numerous research projects, a wealth of global research publications, startup companies, and a growing array of products on the consumer market. The COVID-19 pandemic has underscored the immense potential of socially assistive robots, particularly in addressing the needs of large user populations, including children engaged in remote learning, elderly individuals grappling with loneliness, and those affected by social isolation and its associated negative consequences. == Characteristics of interaction == SARs rely on artificial intelligence (AI) to generate real-time, responsive, natural, and meaningful robot behaviors during interactions with humans. The robots employ various forms of communication, such as facial expressions, gestures, body movements, and speech. In contrast to robots intended for physical tasks, SARs are designed to support and motivate users to perform their own tasks. The tasks a user engages in can be physical (e.g., rehabilitation exercises for post-stroke users), cognitive (e.g., dementia screening for elderly users), or social (e.g., turn-taking for users with autism spectrum disorders). This complex interaction involves detecting and interpreting the user's movement, behavior, intent, goals, speech, and preferences. Machine learning and robot learning techniques are frequently employed to enhance the robot's understanding of the user, predict user preferences, and provide effective assistance. The effectiveness of socially assistive robots is assessed based on objective measurements of user performance and improvement resulting from the robot’s assistance and support. Unlike other branches of robotics, where effectiveness depends on the robot's physical task completion, SAR measures the success of the robot based on the user's progress and achievements. This evaluation is carried out using quantitative objective metrics, such as time spent on tasks, accuracy, retention, and verbalization, as well as quantitative subjective metrics, such as user survey tools. SAR is based on the large body of evidence showing that users tend to respond more positively to interactions with physical robots compared to interactions with screens. Interaction with physical robots also encourages users to learn and retain more information than screen-based interactions. This fundamental insight underlines why physical robots in SAR applications are more effective, as opposed to interactions solely involving screens, tablets, or computers. == Uses and applications == SARs have been developed and validated in a wide array of applications, including healthcare, elder care, education, and training. For example, SARs have been developed to support children on the autism spectrum in acquiring and practicing social and cognitive skills, to motivate and coach stroke patients throughout their rehabilitation exercises, monitoring individuals health (ex. fall detection), and to encourage elderly users to be more physically and socially active. There is a concern that technophobia and lack of trust in robots will pose a barrier to the effectiveness of SARs in older adults.

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  • Wearable technology

    Wearable technology

    Wearable technology is a category of small electronic and mobile devices with wireless communications capability designed to be worn on the human body and are incorporated into gadgets, accessories, or clothes. Common types of wearable technology include smartwatches, fitness trackers, and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer. Wearable devices collect vast amounts of data from users making use of different behavioral and physiological sensors, which monitor their health status and activity levels. Wrist-worn devices include smartwatches with a touchscreen display, while wristbands are mainly used for fitness tracking but do not contain a touchscreen display. Wearable devices such as activity trackers are an example of the Internet of things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention. Wearable technology offers a wide range of possible uses, from communication and entertainment to improving health and fitness, however, there are worries about privacy and security because wearable devices have the ability to collect personal data. Wearable technology has a variety of use cases which is growing as the technology is developed and the market expands. It can be used to encourage individuals to be more active and improve their lifestyle choices. Healthy behavior is encouraged by tracking activity levels and providing useful feedback to enable goal setting. This can be shared with interested stakeholders such as healthcare providers. Wearables are popular in consumer electronics, most commonly in the form factors of smartwatches, smart rings, and implants. Apart from commercial uses, wearable technology is being incorporated into navigation systems, advanced textiles (e-textiles), and healthcare. As wearable technology is being proposed for use in critical applications, like other technology, it is vetted for its reliability and security properties. == History == In the 1500s, German inventor Peter Henlein (1485–1542) created small watches that were worn as necklaces. A century later, pocket watches grew in popularity as waistcoats became fashionable for men. Wristwatches were created in the late 1600s but were worn mostly by women as bracelets. Pedometers were developed around the same time as pocket watches. The concept of a pedometer was described by Leonardo da Vinci around 1500, and the Germanic National Museum in Nuremberg has a pedometer in its collection from 1590. In the late 1800s, the first wearable hearing aids were introduced. In 1904, aviator Alberto Santos-Dumont pioneered the modern use of the wristwatch. In 1949, American biophysicist Norman Holter invented the very first health monitoring device. His invention, the Holter monitor, was groundbreaking as one of the first wearable devices capable of tracking vital health data outside of a clinical setting. In the 1970s, calculator watches became available, reaching the peak of their popularity in the 1980s. From the early 2000s, wearable cameras were being used as part of a growing sousveillance movement. Expectations, operations, usage and concerns about wearable technology was floated on the first International Conference on Wearable Computing. In 2008, Ilya Fridman incorporated a hidden Bluetooth microphone into a pair of earrings. Big tech companies such as Apple, Samsung, and Fitbit have expanded on this idea by interfacing with smartphones and personal computer software to collect a wide variety of data. Wearable devices include dedicated health monitors, fitness bands, and smartwatches. In 2010, Fitbit released its first step counter. Wearable technology which tracks information such as walking and heart rate is part of the quantified self movement. In 2013, McLear, also known as NFC Ring, released a "smart ring". The smart ring could make bitcoin payments, unlock other devices, and transfer personally identifying information, and also had other features. In 2013, one of the first widely available smartwatches was the Samsung Galaxy Gear. Apple followed in 2015 with the Apple Watch. === Prototypes === From 1991 to 1997, Rosalind Picard and her students, Steve Mann and Jennifer Healey, at the MIT Media Lab designed, built, and demonstrated data collection and decision making from "Smart Clothes" that monitored continuous physiological data from the wearer. These "smart clothes", "smart underwear", "smart shoes", and smart jewellery collected data that related to affective state and contained or controlled physiological sensors and environmental sensors like cameras and other devices. At the same time, also at the MIT Media Lab, Thad Starner and Alex "Sandy" Pentland develop augmented reality. In 1997, their smartglass prototype is featured on 60 Minutes and enables rapid web search and instant messaging. Though the prototype's glasses are nearly as streamlined as modern smartglasses, the processor was a computer worn in a backpack – the most lightweight solution available at the time. In 2009, Sony Ericsson teamed up with the London College of Fashion for a contest to design digital clothing. The winner was a cocktail dress with Bluetooth technology making it light up when a call is received. Zach "Hoeken" Smith of MakerBot fame made keyboard pants during a "Fashion Hacking" workshop at a New York City creative collective. The Tyndall National Institute in Ireland developed a "remote non-intrusive patient monitoring" platform which was used to evaluate the quality of the data generated by the patient sensors and how the end users may adopt to the technology. More recently, London-based fashion company CuteCircuit created costumes for singer Katy Perry featuring LED lighting so that the outfits would change color both during stage shows and appearances on the red carpet such as the dress Katy Perry wore in 2010 at the MET Gala in NYC. In 2012, CuteCircuit created the world's first dress to feature Tweets, as worn by singer Nicole Scherzinger. In 2010, McLear, also known as NFC Ring, developed prototypes of its "smart ring" devices, before a Kickstarter fundraising in 2013. In 2014, graduate students from the Tisch School of Arts in New York designed a hoodie that sent pre-programmed text messages triggered by gesture movements. Around the same time, prototypes for digital eyewear with heads up display (HUD) began to appear. The US military employs headgear with displays for soldiers using a technology called holographic optics. In 2010, Google started developing prototypes of its optical head-mounted display Google Glass, which went into customer beta in March 2013. == Usage == In the consumer space, sales of smart wristbands (aka activity trackers such as the Jawbone UP and Fitbit Flex) started accelerating in 2013. One in five American adults have a wearable device, according to the 2014 PriceWaterhouseCoopers Wearable Future Report. As of 2009, decreasing cost of processing power and other components was facilitating widespread adoption and availability. In professional sports, wearable technology has applications in monitoring and real-time feedback for athletes. Examples of wearable technology in sport include accelerometers, pedometers, and GPS's which can be used to measure an athlete's energy expenditure and movement pattern. In cybersecurity and financial technology, secure wearable devices have captured part of the physical security key market. McLear, also known as NFC Ring, and VivoKey developed products with one-time pass secure access control. In health informatics, wearable devices have enabled better capturing of human health statistics for data driven analysis. This has facilitated data-driven machine learning algorithms to analyse the health condition of users. In business, wearable technology helps managers easily supervise employees by knowing their locations and what they are currently doing. Employees working in a warehouse also have increased safety when working around chemicals or lifting something. Smart helmets are employee safety wearables that have vibration sensors that can alert employees of possible danger in their environment. == Wearable technology and health == Wearable technology is often used to monitor a user's health. Given that such a device is in close contact with the user, it can easily collect data. It started as soon as 1980 where first wireless ECG was invented. In the last decades, there has been substantial growth in research of e.g. textile-based, tattoo, patch, and contact lenses as well as circulation of a notion of "quantified self", transhumanism-related ideas, and growth of life ex

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  • Information seeking

    Information seeking

    Information seeking is the process or activity of attempting to obtain information in both human and technological contexts. Information seeking is related to, but different from, information retrieval (IR). == Compared to information retrieval == Traditionally, IR tools have been designed for IR professionals to enable them to effectively and efficiently retrieve information from a source. It is assumed that the information exists in the source and that a well-formed query will retrieve it (and nothing else). It has been argued that laypersons' information seeking on the internet is very different from information retrieval as performed within the IR discourse. Yet, internet search engines are built on IR principles. Since the late 1990s a body of research on how casual users interact with internet search engines has been forming, but the topic is far from fully understood. IR can be said to be technology-oriented, focusing on algorithms and issues such as precision and recall. Information seeking may be understood as a more human-oriented and open-ended process than information retrieval. In information seeking, one does not know whether there exists an answer to one's query, so the process of seeking may provide the learning required to satisfy one's information need. == In different contexts == Much library and information science (LIS) research has focused on the information-seeking practices of practitioners within various fields of professional work. Studies have been carried out into the information-seeking behaviors of librarians, academics, medical professionals, engineers, lawyers and mini-publics(among others). Much of this research has drawn on the work done by Leckie, Pettigrew (now Fisher) and Sylvain, who in 1996 conducted an extensive review of the LIS literature (as well as the literature of other academic fields) on professionals' information seeking. The authors proposed an analytic model of professionals' information seeking behaviour, intended to be generalizable across the professions, thus providing a platform for future research in the area. The model was intended to "prompt new insights... and give rise to more refined and applicable theories of information seeking" (1996, p. 188). The model has been adapted by Wilkinson (2001) who proposes a model of the information seeking of lawyers. Recent studies in this topic address the concept of information-gathering that "provides a broader perspective that adheres better to professionals' work-related reality and desired skills." (Solomon & Bronstein, 2021). == Theories of information-seeking behavior == A variety of theories of information behavior – e.g. Zipf's Principle of Least Effort, Brenda Dervin's Sense Making, Elfreda Chatman's Life in the Round – seek to understand the processes that surround information seeking. In addition, many theories from other disciplines have been applied in investigating an aspect or whole process of information seeking behavior. A review of the literature on information seeking behavior shows that information seeking has generally been accepted as dynamic and non-linear (Foster, 2005; Kuhlthau 2006). People experience the information search process as an interplay of thoughts, feelings and actions (Kuhlthau, 2006). Donald O. Case (2007) also wrote a good book that is a review of the literature. Information seeking has been found to be linked to a variety of interpersonal communication behaviors beyond question-asking, to include strategies such as candidate answers. Robinson's (2010) research suggests that when seeking information at work, people rely on both other people and information repositories (e.g., documents and databases), and spend similar amounts of time consulting each (7.8% and 6.4% of work time, respectively; 14.2% in total). However, the distribution of time among the constituent information seeking stages differs depending on the source. When consulting other people, people spend less time locating the information source and information within that source, similar time understanding the information, and more time problem solving and decision making, than when consulting information repositories. Furthermore, the research found that people spend substantially more time receiving information passively (i.e., information that they have not requested) than actively (i.e., information that they have requested), and this pattern is also reflected when they provide others with information. == Wilson's nested model of conceptual areas == The concepts of information seeking, information retrieval, and information behaviour are objects of investigation of information science. Within this scientific discipline a variety of studies has been undertaken analyzing the interaction of an individual with information sources in case of a specific information need, task, and context. The research models developed in these studies vary in their level of scope. Wilson (1999) therefore developed a nested model of conceptual areas, which visualizes the interrelation of the here mentioned central concepts. Wilson defines models of information behavior to be "statements, often in the form of diagrams, that attempt to describe an information-seeking activity, the causes and consequences of that activity, or the relationships among stages in information-seeking behaviour" (1999: 250).

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