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  • Art Recognition

    Art Recognition

    Art Recognition is a Swiss technology company headquartered in Adliswil, within the Zurich metropolitan area, Switzerland. Art Recognition specializes in the application of artificial intelligence (AI) for art authentication and the detection of art forgeries. == Overview == Art Recognition was established in 2019 by Dr. Carina Popovici and Christiane Hoppe-Oehl. Art Recognition employs a combination of machine learning techniques, computer vision algorithms, and deep neural networks to assess the authenticity of artworks. The company's technology undergoes a process of data collection, dataset preparation, and training. === Academic partnerships and grants === Art Recognition has established a relationship with Innosuisse, a Swiss innovation agency, to expand its research and development initiatives. It has also formed a strategic collaboration with Nils Büttner, an art historian and professor at the State Academy of Fine Arts Stuttgart (ABK Stuttgart). === Notable developments === In May 2024, Art Recognition played a key role in identifying counterfeit artworks, including alleged Monets and Renoirs, being sold on eBay. Germann Auction in November 2024 became the first auction house to successfully conduct a sale of artwork authenticated entirely by artificial intelligence. As of January 2025, Art Recognition has appointed art crime expert and Pulitzer Prize finalist Noah Charney as an advisor. === Recognition and debates === The company was featured on the front page of The Wall Street Journal for its involvement in the authentication case of the Flaget Madonna, believed to have been partly painted by Raphael. A broadcast by the Swiss public television SRF covered how the algorithm can be used to detect art forgeries with high accuracy. The technology developed by Art Recognition has been recognized for its role in providing a technology-based art authentication solution, compared to traditional methods. == Controversial cases == Art Recognition's AI algorithm has been applied to several high-profile and controversial artworks, sparking significant interest and debate in the art world. Samson and Delilah at the National Gallery in London: The National Gallery's "Samson and Delilah", traditionally attributed to the artist Rubens, has also been examined using Art Recognition's AI, which has assessed the painting as non-authentic. De Brecy Tondo Madonna. A research team from Bradford University and the University of Nottingham initially attributed the painting to Raphael, employing an AI face recognition software, while the AI developed at Art Recognition returned a negative result. The Bradford group's AI was trained on 49 images, whereas Art Recognition employed a larger dataset of over 100 images. Lucian Freud Painting Controversy: Featured in The New Yorker, a painting attributed to Lucian Freud became a subject of dispute. Art Recognition's AI analysis played a big role in examining the painting's authenticity. Titian at Kunsthaus Zürich: A painting attributed to Titian, housed at Kunsthaus Zürich, has been a topic of debate among art experts. The application of Art Recognition's technology offered a new perspective. Following this debate, Kunsthaus Zürich has announced plans to initiate a comprehensive project aimed at resolving the authenticity questions surrounding the painting. Art Recognition has contributed to the authentication debate surrounding The Polish Rider, a painting traditionally attributed to Rembrandt but subject to scholarly debate.

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  • Planner (programming language)

    Planner (programming language)

    Planner (often seen in publications as "PLANNER" although it is not an acronym) is a programming language designed by Carl Hewitt at MIT, and first published in 1969. First, subsets such as Micro-Planner and Pico-Planner were implemented, and then essentially the whole language was implemented as Popler by Julian Davies at the University of Edinburgh in the POP-2 programming language. Derivations such as QA4, Conniver, QLISP and Ether (see scientific community metaphor) were important tools in artificial intelligence research in the 1970s, which influenced commercial developments such as Knowledge Engineering Environment (KEE) and Automated Reasoning Tool (ART). == Procedural approach versus logical approach == The two major paradigms for constructing semantic software systems were procedural and logical. The procedural paradigm was epitomized by Lisp which featured recursive procedures that operated on list structures. The logical paradigm was epitomized by uniform proof procedure resolution-based derivation (proof) finders. According to the logical paradigm it was “cheating” to incorporate procedural knowledge. == Procedural embedding of knowledge == Planner was invented for the purposes of the procedural embedding of knowledge and was a rejection of the resolution uniform proof procedure paradigm, which Converted everything to clausal form. Converting all information to clausal form is problematic because it hides the underlying structure of the information. Then used resolution to attempt to obtain a proof by contradiction by adding the clausal form of the negation of the theorem to be proved. Using only resolution as the rule of inference is problematical because it hides the underlying structure of proofs. Also, using proof by contradiction is problematical because the axiomatizations of all practical domains of knowledge are inconsistent in practice. Planner was a kind of hybrid between the procedural and logical paradigms because it combined programmability with logical reasoning. Planner featured a procedural interpretation of logical sentences where an implication of the form (P implies Q) can be procedurally interpreted in the following ways using pattern-directed invocation: Forward chaining (antecedently): If assert P, assert Q If assert not Q, assert not P Backward chaining (consequently) If goal Q, goal P If goal not P, goal not Q In this respect, the development of Planner was influenced by natural deductive logical systems (especially the one by Frederic Fitch [1952]). == Micro-planner implementation == A subset called Micro-Planner was implemented by Gerry Sussman, Eugene Charniak and Terry Winograd and was used in Winograd's natural-language understanding program SHRDLU, Eugene Charniak's story understanding work, Thorne McCarty's work on legal reasoning, and some other projects. This generated a great deal of excitement in the field of AI. It also generated controversy because it proposed an alternative to the logic approach that had been one of the mainstay paradigms for AI. At SRI International, Jeff Rulifson, Jan Derksen, and Richard Waldinger developed QA4 which built on the constructs in Planner and introduced a context mechanism to provide modularity for expressions in the database. Earl Sacerdoti and Rene Reboh developed QLISP, an extension of QA4 embedded in INTERLISP, providing Planner-like reasoning embedded in a procedural language and developed in its rich programming environment. QLISP was used by Richard Waldinger and Karl Levitt for program verification, by Earl Sacerdoti for planning and execution monitoring, by Jean-Claude Latombe for computer-aided design, by Nachum Dershowitz for program synthesis, by Richard Fikes for deductive retrieval, and by Steven Coles for an early expert system that guided use of an econometric model. Computers were expensive. They had only a single slow processor and their memories were very small by comparison with today. So Planner adopted some efficiency expedients including the following: Backtracking was adopted to economize on the use of time and storage by working on and storing only one possibility at a time in exploring alternatives. A unique name assumption was adopted to save space and time by assuming that different names referred to different objects. For example, names like Peking (previous PRC capital name) and Beijing (current PRC capital transliteration) were assumed to refer to different objects. A closed-world assumption could be implemented by conditionally testing whether an attempt to prove a goal exhaustively failed. Later this capability was given the misleading name "negation as failure" because for a goal G it was possible to say: "if attempting to achieve G exhaustively fails then assert (Not G)." == The genesis of Prolog == Gerry Sussman, Eugene Charniak, Seymour Papert and Terry Winograd visited the University of Edinburgh in 1971, spreading the news about Micro-Planner and SHRDLU and casting doubt on the resolution uniform proof procedure approach that had been the mainstay of the Edinburgh Logicists. At the University of Edinburgh, Bruce Anderson implemented a subset of Micro-Planner called PICO-PLANNER, and Julian Davies (1973) implemented essentially all of Planner. According to Donald MacKenzie, Pat Hayes recalled the impact of a visit from Papert to Edinburgh, which had become the "heart of artificial intelligence's Logicland," according to Papert's MIT colleague, Carl Hewitt. Papert eloquently voiced his critique of the resolution approach dominant at Edinburgh "…and at least one person upped sticks and left because of Papert." The above developments generated tension among the Logicists at Edinburgh. These tensions were exacerbated when the UK Science Research Council commissioned Sir James Lighthill to write a report on the AI research situation in the UK. The resulting report [Lighthill 1973; McCarthy 1973] was highly critical although SHRDLU was favorably mentioned. Pat Hayes visited Stanford where he learned about Planner. When he returned to Edinburgh, he tried to influence his friend Bob Kowalski to take Planner into account in their joint work on automated theorem proving. "Resolution theorem-proving was demoted from a hot topic to a relic of the misguided past. Bob Kowalski doggedly stuck to his faith in the potential of resolution theorem proving. He carefully studied Planner.”. Kowalski [1988] states "I can recall trying to convince Hewitt that Planner was similar to SL-resolution." But Planner was invented for the purposes of the procedural embedding of knowledge and was a rejection of the resolution uniform proof procedure paradigm. Colmerauer and Roussel recalled their reaction to learning about Planner in the following way: "While attending an IJCAI convention in September ‘71 with Jean Trudel, we met Robert Kowalski again and heard a lecture by Terry Winograd on natural language processing. The fact that he did not use a unified formalism left us puzzled. It was at this time that we learned of the existence of Carl Hewitt’s programming language, Planner. The lack of formalization of this language, our ignorance of Lisp and, above all, the fact that we were absolutely devoted to logic meant that this work had little influence on our later research." In the fall of 1972, Philippe Roussel implemented a language called Prolog (an abbreviation for PROgrammation en LOGique – French for "programming in logic"). Prolog programs are generically of the following form (which is a special case of the backward-chaining in Planner): When goal Q, goal P1 and ... and goal Pn Prolog duplicated the following aspects of Micro-Planner: Pattern directed invocation of procedures from goals (i.e. backward chaining) An indexed data base of pattern-directed procedures and ground sentences. Giving up on the completeness paradigm that had characterized previous work on theorem proving and replacing it with the programming language procedural embedding of knowledge paradigm. Prolog also duplicated the following capabilities of Micro-Planner which were pragmatically useful for the computers of the era because they saved space and time: Backtracking control structure Unique Name Assumption by which different names are assumed to refer to distinct entities, e.g., Peking and Beijing are assumed to be different. Reification of Failure. The way that Planner established that something was provable was to successfully attempt it as a goal and the way that it establish that something was unprovable was to attempt it as a goal and explicitly fail. Of course the other possibility is that the attempt to prove the goal runs forever and never returns any value. Planner also had a (not expression) construct which succeeded if expression failed, which gave rise to the “Negation as Failure” terminology in Planner. Use of the Unique Name Assumption and Negation as Failure became more questionable when attention turned to Open Systems. The following capabiliti

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  • Group concept mapping

    Group concept mapping

    Group concept mapping is a structured methodology for organizing the ideas of a group on any topic of interest and representing those ideas visually in a series of interrelated maps. It is a type of integrative mixed method, combining qualitative and quantitative approaches to data collection and analysis. Group concept mapping allows for a collaborative group process with groups of any size, including a broad and diverse array of participants. Since its development in the late 1980s by William M.K. Trochim at Cornell University, it has been applied to various fields and contexts, including community and public health, social work, health care, human services,, instructional interventions, and biomedical research and evaluation. == Overview == Group concept mapping integrates qualitative group processes with multivariate analysis to help a group organize and visually represent its ideas on any topic of interest through a series of related maps. It combines the ideas of diverse participants to show what the group thinks and values in relation to the specific topic of interest. It is a type of structured conceptualization used by groups to develop a conceptual framework, often to help guide evaluation and planning efforts. Group concept mapping is participatory in nature, allowing participants to have an equal voice and to contribute through various methods. A group concept map visually represents all the ideas of a group and how they relate to each other, and depending on the scale, which ideas are more relevant, important, or feasible. == Process == Group concept mapping involves a structured multi-step process, including brainstorming, sorting and rating, multidimensional scaling and cluster analysis, and the generation and interpretation of multiple maps. The first step requires participants to brainstorm a large set of statements relevant to the topic of interest, usually in response to a focus prompt. Participants are then asked to individually sort those statements into categories based on their perceived similarity and rate each statement on one or more scales, such as importance or feasibility. The data is then analyzed using The Concept System software, which creates a series of interrelated maps using multidimensional scaling (MDS) of the sort data, hierarchical clustering of the MDS coordinates applying Ward's method, and the computation of average ratings for each statement and cluster of statements. The resulting maps display the individual statements in two-dimensional space with more similar statements located closer to each other, and grouped into clusters that partition the space on the map. The Concept System software also creates other maps that show the statements in each cluster rated on one or more scales, and absolute or relative cluster ratings between two cluster sets. As a last step in the process, participants are led through a structured interpretation session to better understand and label all the maps. == History == Group concept mapping was developed as a methodology in the late 1980s by William M.K. Trochim at Cornell University. Trochim is considered to be a leading evaluation expert, and he has taught evaluation and research methods at Cornell since 1980. Originally called "concept mapping", the methodology has evolved since its inception with the maturation of the field and the continued advancement of the software, which is now a Web application. == Uses == Group concept mapping can be used with any group for any topic of interest. It is often used by government agencies, academic institutions, national associations, not-for-profit and community-based organizations, and private businesses to help turn the ideas of the group into measurable actions. This includes in the areas of organizational development, strategic planning, needs assessment, curriculum development, research, and evaluation. Group concept mapping is well-documented, well-established methodology, and it has been used in hundreds of published papers. == Versus concept mapping and mind mapping == More generally, concept mapping is any process used for visually representing relationships between ideas in pictures or diagrams. A concept map is typically a diagram of multiple ideas, often represented as boxes or circles, linked in a graph (network) structure through arrows and words where each idea is connected to another. The technique was originally developed in the 1970s by Joseph D. Novak at Cornell University. Concept mapping may be done by an individual or a group. A mind map is a diagram used to visually represent information, centering on one word or idea with categories and sub-categories radiating off of it in a tree structure. Popularized by Tony Buzan in the 1970s, mind mapping is often a spontaneous exercise done by an individual or group to gather information about what they think around a single topic. Unlike Novak's concept maps and Buzan's mind maps, group concept mapping has a structured mathematical process (sorting and rating, multidimensional scaling and cluster analysis) for organizing and visually representing multiple ideas of a group through a series of specific steps. In other words, in group concept mapping, the resulting visual representations are mathematically generated from mixed (qualitative and quantitative) data collected from a group of research subjects, whereas in Novak's concept maps and Buzan's mind maps the visual representations are drawn directly by the subjects resulting in diagrams that are qualitative data and final product at the same time.

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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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  • Euratlas

    Euratlas

    Euratlas is a Switzerland-based software company dedicated to elaborate digital history maps of Europe. Founded in 2001, Euratlas has created a collection of history maps of Europe from year 1 AD to year 2000 AD that present the evolution of every country from the Roman Empire to present times. The evolution includes sovereign states and their administrative subdivisions, but also unorganized peoples and dependent territories. The maps show European country borders at regular intervals of 100 years, but not year by year. This leaves out many important turning points in history. Euratlas is considered a digital humanities company, and a scholar research software used in the field of historic cartography. It is broadly known among American and European universities, who mainly use Euratlas as a research tool and as a digital library atlas. == Sequential mapping policy == This concept was first designed by the German scholar Christian Kruse (1753–1827). Kruse, well aware that historical accounts are often biased for geographical, philosophical or political reasons, created a set of sequential maps in order to give a global vision of the successive political situations. Nowadays, the majority of atlases don't use this approach, but are event-based, like the well-known Penguin Atlas of History. The sequential approach intends to make the sequence of maps more neutral and suitable for students, historians and professionals of several fields. Although, this approach has been discussed as it leaves out many important history events that are not reflected on any of the maps because of the century interval. == Geo-referenced historical data == Initially, the European maps by century were developed as vector maps. From 2006 on, they have been converted to a geographic information system (GIS) database, enabling geo-referenced data capabilities. The map information is distributed in several layers: physical (geography information layer); political information layer (supranational entities, sovereign states, administrative divisions, dependent states and autonomous peoples); and special layers for cities and uncertain borders. The software database also contains much non-geographical information about political relationships between the various kinds of territories. == Map projection == Euratlas History Maps uses a Mercator projection, with the center in Europe. The maps include the North-African coast and the Near-East, offering a complete view of the Mediterranean Basin. The European Russia plains are shown, but not Scandinavia, specially Finland, which is cropped off the map view.

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  • Radiant AI

    Radiant AI

    The Radiant AI is a technology developed by Bethesda Softworks for The Elder Scrolls video games. It allows non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The technology was developed for The Elder Scrolls IV: Oblivion and expanded in The Elder Scrolls V: Skyrim; it is also used in Fallout 3, Fallout: New Vegas and Fallout 4, also published by Bethesda, with 3 and 4 being developed by them as well. == Technology == The Radiant AI technology, as it evolved in its iteration developed for Skyrim, comprises two parts: === Radiant AI === The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. The absence of individual scripting for each character allows for the construction of a world on a much larger scale than other games had developed, and aids in the creation of what Todd Howard described as an "organic feel" for the game. === Radiant Story === The Radiant Story system deals with how the game itself reacts to the player behavior, such as the creation of new dynamic quests. Dynamically generated quests are placed by the game in locations the player hasn't visited yet and are related to earlier adventures.

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  • Eline Van der Velden

    Eline Van der Velden

    Eline van der Velden is a Dutch comedian, writer, actress and producer based in London, England. She is best known for her work creating Tilly Norwood, an AI-generated "actress". == Early life == Van der Velden was born on the Dutch island of Curaçao, Netherlands Antilles to Dutch businessman Steven van der Velden and physiotherapist Quirine van der Velden. She moved to the United Kingdom at age 14 to study drama and musical theatre at Tring Park School for the Performing Arts. She graduated with an MSc in physics from Imperial College London in 2008. == Career == She was nominated by the International Academy of Digital Arts and Sciences for the Lovie Awards and won Best Online Comedy in 2013 for two of her submitted entries. She has created multiple online shows such as Sketch My Life with London Hughes and Emily Hartridge and Match.com Parody. She became managing director of Makers Channel (makerschannel.co.uk), the first curated video platform in Europe in 2015. Makers Channel has been recently acquired by a Belgian media company De Persgroep, due to its success in the Netherlands. In 2016, she appeared in adverts for the Dutch shampoo brand Andrelon. Miss Holland, a comedy character created by Van der Velden, made headlines in 2016 as she asked the British public to teach her the national anthem. As an actress, she has starred in Dutch TV series De Troon, Beatrix and the Golden Calf-winning series Overspel. In Belgium, she appeared opposite Jamie Dornan in Flying Home. Van der Velden starred in the BBC Three series Putting It Out There, in which she challenges social perceptions of body hair, heels, spit, personal space, and authority figures. In 2018, she starred in the BBC One comedy series Soft Border Patrol and the BBC Three comedy series Miss Holland. In 2025, Particle6 Group, which Van der Velden founded in 2016, introduced Tilly Norwood, an AI-generated "actress" at the Zurich Film Festival. The announcement was met with outrage and a condemnation by the American actors' union SAG-AFTRA. == Awards and recognition == Miss Holland won the Best Online Comedy at the 2013 Lovie Awards, judged by Stephen Fry. The Match.com Parody video won Best Online Comedy People's Lovie Award, the people's vote. Miss Holland and Match.com Parody Date 1 were also featured in the 2013 Google Lovie Letters.

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • And–or tree

    And–or tree

    An and–or tree is a graphical representation of the reduction of problems (or goals) to conjunctions and disjunctions of subproblems (or subgoals). == Example == The and–or tree: represents the search space for solving the problem P, using the goal-reduction methods: P if Q and R P if S Q if T Q if U == Definitions == Given an initial problem P0 and set of problem solving methods of the form: P if P1 and … and Pn the associated and–or tree is a set of labelled nodes such that: The root of the tree is a node labelled by P0. For every node N labelled by a problem or sub-problem P and for every method of the form P if P1 and ... and Pn, there exists a set of children nodes N1, ..., Nn of the node N, such that each node Ni is labelled by Pi. The nodes are conjoined by an arc, to distinguish them from children of N that might be associated with other methods. A node N, labelled by a problem P, is a success node if there is a method of the form P if nothing (i.e., P is a "fact"). The node is a failure node if there is no method for solving P. If all of the children of a node N, conjoined by the same arc, are success nodes, then the node N is also a success node. Otherwise the node is a failure node. == Search strategies == An and–or tree specifies only the search space for solving a problem. Different search strategies for searching the space are possible. These include searching the tree depth-first, breadth-first, or best-first using some measure of desirability of solutions. The search strategy can be sequential, searching or generating one node at a time, or parallel, searching or generating several nodes in parallel. == Relationship with logic programming == The methods used for generating and–or trees are propositional logic programs (without variables). In the case of logic programs containing variables, the solutions of conjoint sub-problems must be compatible. Subject to this complication, sequential and parallel search strategies for and–or trees provide a computational model for executing logic programs. == Relationship with two-player games == And–or trees can also be used to represent the search spaces for two-person games. The root node of such a tree represents the problem of one of the players winning the game, starting from the initial state of the game. Given a node N, labelled by the problem P of the player winning the game from a particular state of play, there exists a single set of conjoint children nodes, corresponding to all of the opponents responding moves. For each of these children nodes, there exists a set of non-conjoint children nodes, corresponding to all of the player's defending moves. For solving game trees with proof-number search family of algorithms, game trees are to be mapped to and–or trees. MAX-nodes (i.e. maximizing player to move) are represented as OR nodes, MIN-nodes map to AND nodes. The mapping is possible, when the search is done with only a binary goal, which usually is "player to move wins the game".

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  • DreamBooth

    DreamBooth

    DreamBooth is a deep learning generation model used to personalize existing text-to-image models by fine-tuning. It was developed by researchers from Google Research and Boston University in 2022. Originally developed using Google's own Imagen text-to-image model, DreamBooth implementations can be applied to other text-to-image models, where it can allow the model to generate more fine-tuned and personalized outputs after training on three to five images of a subject. == Technology == Pretrained text-to-image diffusion models, while often capable of offering a diverse range of different image output types, lack the specificity required to generate images of lesser-known subjects, and are limited in their ability to render known subjects in different situations and contexts. The methodology used to run implementations of DreamBooth involves the fine-tuning the full UNet component of the diffusion model using a few images (usually 3--5) depicting a specific subject. Images are paired with text prompts that contain the name of the class the subject belongs to, plus a unique identifier. As an example, a photograph of a [Nissan R34 GTR] car, with car being the class); a class-specific prior preservation loss is applied to encourage the model to generate diverse instances of the subject based on what the model is already trained on for the original class. Pairs of low-resolution and high-resolution images taken from the set of input images are used to fine-tune the super-resolution components, allowing the minute details of the subject to be maintained. == Usage == DreamBooth can be used to fine-tune models such as Stable Diffusion, where it may alleviate a common shortcoming of Stable Diffusion not being able to adequately generate images of specific individual people. Such a use case is quite VRAM intensive, however, and thus cost-prohibitive for hobbyist users. The Stable Diffusion adaptation of DreamBooth in particular is released as a free and open-source project based on the technology outlined by the original paper published by Ruiz et. al. in 2022. Concerns have been raised regarding the ability for bad actors to utilise DreamBooth to generate misleading images for malicious purposes, and that its open-source nature allows anyone to utilise or even make improvements to the technology. In addition, artists have expressed their apprehension regarding the ethics of using DreamBooth to train model checkpoints that are specifically aimed at imitating specific art styles associated with human artists; one such critic is Hollie Mengert, an illustrator for Disney and Penguin Random House who has had her art style trained into a checkpoint model via DreamBooth and shared online, without her consent.

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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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  • Mind map

    Mind map

    A mind map is a diagram used to visually organize information into a hierarchy, showing relationships among pieces of the whole. It is often based on a single concept, drawn as an image in the center of a blank page, to which associated representations of ideas such as images, words and parts of words are added. Major ideas are connected directly to the central concept, and other ideas branch out from those major ideas. Mind maps can also be drawn by hand, either as "notes" during a lecture, meeting or planning session, for example, or as higher quality pictures when more time is available. Mind maps are considered to be a type of spider diagram. == Origin == Although the term "mind map" was first popularized by British popular psychology author and television personality Tony Buzan, the use of diagrams that visually "map" information using branching and radial maps traces back centuries. These pictorial methods record knowledge and model systems, and have a long history in learning, brainstorming, memory, visual thinking, and problem solving by educators, engineers, psychologists, and others. Some of the earliest examples of such graphical records were developed by Porphyry of Tyros, a noted thinker of the 3rd century, as he graphically visualized the concept categories of Aristotle. Philosopher Ramon Llull (1235–1315) also used such techniques. Buzan's specific approach, and the introduction of the term "mind map", started with a 1974 BBC TV series he hosted, called Use Your Head. In this show, and companion book series, Buzan promoted his conception of radial tree, diagramming key words in a colorful, radiant, tree-like structure. == Differences from other visualizations == Concept maps: Mind maps differ from concept maps in that mind maps are based on a radial hierarchy (tree structure) denoting relationships with a central concept, whereas concept maps can be more free-form, based on connections between concepts in more diverse patterns. Also, concept maps typically have text labels on the links between nodes. However, either can be part of a larger personal knowledge base system. Modeling graphs or graphical modeling languages: There is no rigorous right or wrong with mind maps, which rely on the arbitrariness of mnemonic associations to aid people's information organization and memory. In contrast, a modeling graph such as a UML diagram structures elements using a precise standardized iconography to aid the design of systems. == Research == === Effectiveness === Cunningham (2005) conducted a user study in which 80% of the students thought "mindmapping helped them understand concepts and ideas in science". Other studies also report some subjective positive effects of the use of mind maps. Positive opinions on their effectiveness, however, were much more prominent among students of art and design than in students of computer and information technology, with 62.5% vs 34% (respectively) agreeing that they were able to understand concepts better with mind mapping software. Farrand, Hussain, and Hennessy (2002) found that spider diagrams (similar to concept maps) had limited, but significant, impact on memory recall in undergraduate students (a 10% increase over baseline for a 600-word text only) as compared to preferred study methods (a 6% increase over baseline). This improvement was only robust after a week for those in the diagram group and there was a significant decrease in motivation compared to the subjects' preferred methods of note taking. A meta study about concept mapping concluded that concept mapping is more effective than "reading text passages, attending lectures, and participating in class discussions". The same study also concluded that concept mapping is slightly more effective "than other constructive activities such as writing summaries and outlines". However, results were inconsistent, with the authors noting "significant heterogeneity was found in most subsets". In addition, they concluded that low-ability students may benefit more from mind mapping than high-ability students. === Features === Joeran Beel and Stefan Langer conducted a comprehensive analysis of the content of mind maps. They analysed 19,379 mind maps from 11,179 users of the mind mapping applications SciPlore MindMapping (now Docear) and MindMeister. Results include that average users create only a few mind maps (mean=2.7), average mind maps are rather small (31 nodes) with each node containing about three words (median). However, there were exceptions. One user created more than 200 mind maps, the largest mind map consisted of more than 50,000 nodes and the largest node contained ~7,500 words. The study also showed that between different mind mapping applications (Docear vs MindMeister) significant differences exist related to how users create mind maps. === Automatic creation === There have been some attempts to create mind maps automatically. Brucks & Schommer created mind maps automatically from full-text streams. Rothenberger et al. extracted the main story of a text and presented it as mind map. There is also a patent application about automatically creating sub-topics in mind maps. == Tools == Mind-mapping software can be used to organize large amounts of information, combining spatial organization, dynamic hierarchical structuring and node folding.Software packages can extend the concept of mind-mapping by allowing individuals to map more than thoughts and ideas with information on their computers and the Internet, like spreadsheets, documents, Internet sites, images and videos. It has been suggested that mind-mapping can improve learning/study efficiency up to 15% over conventional note-taking. == Gallery == The following dozen examples of mind maps show the range of styles that a mind map may take, from hand-drawn to computer-generated and from mostly text to highly illustrated. Despite their stylistic differences, all of the examples share a tree structure that hierarchically connects sub-topics to a main topic.

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  • Data administration

    Data administration

    Data administration or data resource management is an organizational function working in the areas of information systems and computer science that plans, organizes, describes and controls data resources. Data resources are usually stored in databases under a database management system or other software such as electronic spreadsheets. In many smaller organizations, data administration is performed occasionally, or is a small component of the database administrator’s work. In the context of information systems development, data administration ideally begins at system conception, ensuring there is a data dictionary to help maintain consistency, avoid redundancy, and model the database so as to make it logical and usable, by means of data modeling, including database normalization techniques. == Data resource management == According to the Data Management Association (DAMA), data resource management is "the development and execution of architectures, policies, practices and procedures that properly manage the full data lifecycle needs of an enterprise". Data Resource management may be thought of as a managerial activity that applies information system and other data management tools to the task of managing an organization’s data resource to meet a company’s business needs, and the information they provide to their shareholders. From the perspective of database design, it refers to the development and maintenance of data models to facilitate data sharing between different systems, particularly in a corporate context. Data Resource Management is also concerned with both data quality and compatibility between data models. Since the beginning of the information age, businesses need all types of data on their business activity. With each data created, when a business transaction is made, need data is created. With these data, new direction is needed that focuses on managing data as a critical resource of the organization to directly support its business activities. The data resource must be managed with the same intensity and formality that other critical resources are managed. Organizations must emphasize the information aspect of information technology, determine the data needed to support the business, and then use appropriate technology to build and maintain a high-quality data resource that provides that support. Data resource quality is a measure of how well the organization's data resource supports the current and the future business information demand of the organization. The data resource cannot support just the current business information demand while sacrificing the future business information demand. It must support both the current and the future business information demand. The ultimate data resource quality is stability across changing business needs and changing technology. A corporate data resource must be developed within single, organization-wide common data architecture. A data architecture is the science and method of designing and constructing a data resource that is business driven, based on real-world objects and events as perceived by the organization, and implemented into appropriate operating environments. It is the overall structure of a data resource that provides a consistent foundation across organizational boundaries to provide easily identifiable, readily available, high-quality data to support the business information demand. The common data architecture is a formal, comprehensive data architecture that provides a common context within which all data at an organization's disposal are understood and integrated. It is subject oriented, meaning that it is built from data subjects that represent business objects and business events in the real world that are of interest to the organization and about which data are captured and maintained.

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  • Seeing AI

    Seeing AI

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

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  • Jarosław Królewski

    Jarosław Królewski

    Jarosław Królewski ([jaˈrɔswaf kruˈlɛfskʲi]; born September 26, 1986) is a Polish entrepreneur, programmer, sociologist, investor, and philanthropist from Hańczowa, Poland. He is a researcher and lecturer at the AGH University of Krakow. He was selected as a Young Global Leader by the World Economic Forum in 2025. Królewski is a cofounder and chief executive of the software development company Synerise that develops its namesake business intelligence software based on artificial intelligence and big data. He is also the president and a majority stakeholder of the Polish soccer club Wisła Kraków. == Biography == === Scientific activities === Królewski graduated from the AGH University of Kraków and the University of Banking and Management in Kraków. He completed two fields of study: a master's degree in sociology, and an engineer's degree in computer science. He co-created innovative study programs, including social informatics and electronic business, recognized as the most innovative field of study in Poland in 2012 by the Ministry of Science and Higher Education, which led to the AGH receiving a PLN 1 million award for the development of the program. Królewski is a research and teaching employee at AGH, where since 2010 he has been conducting classes and lectures on the Internet, mobile technologies, and UX/UI. He has been preparing a PhD thesis. He is the brand ambassador of the Academy. He is also a mentor of the Polish Development Fund network. In 2019, on the occasion of the AGH University's 100th anniversary, Królewski was honored the title of "AGH Graduate Junior 2018." Królewski is the co-originator of the "Data Science in Business and Administration" doctoral studies organized by the Faculty of Computer Science and Electronic Economy of the Poznań University of Economics. He is a co-author of a textbook E-marketing. Contemporary trends. Starter package (2013), and an Book on algorithmic governance Algocracy. How and why artificial intelligence changes everything (with Krzysztof Rybiński, 2023). === Business career === Throughout the 2000s, Królewski was responsible for issues of usability and user experience at the advertising agency Eskadra in Kraków. In 2012, along with programmer Miłosz Baluś and graphic designer Krzysztof Kochmański, he founded the software house Humanoit Group. The company created a project management software using machine learning and artificial intelligence. In 2013, HG Intelligence was established to create a platform for analytics and automation of business processes called "Synerise" that combined big data with artificial intelligence mechanisms. Królewski became the president of the company's management board. In 2016, the company rebranded itself after its own platform. It is one of the fastest growing enterprises in Poland – in 2019 it was valued at USD 85 million (PLN 323.5 million), and its value is still growing, in 2022 it announced an investment of USD 23 million. Królewski is a supporter of releasing some software in open-source form, an example of which is the open library Cleora.ai. Królewski has been described "one of the most promising young Polish businessmen in the technology industry." According to Forbes, he is a "visionary computer scientist who in many respects resembles the young Bill Gates." Królewski considers himself a “technological determinist and optimist.” He never wants to be a millionaire or billionaire, he spends 80 percent of his private income on education, sports and charities. === Sports === In his youth (2002–2006) he was a football player of the (then 4th-league) club Glinik Gorlice, and represented it at the then-highest level of junior competitions in Poland. He played there with Rafał Wisłocki, later president of Wisła Kraków and vice-president of Bruk-Bet Termalica Nieciecza. In early 2019, Królewski was the initiator of a rescue operation that saved Wisła Kraków from bankruptcy, as well as the originator of the crowdfunding issue of shares of Wisła Kraków, pioneering in Polish sports, during restructuring and searching for a strategic investor. The offered shares constituted 5.1 percent. all the company's shares, which meant that the club was valued at PLN 74.4 million. 40,000 shares were put up for sale, each worth PLN 100. Within 24 hours, they were purchased by 9,124 investors through an equity crowdfunding platform Beesfund, earning the club PLN 4 million. In March 2019, Królewski became vice-chairman of Wisła's supervisory board, a position he held until 2021. In April 2020, he became Wisła's co-owner, along with the footballer Jakub Błaszczykowski, and Tomasz Jażdżyński, president of Gremi Media (publisher of the news outlets Rzeczpospolita and Parkiet). The three granted a bridging loan to the club of PLN 4 million, each supporting PLN 1.33 million. The funds were used to repay the club's debts to players. In November 2022, the supervisory board of Wisła Kraków appointed Królewski as the president of the club's management board. In December 2022, Królewski took over a majority stake in the club. In January 2024, based on match statistics, he used AI tools to select Wisła's new coach, Albert Rudé. === Social activities === Królewski is the creator and originator of the nationwide educational project "AI Schools & Academy", the first artificial intelligence teaching program in Polish kindergartens, primary and secondary schools in Polish history. Launched in 2018, the project was financed by Synerise business partners: Carrefour, CCC, Ernst & Young, IDC, Media Expert, Microsoft, Orange Foundation, Oriflame, Bank Pekao, Photon, PZU, and Żabka. Physicists, mathematicians, and computer scientists conduct special classes in 1,500 kindergartens, primary and secondary schools. Outstanding students and teachers are awarded scholarships. The project was appreciated by experts. In the years 2018–2020, Królewski was the main sponsor of Glinik Gorlice. He also supported the women's football team Staszkówka Jelna (of Staszkówka). After taking over the shares of Wisła Kraków in 2020, he launched socially conscience initiatives along with other shareholders, including a women's football team, the amp football section, and the blind football section. He has privately sponsored social charities. == Accolades and awards == In 2017, Królewski along with the Synerise co-founders Baluś and Kochmański was included in the “New Europe 100” list of eastern Europe's brightest and best citizens changing the region's societies, politics, or business environments, according to Res Publica, along with the International Visegrad Fund, Google and the Financial Times. Królewski was included on Ernst & Young's list of the 30 most promising technology entrepreneurs in the world. In 2018, he was honored with the Special Jury Award in the Polish edition of the Ernst & Young Entrepreneur of the Year Award competition, for combining scientific activities with entrepreneurship. The same year, Królewski won an award in the competition Digital Shapers, distinguishing outstanding tech personalities by the Digital Poland Foundation. He was also selected to Ernst & Young startup program EY Accelerating Entrepreneurs for businesses that focus on disruptive fields. In 2019, as part of the AI Awards competition, Królewski received the title of AI Person of the Year. == Private life == Królewski comes from a Lemko family from Hańczowa in the Low Beskids. He is married to Aleksandra Królewska.

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