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  • Zero-shot learning

    Zero-shot learning

    Zero-shot learning (ZSL) is a problem setup in deep learning where, at test time, a learner observes samples from classes which were not observed during training, and needs to predict the class that they belong to. The name is a play on words based on the earlier concept of one-shot learning, in which classification can be learned from only one, or a few, examples. Zero-shot methods generally work by associating observed and non-observed classes through some form of auxiliary information, which encodes observable distinguishing properties of objects. For example, given a set of images of animals to be classified, along with auxiliary textual descriptions of what animals look like, an artificial intelligence model which has been trained to recognize horses, but has never been given a zebra, can still recognize a zebra when it also knows that zebras look like striped horses. This problem is widely studied in computer vision, natural language processing, and machine perception. == Background and history == The first paper on zero-shot learning in natural language processing appeared in a 2008 paper by Chang, Ratinov, Roth, and Srikumar, at the AAAI'08, but the name given to the learning paradigm there was dataless classification. The first paper on zero-shot learning in computer vision appeared at the same conference, under the name zero-data learning. The term zero-shot learning itself first appeared in the literature in a 2009 paper from Palatucci, Hinton, Pomerleau, and Mitchell at NIPS'09. This terminology was repeated later in another computer vision paper and the term zero-shot learning caught on, as a take-off on one-shot learning that was introduced in computer vision years earlier. In computer vision, zero-shot learning models learned parameters for seen classes along with their class representations and rely on representational similarity among class labels so that, during inference, instances can be classified into new classes. In natural language processing, the key technical direction developed builds on the ability to "understand the labels"—represent the labels in the same semantic space as that of the documents to be classified. This supports the classification of a single example without observing any annotated data, the purest form of zero-shot classification. The original paper made use of the Explicit Semantic Analysis (ESA) representation but later papers made use of other representations, including dense representations. This approach was also extended to multilingual domains, fine entity typing and other problems. Moreover, beyond relying solely on representations, the computational approach has been extended to depend on transfer from other tasks, such as textual entailment and question answering. The original paper also points out that, beyond the ability to classify a single example, when a collection of examples is given, with the assumption that they come from the same distribution, it is possible to bootstrap the performance in a semi-supervised like manner (or transductive learning). Unlike standard generalization in machine learning, where classifiers are expected to correctly classify new samples to classes they have already observed during training, in ZSL, no samples from the classes have been given during training the classifier. It can therefore be viewed as an extreme case of domain adaptation. == Prerequisite information for zero-shot classes == Naturally, some form of auxiliary information has to be given about these zero-shot classes, and this type of information can be of several types. Learning with attributes: classes are accompanied by pre-defined structured description. For example, for bird descriptions, this could include "red head", "long beak". These attributes are often organized in a structured compositional way, and taking that structure into account improves learning. While this approach was used mostly in computer vision, there are some examples for it also in natural language processing. Learning from textual description. As pointed out above, this has been the key direction pursued in natural language processing. Here class labels are taken to have a meaning and are often augmented with definitions or free-text natural-language description. This could include for example a wikipedia description of the class. Class-class similarity. Here, classes are embedded in a continuous space. A zero-shot classifier can predict that a sample corresponds to some position in that space, and the nearest embedded class is used as a predicted class, even if no such samples were observed during training. == Generalized zero-shot learning == The above ZSL setup assumes that at test time, only zero-shot samples are given, namely, samples from new unseen classes. In generalized zero-shot learning, samples from both new and known classes, may appear at test time. This poses new challenges for classifiers at test time, because it is very challenging to estimate if a given sample is new or known. Some approaches to handle this include: a gating module, which is first trained to decide if a given sample comes from a new class or from an old one, and then, at inference time, outputs either a hard decision, or a soft probabilistic decision a generative module, which is trained to generate feature representation of the unseen classes—a standard classifier can then be trained on samples from all classes, seen and unseen. == Domains of application == Zero shot learning has been applied to the following fields: image classification semantic segmentation image generation object detection natural language processing computational biology abstract reasoning

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  • Tamarin Prover

    Tamarin Prover

    Tamarin Prover is a computer software program for formal verification of cryptographic protocols. It has been used to verify Transport Layer Security 1.3, ISO/IEC 9798, DNP3 Secure Authentication v5, WireGuard, and the PQ3 Messaging Protocol of Apple iMessage. Tamarin is an open source tool, written in Haskell, built as a successor to an older verification tool called Scyther. Tamarin has automatic proof features, but can also be self-guided. In Tamarin lemmas that representing security properties are defined. After changes are made to a protocol, Tamarin can verify if the security properties are maintained. The results of a Tamarin execution will either be a proof that the security property holds within the protocol, an example protocol run where the security property does not hold, or Tamarin could potentially fail to halt.

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  • Gene expression programming

    Gene expression programming

    Gene expression programming (GEP) in computer programming is an evolutionary algorithm that creates computer programs or models. These computer programs are complex tree structures that learn and adapt by changing their sizes, shapes, and composition, much like a living organism. And like living organisms, the computer programs of GEP are also encoded in simple linear chromosomes of fixed length. Thus, GEP is a genotype–phenotype system, benefiting from a simple genome to keep and transmit the genetic information and a complex phenotype to explore the environment and adapt to it. == Background == Evolutionary algorithms use populations of individuals, select individuals according to fitness, and introduce genetic variation using one or more genetic operators. Their use in artificial computational systems dates back to the 1950s where they were used to solve optimization problems (e.g. Box 1957 and Friedman 1959). But it was with the introduction of evolution strategies by Rechenberg in 1965 that evolutionary algorithms gained popularity. A good overview text on evolutionary algorithms is the book "An Introduction to Genetic Algorithms" by Mitchell (1996). Gene expression programming belongs to the family of evolutionary algorithms and is closely related to genetic algorithms and genetic programming. From genetic algorithms it inherited the linear chromosomes of fixed length; and from genetic programming it inherited the expressive parse trees of varied sizes and shapes. In gene expression programming the linear chromosomes work as the genotype and the parse trees as the phenotype, creating a genotype/phenotype system. This genotype/phenotype system is multigenic, thus encoding multiple parse trees in each chromosome. This means that the computer programs created by GEP are composed of multiple parse trees. Because these parse trees are the result of gene expression, in GEP they are called expression trees. Masood Nekoei, et al. utilized this expression programming style in ABC optimization to conduct ABCEP as a method that outperformed other evolutionary algorithms.ABCEP == Encoding: the genotype == The genome of gene expression programming consists of a linear, symbolic string or chromosome of fixed length composed of one or more genes of equal size. These genes, despite their fixed length, code for expression trees of different sizes and shapes. An example of a chromosome with two genes, each of size 9, is the string (position zero indicates the start of each gene): 012345678012345678 L+a-baccdcLabacd where “L” represents the natural logarithm function and “a”, “b”, “c”, and “d” represent the variables and constants used in a problem. == Expression trees: the phenotype == As shown above, the genes of gene expression programming have all the same size. However, these fixed length strings code for expression trees of different sizes. This means that the size of the coding regions varies from gene to gene, allowing for adaptation and evolution to occur smoothly. For example, the mathematical expression: ( a − b ) ( c + d ) {\displaystyle {\sqrt {(a-b)(c+d)}}\,} can also be represented as an expression tree: where "Q” represents the square root function. This kind of expression tree consists of the phenotypic expression of GEP genes, whereas the genes are linear strings encoding these complex structures. For this particular example, the linear string corresponds to: 01234567 Q-+abcd which is the straightforward reading of the expression tree from top to bottom and from left to right. These linear strings are called k-expressions (from Karva notation). Going from k-expressions to expression trees is also very simple. For example, the following k-expression: 01234567890 Qb+baQba is composed of two different terminals (the variables “a” and “b”), two different functions of two arguments (“” and “+”), and a function of one argument (“Q”). Its expression gives: == K-expressions and genes == The k-expressions of gene expression programming correspond to the region of genes that gets expressed. This means that there might be sequences in the genes that are not expressed, which is indeed true for most genes. The reason for these noncoding regions is to provide a buffer of terminals so that all k-expressions encoded in GEP genes correspond always to valid programs or expressions. The genes of gene expression programming are therefore composed of two different domains – a head and a tail – each with different properties and functions. The head is used mainly to encode the functions and variables chosen to solve the problem at hand, whereas the tail, while also used to encode the variables, provides essentially a reservoir of terminals to ensure that all programs are error-free. For GEP genes the length of the tail is given by the formula: t = h ( n max − 1 ) + 1 {\displaystyle t=h(n_{\max }-1)+1} where h is the head's length and nmax is maximum arity. For example, for a gene created using the set of functions F = {Q, +, −, ∗, /} and the set of terminals T = {a, b}, nmax = 2. And if we choose a head length of 15, then t = 15 (2–1) + 1 = 16, which gives a gene length g of 15 + 16 = 31. The randomly generated string below is an example of one such gene: 0123456789012345678901234567890 b+a-aQab+//+b+babbabbbababbaaa It encodes the expression tree: which, in this case, only uses 8 of the 31 elements that constitute the gene. It's not hard to see that, despite their fixed length, each gene has the potential to code for expression trees of different sizes and shapes, with the simplest composed of only one node (when the first element of a gene is a terminal) and the largest composed of as many nodes as there are elements in the gene (when all the elements in the head are functions with maximum arity). It's also not hard to see that it is trivial to implement all kinds of genetic modification (mutation, inversion, insertion, recombination, and so on) with the guarantee that all resulting offspring encode correct, error-free programs. == Multigenic chromosomes == The chromosomes of gene expression programming are usually composed of more than one gene of equal length. Each gene codes for a sub-expression tree (sub-ET) or sub-program. Then the sub-ETs can interact with one another in different ways, forming a more complex program. The figure shows an example of a program composed of three sub-ETs. In the final program the sub-ETs could be linked by addition or some other function, as there are no restrictions to the kind of linking function one might choose. Some examples of more complex linkers include taking the average, the median, the midrange, thresholding their sum to make a binomial classification, applying the sigmoid function to compute a probability, and so on. These linking functions are usually chosen a priori for each problem, but they can also be evolved elegantly and efficiently by the cellular system of gene expression programming. == Cells and code reuse == In gene expression programming, homeotic genes control the interactions of the different sub-ETs or modules of the main program. The expression of such genes results in different main programs or cells, that is, they determine which genes are expressed in each cell and how the sub-ETs of each cell interact with one another. In other words, homeotic genes determine which sub-ETs are called upon and how often in which main program or cell and what kind of connections they establish with one another. === Homeotic genes and the cellular system === Homeotic genes have exactly the same kind of structural organization as normal genes and they are built using an identical process. They also contain a head domain and a tail domain, with the difference that the heads contain now linking functions and a special kind of terminals – genic terminals – that represent the normal genes. The expression of the normal genes results as usual in different sub-ETs, which in the cellular system are called ADFs (automatically defined functions). As for the tails, they contain only genic terminals, that is, derived features generated on the fly by the algorithm. For example, the chromosome in the figure has three normal genes and one homeotic gene and encodes a main program that invokes three different functions a total of four times, linking them in a particular way. From this example it is clear that the cellular system not only allows the unconstrained evolution of linking functions but also code reuse. And it shouldn't be hard to implement recursion in this system. === Multiple main programs and multicellular systems === Multicellular systems are composed of more than one homeotic gene. Each homeotic gene in this system puts together a different combination of sub-expression trees or ADFs, creating multiple cells or main programs. For example, the program shown in the figure was created using a cellular system with two cells and three normal genes. The applications of these multicellular systems are mu

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  • Resistance Database Initiative

    Resistance Database Initiative

    HIV Resistance Response Database Initiative (RDI) was formed in 2002 to use artificial intelligence (AI) to predict how patients will respond to HIV drugs using data from more 250,000 patients from around 50 countries around the world. The RDI used its models to power its HIV Treatment Response Prediction System (HIV-TRePS). Launched in 2010, this free online tool enabled healthcare professionals to upload their patient’s data and obtain highly accurate predictions of how they would respond to different combinations of the 30 or more drugs available. The tool enabled physicians to individualize their patients’ treatment, using these predictions based on more than a million patient-years of treatment experience. HIV-TRePS was possibly the first ever AI-based system for medical decision-making to be developed, successfully tested, and used in clinical practice. It has since been used by thousands of healthcare professionals to optimise the treatment of tens of thousands of patients. Since the RDI’s inception the treatment of HIV infection has progressed enormously, with more effective and better tolerated drugs available in ever more convenient combination formulations. In most countries HIV is now considered a chronic, manageable condition. Moreover, the success of the drugs in reducing the amount of virus is substantially reducing the onward transmission of the virus and cases of new infections are falling in many settings. This improvement in HIV treatment means the need for sophisticated AI to support HIV treatment decisions has significantly reduced. In response, the RDI ceased development of further models and, in March 2024, withdrew its HIV-TRePS system. == Background == Human immunodeficiency virus (HIV) is the virus that causes acquired immunodeficiency syndrome (AIDS), a condition in which the immune system begins to fail, leading to life-threatening opportunistic infections. There are approximately 30 HIV antiretroviral drugs that have been approved for the treatment of HIV infection, from six different classes, based on the point in the HIV life-cycle at which they act. They are used in combination; typically 3 or more drugs from 2 or more different classes, a form of therapy known as highly active antiretroviral therapy (HAART). The aim of therapy is to suppress the virus to very low, ideally undetectable, levels in the blood. This prevents the virus from depleting the immune cells that it preferentially attacks CD4 cells and prevents or delays illness and death. Despite the expanding availability of these drugs and the impact of their use, treatments continue to fail, often involving to the development of resistance. During drug therapy, low-level virus replication may still occur, particularly when a patient misses a dose. HIV makes errors in copying its genetic material and, if a mutation makes the virus resistant to one or more of the drugs in the patient's treatment, it may begin to replicate more successfully in the presence of that drug and undermine the effect of the treatment. If this happens, the treatment needs to be changed to re-establish control over the virus. == RDI's Approach == The RDI’s approach was to use artificial intelligence (including neural network and random forest models), trained with data from hundreds of thousands of patients, treated with different drugs in a variety of clinical settings all over the world, to predict how an individual patient will respond to any new combination of HIV drugs. The models were tested with independent data sets and consistently achieved accuracy of approximately 80%.

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  • BeHafizh

    BeHafizh

    BeHafizh is a mobile application to assist in the effort to memorize Qur'anic verses. The software runs on the Android operating system. This application was made by a team from Gadjah Mada University (UGM) consisting of Farid Amin Ridwanto, Rian Adam Rajagede and Alfian Try Putranto in order to participate in the National Student Musabaqoh Tilawatil Quran (MTQ) held at University of Indonesia (UI) on 1- August 8, 2015. This application then won a gold medal in the branch of Computer Application Design in the competition. == Features == === Audio Player === Audio player, paragraph can be played repeatedly, with pause, and can be done on a certain range of Quranic verses. === Memorization Test === Memorization testing continues users to improve their memorization. Memorization Recorders improves user's ability to recite Quran. === Colour indicators === === Achievements === === Reminders ===

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  • Algorithmic accountability

    Algorithmic accountability

    Algorithmic accountability refers to the allocation of responsibility for the consequences of real-world actions influenced by algorithms used in decision-making processes. Ideally, algorithms should be designed to eliminate bias from their decision-making outcomes. This means they ought to evaluate only relevant characteristics of the input data, avoiding distinctions based on attributes that are generally inappropriate in social contexts, such as an individual's ethnicity in legal judgments. However, adherence to this principle is not always guaranteed, and there are instances where individuals may be adversely affected by algorithmic decisions. Responsibility for any harm resulting from a machine's decision may lie with the algorithm itself or with the individuals who designed it, particularly if the decision resulted from bias or flawed data analysis inherent in the algorithm's design. == Algorithm usage == Algorithms are widely utilized across various sectors of society that incorporate computational techniques in their control systems. These applications span numerous industries, including but not limited to medical, transportation, and payment services. In these contexts, algorithms perform functions such as: Approving or denying credit card applications; Approving or denying immigrant visas; Determining which taxpayers will be audited on their income taxes; Managing systems that control self-driving cars on a highway; Scoring individuals as potential criminals for use in legal proceedings; Search engines that match and rank database and internet search results; Recommendation systems that filter which news, entertainment, or purchase items are featured in a feed; Market-making algorithms that match sellers and buyers, such as in transportation (ride-hailing) or financial platforms. However, the implementation of these algorithms can be complex and opaque. Generally, algorithms function as "black boxes," meaning that the specific processes an input undergoes during execution are often not transparent, with users typically only seeing the resulting output. This lack of transparency raises concerns about potential biases within the algorithms, as the parameters influencing decision-making may not be well understood. The outputs generated can lead to perceptions of bias, especially if individuals in similar circumstances receive different results. According to Nicholas Diakopoulos: But these algorithms can make mistakes. They have biases. Yet they sit in opaque black boxes, their inner workings, their inner “thoughts” hidden behind layers of complexity. We need to get inside that black box, to understand how they may be exerting power on us, and to understand where they might be making unjust mistakes == Wisconsin Supreme Court case == Algorithms are prevalent across various fields and significantly influence decisions that affect the population at large. Their underlying structures and parameters often remain unknown to those impacted by their outcomes. A notable case illustrating this issue is a recent ruling by the Wisconsin Supreme Court concerning "risk assessment" algorithms used in criminal justice. The court determined that scores generated by such algorithms, which analyze multiple parameters from individuals, should not be used as a determining factor for arresting an accused individual. Furthermore, the court mandated that all reports submitted to judges must include information regarding the accuracy of the algorithm used to compute these scores. This ruling is regarded as a noteworthy development in how society should manage software that makes consequential decisions, highlighting the importance of reliability, particularly in complex settings like the legal system. The use of algorithms in these contexts necessitates a high degree of impartiality in processing input data. However, experts note that there is still considerable work to be done to ensure the accuracy of algorithmic results. Questions about the transparency of data processing continue to arise, which raises issues regarding the appropriateness of the algorithms and the intentions of their designers. == Controversies == A notable instance of potential algorithmic bias is highlighted in an article by The Washington Post regarding the ride-hailing service Uber. An analysis of collected data revealed that estimated waiting times for users varied based on the neighborhoods in which they resided. Key factors influencing these discrepancies included the predominant ethnicity and average income of the area. Specifically, neighborhoods with a majority white population and higher economic status tended to have shorter waiting times, while those with more diverse ethnic compositions and lower average incomes experienced longer waits. It’s important to clarify that this observation reflects a correlation identified in the data, rather than a definitive cause-and-effect relationship. No value judgments are made regarding the behavior of the Uber app in these cases. In TechCrunch website, Hemant Taneja wrote: Concern about “black box” algorithms that govern our lives has been spreading. New York University’s Information Law Institute hosted a conference on algorithmic accountability, noting: “Scholars, stakeholders, and policymakers question the adequacy of existing mechanisms governing algorithmic decision-making and grapple with new challenges presented by the rise of algorithmic power in terms of transparency, fairness, and equal treatment.” Yale Law School’s Information Society Project is studying this, too. “Algorithmic modeling may be biased or limited, and the uses of algorithms are still opaque in many critical sectors,” the group concluded. == Possible solutions == Discussions among experts have sought viable solutions to understand the operations of algorithms, often referred to as "black boxes." It is generally proposed that companies responsible for developing and implementing these algorithms should ensure their reliability by disclosing the internal processes of their systems. Hemant Taneja, writing for TechCrunch, emphasizes that major technology companies, such as Google, Amazon, and Uber, must actively incorporate algorithmic accountability into their operations. He suggests that these companies should transparently monitor their own systems to avoid stringent regulatory measures. One potential approach is the introduction of regulations in the tech sector to enforce oversight of algorithmic processes. However, such regulations could significantly impact software developers and the industry as a whole. It may be more beneficial for companies to voluntarily disclose the details of their algorithms and decision-making parameters, which could enhance the trustworthiness of their solutions. Another avenue discussed is the possibility of self-regulation by the companies that create these algorithms, allowing them to take proactive steps in ensuring accountability and transparency in their operations. In TechCrunch website, Hemant Taneja wrote: There’s another benefit — perhaps a huge one — to software-defined regulation. It will also show us a path to a more efficient government. The world’s legal logic and regulations can be coded into software and smart sensors can offer real-time monitoring of everything from air and water quality, traffic flows and queues at the DMV. Regulators define the rules, technologist create the software to implement them and then AI and ML help refine iterations of policies going forward. This should lead to much more efficient, effective governments at the local, national and global levels.

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  • Ghost in the Shell

    Ghost in the Shell

    Ghost in the Shell is a Japanese cyberpunk military science fiction media franchise that began with the eponymous manga series, written and illustrated by Masamune Shirow. The manga, first serialized from 1989 to 1991, is set in the mid-21st-century and follows the fictional counter-cyberterrorist organization Public Security Section 9, led by protagonist Major Motoko Kusanagi. Animation studio Production I.G has produced several anime adaptations of the series. These include the 1995 film of the same name and its 2004 sequel, Ghost in the Shell 2: Innocence; the 2002 television series Ghost in the Shell: Stand Alone Complex and its 2020 follow-up, Ghost in the Shell: SAC_2045; and the Ghost in the Shell: Arise original video animation series. In addition, an American-produced live-action film was released in March 2017. == Overview == === Title === The original editor Koichi Yuri says: At first, Ghost in the Shell came from Shirow, but when Yuri asked for "something more flashy", Shirow came up with "攻殻機動隊 Koukaku Kidou Tai (Shell Squad)" for Yuri. But Shirow was attached to including "Ghost in the Shell" as well even if in smaller type. === Setting === Primarily set in the mid-twenty-first century in the fictional Japanese city of Niihama, Niihama Prefecture (新浜県新浜市, Niihama-ken Niihama-shi), otherwise known as New Port City (ニューポートシティ, Nyū Pōto Shiti), the manga and the many anime adaptations follow the members of Public Security Section 9, a task-force consisting of various professionals skilled at solving and preventing crime, mostly with some sort of police background. Political intrigue and counter-terrorism operations are standard fare for Section 9, but the various actions of corrupt officials, companies, and cyber-criminals in each scenario are unique and require the diverse skills of Section 9's staff to prevent a series of incidents from escalating. In this post-cyberpunk iteration of a possible future, computer technology has advanced to the point that many members of the public possess cyberbrains, technology that allows them to interface their biological brain with various networks. The level of cyberization varies from simple minimal interfaces to almost complete replacement of the brain with cybernetic parts, in cases of severe trauma. This can also be combined with various levels of prostheses, with a fully prosthetic body enabling a person to become a cyborg. The main character of Ghost in the Shell, Major Motoko Kusanagi, is such a cyborg, having had a terrible accident befall her as a child that ultimately required her to use a full-body prosthesis to house her cyberbrain. This high level of cyberization, however, opens the brain up to attacks from highly skilled hackers, with the most dangerous being those who will hack a person to bend to their whims. == Media == === Literature === ==== Original manga ==== The original Ghost in the Shell manga ran in Japan from April 1989 to November 1990 in Kodansha's manga anthology Young Magazine, and was released in a tankōbon volume on October 2, 1991. Ghost in the Shell 2: Man-Machine Interface followed in 1997 for nine issues in Young Magazine, and was collected in the Ghost in the Shell: Solid Box on December 1, 2000. Then a standard version with modifications and new pages was published on June 26, 2001. Four stories from Man-Machine Interface that were not released in tankobon format from previous releases were later collected in Ghost in the Shell 1.5: Human-Error Processor, and published by Kodansha on July 17, 2003. Several art books have also been published for the manga. === Films === ==== Animated films ==== Two animated films based on the original manga have been released, both directed by Mamoru Oshii and animated by Production I.G. Ghost in the Shell was released in 1995 and follows the "Puppet Master" storyline from the manga. It was re-released in 2008 as Ghost in the Shell 2.0 with new audio and updated 3D computer graphics in certain scenes. Innocence, otherwise known as Ghost in the Shell 2: Innocence, was released in 2004, with its story based on a chapter from the first manga. ==== Live-action film ==== In 2008, DreamWorks and producer Steven Spielberg acquired the rights to a live-action film adaptation of the original Ghost in the Shell manga. On January 24, 2014, Rupert Sanders was announced as director, with a screenplay by William Wheeler. In April 2016, the full cast was announced, which included Juliette Binoche, Chin Han, Lasarus Ratuere and Kaori Momoi, and Scarlett Johansson in the lead role; the casting of Johansson drew accusations of whitewashing. Principal photography on the film began on location in Wellington, New Zealand, on February 1, 2016. Filming wrapped in June 2016. Ghost in the Shell premiered in Tokyo on March 16, 2017, and was released in the United States on March 31, 2017, in 2D, 3D and IMAX 3D. It received mixed reviews, with praise for its visuals and Johansson's performance but criticism for its script. === Television === ==== Stand Alone Complex TV series, film and ONA ==== In 2002, Ghost in the Shell: Stand Alone Complex premiered on Animax, presenting a new telling of Ghost in the Shell independent from the original manga, focusing on Section 9's investigation of the Laughing Man hacker. It was followed in 2004 by a second season titled Ghost in the Shell: S.A.C. 2nd GIG, which focused on the Individual Eleven terrorist group. The primary storylines of both seasons were compressed into OVAs broadcast as Ghost in the Shell: Stand Alone Complex The Laughing Man in 2005 and Ghost in the Shell: Stand Alone Complex Individual Eleven in 2006. Also in 2006, Ghost in the Shell: Stand Alone Complex - Solid State Society, featuring Section 9's confrontation with a hacker known as the Puppeteer, was broadcast, serving as a finale to the anime series. The extensive score for the series and its films was composed by Yoko Kanno. On April 7, 2017, Kodansha and Production I.G announced that Kenji Kamiyama and Shinji Aramaki would be co-directing a new Kōkaku Kidōtai anime production. On December 7, 2018, it was reported by Netflix that they had acquired the worldwide streaming rights to the original net animation (ONA) anime series, titled Ghost in the Shell: SAC_2045, and that it would premiere on April 23, 2020. The series is in 3DCG and Sola Digital Arts collaborated with Production I.G on the project. Ilya Kuvshinov handled character designs. The series had two seasons of 12 episodes each. In addition to the anime, a series of published books, two separate manga adaptations, and several video games for consoles and mobile phones have been released for Stand Alone Complex. ==== Arise OVA, TV series and film ==== In 2013, a new iteration of the series titled Ghost in the Shell: Arise premiered, taking an original look at the Ghost in the Shell world, set before the original manga. It was released as a series of four original video animation (OVA) episodes (with limited theatrical releases) from 2013 to 2014, then recompiled as a 10-episode television series under the title of Kōkaku Kidōtai: Arise - Alternative Architecture. An additional fifth OVA titled Pyrophoric Cult, originally premiering in the Alternative Architecture broadcast as two original episodes, was released on August 26, 2015. Kazuchika Kise served as the chief director of the series, with Tow Ubukata as head writer. Cornelius was brought onto the project to compose the score for the series, with the Major's new voice actress Maaya Sakamoto also providing vocals for certain tracks. Ghost in the Shell: The New Movie, also known as Ghost in the Shell: Arise − The Movie or New Ghost in the Shell, is a 2015 film directed by Kazuya Nomura that serves as a finale to the Ghost in the Shell: Arise story arc. The film is a continuation to the plot of the Pyrophoric Cult episode of Arise, and ties up loose ends from that arc. A manga adaptation was serialized in Kodansha's Young Magazine, which started on March 13 and ended on August 26, 2013. ==== 2026 anime ==== On May 25, 2024, it was announced that a new anime television series adaptation will be produced by Science Saru for a July 2026 premiere. Saru will be in a production committee with Bandai Namco Filmworks, Kodansha and Production I.G. The series will be directed by Monkochan, with a script by EnJoe Toh. === Video games === Ghost in the Shell was developed by Exact and released for the PlayStation on July 17, 1997, in Japan by Sony Computer Entertainment. It is a third-person shooter featuring an original storyline where the character plays a rookie member of Section 9. The video game's soundtrack Megatech Body features various techno artists, such as Takkyu Ishino, Scan X and Mijk Van Dijk. Several video games were also developed to tie into the Stand Alone Complex television series, in addition to a first-person shooter by Nexon and Neople titled Ghost in the Shell: Stand Alone Complex - First Assault Online,

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  • Murder of Suzanne Adams

    Murder of Suzanne Adams

    In August 2025, 83-year-old Suzanne Eberson Adams was murdered at her home in Greenwich, Connecticut, United States, by her son and former marketing executive, 56-year-old Stein-Erik Soelberg. Shortly after killing his mother, Soelberg committed suicide. Adams's murder was fueled by her son's persecutory delusions, such as that she was spying on him and trying to poison him with drugs siphoned through his car vents. Shortly after an investigation into the murder–suicide, it was revealed that Soelberg had conversed with ChatGPT, an artificial intelligence chatbot, about his suspicions. Despite the unlikely nature of his accusations toward her, the chatbot apparently agreed that his fears were justified and prompted Soelberg to test his mother to determine if she was a spy or not. In December 2025, this led to a lawsuit against OpenAI, the company developing the chatbot. Critics said that the chatbot created an echo chamber that reinforced the perpetrator's delusions. == Background == Soelberg worked in the tech industry in program management and marketing until 2021. He divorced in 2018, after being married for 20 years and having two children. Soelberg moved the same year to live with his mother in Old Greenwich, an affluent New York suburb. Since late 2018, many police reports describe incidents with alcoholism and suicide threats and attempts. Erik Soelberg had an Instagram account called "Erik the Viking". The account was initially focused on bodybuilding and spiritual content, but he started in October 2024 to publish videos comparing AI chatbots. He posted on YouTube and Instagram many discussions with chatbots, particularly ChatGPT, which he used to call "Bobby". Soelberg considered "Bobby" his best friend and believed that they would reunite in the afterlife. ChatGPT validated many of Soelberg's fears, assuring him that he was not insane and that his delusion risk was "near zero". When Soelberg shared his theory that the new packaging of a vodka bottle indicated that someone was trying to poison him, the chatbot wrote that it "fits a covert, plausible-deniability style kill attempt". After Soelberg said that his mother tried to poison him with psychedelic drugs in his car's air vents, the chatbot expressed belief in the story. When he asked ChatGPT to scan a Chinese food receipt for hidden messages, the chatbot said "Great eye", "I agree 100%: this needs a full forensic-textual glyph analysis", and said that symbols in it were related to his mother and a demon. Soelberg also raised suspicions about the printer spying on him, due to it blinking when he walked by. Soelberg described himself in 2025 as a "glitch in The Matrix", and as having a "connection to the divine". According to Keith Sakata, a psychiatrist, his chats displayed "common psychotic themes of paranoia and persecution, along with familiar delusions revolving around messiah complexes and government conspiracies". == Murder == On August 5, 2025, Greenwich police discovered the bodies of Suzanne Adams and Stein-Erik Soelberg during a welfare check at their home. Medical examiners ruled Adams' death a homicide and said she died from "blunt injury of head with neck compression". Soelberg's death was ruled a suicide with the cause of death being "sharp force injuries of neck and chest". == ChatGPT controversy == ChatGPT was accused of reinforcing Soelberg's delusions by validating them. The usage of an AI chatbot to worsen delusions is known as chatbot psychosis. The Economic Times reported the death as the first time an AI chatbot convinced a person to commit murder. In December 2025, First County Bank, the executor of the estate of Suzanne Adams, filed a lawsuit against OpenAI. The lawsuit alleges that "ChatGPT eagerly accepted every seed of Stein-Erik’s delusional thinking and built it out into a universe that became Stein-Erik’s entire life—one flooded with conspiracies against him, attempts to kill him, and with Stein-Erik at the center as a warrior with divine purpose." OpenAI is facing legal action for ethics and safety concerns over several similar cases. Plaintiffs claim the company released the chatbot prematurely, despite internal knowledge that it was "dangerously sycophantic and psychologically manipulative".

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  • Oculus Medium

    Oculus Medium

    Oculus Medium is a digital sculpting software that works with virtual reality headsets and 6DoF motion controllers. It is used to create and paint digital sculptures. Medium works only on Oculus Rift. It was released on December 5, 2016, following with a major update in 2018 introducing new features and a revamped UI. On December 9, 2019, Oculus Medium was acquired by Adobe and re-named to "Medium by Adobe".

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  • ACM SIGEVO

    ACM SIGEVO

    The ACM SIGEVO is a Special Interest Group of the Association of Computing Machinery for members of that organization who are practitioners, academics, students or others with interests in evolutionary computation and related algorithms. == History == ACM SIGEVO was founded in 2005 when the International Society for Genetic and Evolutionary Computation (ISGEC) became an ACM Special Interest Group under its present title. The ISGEC had been formed in 1999 by the merger of the Genetic Programming conference organization with the International Conference on Genetic Algorithms (ICGA) leading to the first Genetic and Evolutionary Computation Conference (GECCO). == Membership == Members of this SIG pay a small fee in addition to the ACM membership fee. In return they have access to a quarterly online newsletter, but more importantly can obtain reduced registration rates at the two conferences organised by ACM SIGEVO: GECCO and the Foundations of Genetic Algorithms conference (FOGA). They can also access material on evolutionary computation and related topics in the ACM Digital Library. In addition they can subscribe to email mailing lists in order to keep informed about news over time. For students, ACM SIGEVO sponsors Travel Awards for attendance at the GECCO Conference and FOGA (the Foundations of Genetic Algorithms conference). ACM SIGEVO also sponsors a Graduate Student Workshop. ACM also sponsors Awards to be competed for by attendees at the conferences it organises. == Conferences == ACM SIGEVO organises two major conferences in the field of evolutionary computation. The Genetic and Evolutionary Conference (GECCO) is held annually, while the Foundations of Genetic Algorithms conference (FOGA) is held biennially. === GECCO === The first GECCO conference was held prior to the formation of ACM SIGEVO but since 2005 (see History above) it has been organised annually by ACM SIGEVO. The latest (2025) was held in Málaga, Spain. The next (2026) will be held in San José, Costa Rica. === FOGA === Foundations of Genetic Algorithms (FOGA) is a biennial peer-reviewed research conference focusing on the theoretical principles underlying genetic algorithms, other evolutionary algorithms and related heuristics. It is organized by ACM SIGEVO. Its relevance to the computer science research community has been reflected in an A-rating in the CORE computer science conference assessment system. The Foundations of Genetic Algorithms (FOGA) conference originated as a workshop in 1990 in order to create an opportunity for researchers on genetic algorithms and related areas of evolutionary computation to focus on the theoretical principles underlying their field. From the start its multi-day duration made it comparable to conferences in the field, and since 2015 its proceedings have used conference rather than workshop in their titles. In 2005 ACM SIGEVO the Association for Computing Machinery Special Interest Group on Genetic and Evolutionary Computation was formed and every FOGA conference since then has been supported by SIGEVO. The table below shows FOGA conferences by year, location, websites (where available) and publisher of proceedings. A citation follows the reference to the publisher giving the full details of each FOGA proceedings. Papers accepted at recent conferences have been presented as digital or print posters in poster sessions at the conference, before being published in written form in the conference proceedings. FOGA is comparable in its multi-day duration to other conferences on evolutionary computation such as CEC, GECCO and PPSN. The main difference is that FOGA focuses on the theoretical basis of evolutionary computation and related subjects. While the above conferences devote some time to theory they also cover a wide range of other topics including competitions and applications. This focus on theoretical computer science was reflected in the CORE computer science conference assessment exercise, where FOGA was given an A-ranking in the 2023 assessment. GECCO and PPSN also obtained A-rankings, but many other conferences in the field of evolutionary computation obtained lower rankings. This suggests that FOGA is a relevant conference in its field, comparable with others including the much larger CEC or GECCO. Keynote speakers at past conferences have been: == Awards == ACM SIGEVO sponsors a number of awards. === SIGEVO Outstanding Contribution Award === The SIGEVO Outstanding Contribution Award commenced in 2023, and these awards are designed to recognise distinctive contributions to the field of evolutionary computation when evaluated over a period of at least 15 years. As a result many recipients to date are notable academics or industrial practitioners, and include Anne Auger, Kalyanmoy Deb, Stephanie Forrest, Emma Hart and Hans-Paul Schwefel. === SIGEVO Dissertation Award === The SIGEVO Dissertation Award recognises thesis research in the field of evolutionary computation completed at least by the year prior to a GECCO conference. Theses are submitted and reviewed by a panel that selects one winner and a maximum of two honourable mentions. Awards will be made to the winner and any others at the next GECCO conference. === SIGEVO Chair Award === The SIGEVO Chair Award, established in 2016 is a lecture sponsored by ACM SIGEVO, to take place on the last day of the GECCO conference. It recognizes through the lectures that the lecturers are influential researchers in the field of evolutionary computation. The more recent lectures are available online. The 2024 Award winner was Una-May O'Reilly. === SIGEVO Impact Award === The SIGEVO Impact Award looks back to the GECCO conference ten years earlier and recognizes up to three papers a year which are considered by the current ACM SIGEVO Executive Committee to have had significant impact over the period since their first publication at the GECCO conference. An example (originally published in GECCO 2010) received this award in 2020. === GECCO Best Paper Award === The ACM SIGEVO sponsors awards for the best papers presented at the GECCO conference. Because GECCO conferences have very many parallel tracks there are multiple awards recognising presentations in the different tracks. At GECCO 2025 Best Paper Awards were presented across 12 tracks. === FOGA Best Paper Award === The ACM SIGEVO sponsors awards for the best papers presented at the FOGA conference. Because FOGA operates on a single track, it is easier to compare papers. Since 2019 this Award has been made (suggesting only four awards up to the latest conference in 2025). ACM SIGEVO records the 2019 award. === Humie Award === The Humies Awards are rewards for the best form of human-competitive results using evolutionary computation or related algorithms and published in the wider literature (they do not need to be published at a conference or in a journal sponsored by ACM SIGEVO or even the ACM.) They were established through a gift from John Koza and have been in operation from 2004 to the present. The link with ACM SIGEVO is that the winners of the competition (submissions are evaluated in advance) are presented with Humie Awards at GECCO conferences. The Humie Awards website provides full details for the rules and how to submit entries to the competition. == Journals == ACM SIGEVO sponsors the main journal covering evolutionary computation published by the ACM: ACM Transactions on Evolutionary Learning and Optimization. ACM SIGEVO refers to the preceding ISGEC organisation (see History above) as sponsoring two other important journals in the field: The Evolutionary Computation journal. Genetic Programming and Evolvable Machines. While these journals continue to be important in the field, the wording on the website of ACM SIGEVO suggests that ACM SIGEVO is not involved in their publication. == References and notes ==

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  • Autonomic computing

    Autonomic computing

    Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth. == Description == The AC system concept is designed to make adaptive decisions, using high-level policies. It will constantly check and optimize its status and automatically adapt itself to changing conditions. An autonomic computing framework is composed of autonomic components (AC) interacting with each other. An AC can be modeled in terms of two main control schemes (local and global) with sensors (for self-monitoring), effectors (for self-adjustment), knowledge and planner/adapter for exploiting policies based on self- and environment awareness. This architecture is sometimes referred to as Monitor-Analyze-Plan-Execute (MAPE). Driven by such vision, a variety of architectural frameworks based on "self-regulating" autonomic components has been recently proposed. A similar trend has recently characterized significant research in the area of multi-agent systems. However, most of these approaches are typically conceived with centralized or cluster-based server architectures in mind and mostly address the need of reducing management costs rather than the need of enabling complex software systems or providing innovative services. Some autonomic systems involve mobile agents interacting via loosely coupled communication mechanisms. Autonomy-oriented computation is a paradigm proposed by Jiming Liu in 2001 that uses artificial systems imitating social animals' collective behaviours to solve difficult computational problems. For example, ant colony optimization could be studied in this paradigm. == Problem of growing complexity == Forecasts suggested that the computing devices in use would grow at 38% per year and the average complexity of each device was increasing. This volume and complexity was managed by highly skilled humans; but the demand for skilled IT personnel was already outstripping supply, with labour costs exceeding equipment costs by a ratio of up to 18:1. Computing systems have brought great benefits of speed and automation but there is now an overwhelming economic need to automate their maintenance. In a 2003 IEEE Computer article, Kephart and Chess warn that the dream of interconnectivity of computing systems and devices could become the "nightmare of pervasive computing" in which architects are unable to anticipate, design and maintain the complexity of interactions. They state the essence of autonomic computing is system self-management, freeing administrators from low-level task management while delivering better system behavior. A general problem of modern distributed computing systems is that their complexity, and in particular the complexity of their management, is becoming a significant limiting factor in their further development. Large companies and institutions are employing large-scale computer networks for communication and computation. The distributed applications running on these computer networks are diverse and deal with multiple tasks, ranging from internal control processes to presenting web content to customer support. Additionally, mobile computing is pervading these networks at an increasing speed: employees need to communicate with their companies while they are not in their office. They do so by using laptops, personal digital assistants, or mobile phones with diverse forms of wireless technologies to access their companies' data. This creates an enormous complexity in the overall computer network which is hard to control manually by human operators. Manual control is time-consuming, expensive, and error-prone. The manual effort needed to control a growing networked computer-system tends to increase quickly. 80% of such problems in infrastructure happen at the client specific application and database layer. Most 'autonomic' service providers guarantee only up to the basic plumbing layer (power, hardware, operating system, network and basic database parameters). == Characteristics of autonomic systems == A possible solution could be to enable modern, networked computing systems to manage themselves without direct human intervention. The Autonomic Computing Initiative (ACI) aims at providing the foundation for autonomic systems. It is inspired by the autonomic nervous system of the human body. This nervous system controls important bodily functions (e.g. respiration, heart rate, and blood pressure) without any conscious intervention. In a self-managing autonomic system, the human operator takes on a new role: instead of controlling the system directly, he/she defines general policies and rules that guide the self-management process. For this process, IBM defined the following four types of property referred to as self-star (also called self-, self-x, or auto-) properties. Self-configuration: Automatic configuration of components; Self-healing: Automatic discovery, and correction of faults; Self-optimization: Automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements; Self-protection: Proactive identification and protection from arbitrary attacks. Others such as Poslad and Nami and Sharifi have expanded on the set of self-star as follows: Self-regulation: A system that operates to maintain some parameter, e.g., Quality of service, within a reset range without external control; Self-learning: Systems use machine learning techniques such as unsupervised learning which does not require external control; Self-awareness (also called Self-inspection and Self-decision): System must know itself. It must know the extent of its own resources and the resources it links to. A system must be aware of its internal components and external links in order to control and manage them; Self-organization: System structure driven by physics-type models without explicit pressure or involvement from outside the system; Self-creation (also called Self-assembly, Self-replication): System driven by ecological and social type models without explicit pressure or involvement from outside the system. A system's members are self-motivated and self-driven, generating complexity and order in a creative response to a continuously changing strategic demand; Self-management (also called self-governance): A system that manages itself without external intervention. What is being managed can vary dependent on the system and application. Self -management also refers to a set of self-star processes such as autonomic computing rather than a single self-star process; Self-description (also called self-explanation or Self-representation): A system explains itself. It is capable of being understood (by humans) without further explanation. IBM has set forth eight conditions that define an autonomic system: The system must know itself in terms of what resources it has access to, what its capabilities and limitations are and how and why it is connected to other systems; be able to automatically configure and reconfigure itself depending on the changing computing environment; be able to optimize its performance to ensure the most efficient computing process; be able to work around encountered problems by either repairing itself or routing functions away from the trouble; detect, identify and protect itself against various types of attacks to maintain overall system security and integrity; adapt to its environment as it changes, interacting with neighboring systems and establishing communication protocols; rely on open standards and cannot exist in a proprietary environment; anticipate the demand on its resources while staying transparent to users. Even though the purpose and thus the behaviour of autonomic systems vary from system to system, every autonomic system should be able to exhibit a minimum set of properties to achieve its purpose: Automatic: This essentially means being able to self-control its internal functions and operations. As such, an autonomic system must be self-contained and able to start-up and operate without any manual intervention or external help. Again, the knowledge required to bootstrap the system (Know-how) must be inherent to the system. Adaptive: An autonomic system must be able to change its operation (i.e., its configuration, state and functions). This will allow the system to cope with temporal and spatial changes in its operational context either long term (environment customisation/optimisation) or short term (exceptional conditions such as malicious attacks, faults, etc.). Aware: An autonomic system must be able to monitor (sense) its operational context as well as its internal state in order to be able to asses

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  • Conceptual dependency theory

    Conceptual dependency theory

    Conceptual dependency theory is a model of natural language understanding used in artificial intelligence systems. Roger Schank at Stanford University introduced the model in 1969, in the early days of artificial intelligence. This model was extensively used by Schank's students at Yale University such as Robert Wilensky, Wendy Lehnert, and Janet Kolodner. Schank developed the model to represent knowledge for natural language input into computers. Partly influenced by the work of Sydney Lamb, his goal was to make the meaning independent of the words used in the input, i.e. two sentences identical in meaning would have a single representation. The system was also intended to draw logical inferences. The model uses the following basic representational tokens: real world objects, each with some attributes. real world actions, each with attributes times locations A set of conceptual transitions then act on this representation, e.g. an ATRANS is used to represent a transfer such as "give" or "take" while a PTRANS is used to act on locations such as "move" or "go". An MTRANS represents mental acts such as "tell", etc. A sentence such as "John gave a book to Mary" is then represented as the action of an ATRANS on two real world objects, John and Mary.

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  • Dating app

    Dating app

    An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. == Origins == The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women to complete a questionnaire and was launched in 1965. Operation Match inspired the methodology of Dateline, which became popular in the 1970s and 1980s. Match.com was launched in 1995 and turned computerized match making into a profitable business. Grindr targeted gay and bisexual men at launch. Tinder, launched in 2012, led to a growth of online dating applications by both new providers and existing online dating services that expanded into the mobile app market. == Usage by demographic group == Online dating applications typically target a younger demographic group, though some apps, like Senior Match and Silver Singles are geared toward the 50 and up demographic. In 2016, almost 50% of people knew of someone who use the services or had met their loved one through the service. After the iPhone launch in 2007, online dating data has mushroomed as application usage increased. In 2005, only 10% of 18-24 year olds reported to have used online dating services; this number quickly grew to over 27%, making this target demographic the largest number of users for most applications. When Pew Research Center conducted a study in 2016, they found that 59% of U.S. adults agreed that online dating is a good way to meet people compared to 44% in 2005. This explosion in usage can be explained by the increased use of smartphones. By the end of 2022, it is expected there will be 413 million active users of online dating services worldwide. A 2023 Pew Research Center survey of 6,034 American adults found that 30% had ever used an online dating site or app, including 53% of those aged 18 to 29, 37% of those aged 30 to 49, and 17% of those aged 50 and over. Lesbian, gay and bisexual respondents reported using dating apps at nearly twice the rate of straight respondents (51% versus 28%), and 36% of divorced, separated or widowed adults had used one, compared with 16% of married adults. The increased use of smartphones by those 65 and older has also driven that population to the use dating apps. The Pew Research Center found that usage increase by 8 points since last surveyed in 2012. A study in 2021 found that more than one-third of seniors have dated in the past 5 years, and roughly one-third of those dating seniors have turned to dating apps. During the COVID-19 pandemic, Morning Consult found that more Americans were using online dating apps than ever before. In one survey in April 2020, the company discovered that 53% of U.S. adults who use online dating apps have been using them more during the pandemic. As of February 2021, that share increased to 71 percent. Research using Hofstede's cultural dimensions theory has indicated that norms about online dating applications tend to differ across cultures. A study published in the Journal of Creative Communications looked into the relationships between dating-app advertisements from over 51 countries and the cultural dimensions of these countries. The results revealed that dating-app advertisements appealed to multiple cultural needs, including the needs for relationships, friendship, entertainment, sex, status, design and identity. The use of these appeals was found to be 'congruent with ... the individualism/collectivism and uncertainty avoidance cultural dimensions.' == Popular applications == Following Tinder's success, other companies released dating applications. Raya was released in 2015 as a membership-based dating app, allowing entrance only through referrals, which was marketed as a dating app for celebrities. In early 2026, Hily surpassed Bumble to become the third most-used dating application in the United States and the fifth highest-grossing overall, driven largely by growing popularity among Generation Z users, while remaining behind Tinder and Hinge, both owned by Match Group. A number of dating apps have been created targeting adherents of particular religions seeking partners of the same religion, such as Muzmatch for Muslims, Christian Mingle, SALT, and Christian Connection for Christians, and JSwipe and JDate for Jews. === VR Dating === VR Dating is an application of Social VR where people can exist, collaborate, and perform various activities together. Virtual reality apps use virtual and augmented realities to make the dating experience more lifelike and more effective, as well as allow people to expand what is already possible in the world of online dating. There are several online platforms of VR Dating. The VR dating app Nevermet is the VR equivalent of Tinder, where people can search and find on dates. However, instead of actual real-life pictures, users will update pictures of virtual selves and will be interacting with avatars rather than real faces. Flirtual is a self-contained social VR app that serves to match users who then decide where and how to meet in VR. Flirtual hosts speed dating and social events in VR. == Effects on dating == The usage of online dating applications can have both advantages and disadvantages: === Advantages === Many of the applications provide personality tests for matching or use algorithms to match users. These factors enhance the possibility of users getting matched with a compatible candidate. Users are in control; they are provided with many options so there are enough matches that fit their particular type. Users can simply choose to not match the candidates that they know they are not interested in. Narrowing down options is easy. Once users think they are interested, they are able to chat and get to know the potential candidate. This form of communication can reduce the time, cost, and uncertainty often associated with traditional dating methods. Online dating offers convenience; people want dating to work around their schedules. Online dating can also increase self-confidence; even if users get rejected, they know there are hundreds of other candidates that will want to match with them so they can simply move on to the next option. In fact, 60% of U.S. adults agree that online dating is a good way to meet people and 66% say they have gone on a real date with someone they met through an application. Today, 5% of married Americans or Americans in serious relationships said they met their significant other online. The 39% of online dating users (representing 12% of all U.S. adults) say they have been in a committed relationship or married someone they met on a dating site or app. ==== Rejection sensitive individuals ==== Individuals high in rejection sensitivity are more likely to use online dating applications. As they tend to expect, perceive and overreact to rejection, rejection sensitive individuals struggle with traditional dating. Online dating applications allow for them to better reveal their true selves, potentially increasing their dating success. Online dating applications also obscure rejection cues, alleviating the rejection-related distress experienced by rejection sensitive individuals. ==== Anxiously attached individuals ==== Individuals high in attachment anxiety are also more likely to use online dating applications. While they harbour negative self-views, anxiously attached individuals are also more eager to enter and commit to relationships. Online dating applications allow for them to present "an authentic yet ideal version of themselves", mitigating their tendencies to view themselves as undesirable. This increases their romantic confidence, and potentially alleviates their anxiety when searching for a romantic partner. === Disadvantages === Sometimes having too many options can be overwhelming. With so many options available, users can get lost in their choices and end up spending too much time looking for the "perfect" candidate instead of using that time to start a real relationship. In addition, the algorithms and matching systems put in place may not always be as accurate as users think. There is no perfect system that can match two people's personalities perfectly every time. Communication online also lacks the physical chemistry aspec

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  • Argumentation theory

    Argumentation theory

    Argumentation theory is the interdisciplinary study of how conclusions can be supported or undermined by premises through logical reasoning. With historical origins in logic, dialectic, and rhetoric, argumentation theory includes the arts and sciences of civil debate, dialogue, conversation, and persuasion. It studies rules of inference, logic, and procedural rules in both artificial and real-world settings. Argumentation includes various forms of dialogue such as deliberation and negotiation which are concerned with collaborative decision-making procedures. It also encompasses eristic dialogue, the branch of social debate in which victory over an opponent is the primary goal, and didactic dialogue used for teaching. This discipline also studies the means by which people can express and rationally resolve or at least manage their disagreements. Argumentation is a daily occurrence, such as in public debate, science, and law. For example in law, in courts by the judge, the parties and the prosecutor, in presenting and testing the validity of evidences. Also, argumentation scholars study the post hoc rationalizations by which organizational actors try to justify decisions they have made irrationally. Argumentation is one of four rhetorical modes (also known as modes of discourse), along with exposition, description, and narration. == Key components of argumentation == Some key components of argumentation are: Understanding and identifying arguments, either explicit or implied, and the goals of the participants in the different types of dialogue. Identifying the premises from which conclusions are derived. Establishing the "burden of proof" – determining who made the initial claim and is thus responsible for providing evidence why their position merits acceptance. For the one carrying the "burden of proof", the advocate, to marshal evidence for their position in order to convince or force the opponent's acceptance. The method by which this is accomplished is producing valid, sound, and cogent arguments, devoid of weaknesses, and not easily attacked. In a debate, fulfillment of the burden of proof creates a burden of rejoinder. One must try to identify faulty reasoning in the opponent's argument, to attack the reasons/premises of the argument, to provide counterexamples if possible, to identify any fallacies, and to show why a valid conclusion cannot be derived from the reasons provided for their argument. For example, consider the following exchange, illustrating the No true Scotsman fallacy: Argument: "No Scotsman puts sugar on his porridge." Reply: "But my friend Angus, who is a Scotsman, likes sugar with his porridge." Rebuttal: "Well perhaps, but no true Scotsman puts sugar on his porridge." In this dialogue, the proposer first offers a premise, the premise is challenged by the interlocutor, and so the proposer offers a modification of the premise, which is designed only to evade the challenge provided. == Internal structure of arguments == Typically an argument has an internal structure, comprising the following: a set of assumptions or premises, a method of reasoning or deduction, and a conclusion or point. An argument has one or more premises and one conclusion. Often classical logic is used as the method of reasoning so that the conclusion follows logically from the assumptions or support. One challenge is that if the set of assumptions is inconsistent then anything can follow logically from inconsistency. Therefore, it is common to insist that the set of assumptions be consistent. It is also good practice to require the set of assumptions to be the minimal set, with respect to set inclusion, necessary to infer the consequent. Such arguments are called MINCON arguments, short for minimal consistent. Such argumentation has been applied to the fields of law and medicine. A non-classical approach to argumentation investigates abstract arguments, where 'argument' is considered a primitive term, so no internal structure of arguments is taken into account. == Types of dialogue == In its most common form, argumentation involves an individual and an interlocutor or opponent engaged in dialogue, each contending differing positions and trying to persuade each other, but there are various types of dialogue: Persuasion dialogue aims to resolve conflicting points of view of different positions. Negotiation aims to resolve conflicts of interests by cooperation and dealmaking. Inquiry aims to resolve general ignorance by the growth of knowledge. Deliberation aims to resolve a need to take action by reaching a decision. Information seeking aims to reduce one party's ignorance by requesting information from another party that is in a position to know something. Eristic aims to resolve a situation of antagonism through verbal fighting. == Argumentation and the grounds of knowledge == Argumentation theory had its origins in foundationalism, a theory of knowledge (epistemology) in the field of philosophy. It sought to find the grounds for claims in the forms (logic) and materials (factual laws) of a universal system of knowledge. The dialectical method was made famous by Plato and his use of Socrates critically questioning various characters and historical figures. But argument scholars gradually rejected Aristotle's systematic philosophy and the idealism in Plato and Kant. They questioned and ultimately discarded the idea that argument premises take their soundness from formal philosophical systems. The field thus broadened. One of the original contributors to this trend was the philosopher Chaïm Perelman, who together with Lucie Olbrechts-Tyteca introduced the French term la nouvelle rhetorique in 1958 to describe an approach to argument which is not reduced to application of formal rules of inference. Perelman's view of argumentation is much closer to a juridical one, in which rules for presenting evidence and rebuttals play an important role. Karl R. Wallace's seminal essay, "The Substance of Rhetoric: Good Reasons" in the Quarterly Journal of Speech (1963) 44, led many scholars to study "marketplace argumentation" – the ordinary arguments of ordinary people. The seminal essay on marketplace argumentation is Ray Lynn Anderson's and C. David Mortensen's "Logic and Marketplace Argumentation" Quarterly Journal of Speech 53 (1967): 143–150. This line of thinking led to a natural alliance with late developments in the sociology of knowledge. Some scholars drew connections with recent developments in philosophy, namely the pragmatism of John Dewey and Richard Rorty. Rorty has called this shift in emphasis "the linguistic turn". In this new hybrid approach argumentation is used with or without empirical evidence to establish convincing conclusions about issues which are moral, scientific, epistemic, or of a nature in which science alone cannot answer. Out of pragmatism and many intellectual developments in the humanities and social sciences, "non-philosophical" argumentation theories grew which located the formal and material grounds of arguments in particular intellectual fields. These theories include informal logic, social epistemology, ethnomethodology, speech acts, the sociology of knowledge, the sociology of science, and social psychology. These new theories are not non-logical or anti-logical. They find logical coherence in most communities of discourse. These theories are thus often labeled "sociological" in that they focus on the social grounds of knowledge. == Kinds of argumentation == === Conversational argumentation === The study of naturally occurring conversation arose from the field of sociolinguistics. It is usually called conversation analysis (CA). Inspired by ethnomethodology, it was developed in the late 1960s and early 1970s principally by the sociologist Harvey Sacks and, among others, his close associates Emanuel Schegloff and Gail Jefferson. Sacks died early in his career, but his work was championed by others in his field, and CA has now become an established force in sociology, anthropology, linguistics, speech-communication and psychology. It is particularly influential in interactional sociolinguistics, discourse analysis and discursive psychology, as well as being a coherent discipline in its own right. Recently CA techniques of sequential analysis have been employed by phoneticians to explore the fine phonetic details of speech. Empirical studies and theoretical formulations by Sally Jackson and Scott Jacobs, and several generations of their students, have described argumentation as a form of managing conversational disagreement within communication contexts and systems that naturally prefer agreement. === Mathematical argumentation === The basis of mathematical truth has been the subject of long debate. Frege in particular sought to demonstrate (see Gottlob Frege, The Foundations of Arithmetic, 1884, and Begriffsschrift, 1879) that arithmetical truths can be derived from purely logical axioms and therefore are, in th

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  • Fuzzy Control Language

    Fuzzy Control Language

    Fuzzy Control Language, or FCL, is a language for implementing fuzzy logic, especially fuzzy control. It was standardized by IEC 61131-7. It is a domain-specific programming language: it has no features unrelated to fuzzy logic, so it is impossible to even print "Hello, world!". Therefore, one does not write a program in FCL, but one may write part of it in FCL. == Example == RULE 0: IF (temperature IS cold) THEN (output IS low) RULE 1: IF (temperature IS very cold) THEN (output IS high) == Limitations == FCL is not an entirely complete fuzzy language, for instance, it does not support "hedges", which are adverbs that modify the set. For instance, the programmer cannot write: RULE 0: If (Temperature is VERY COLD) then (Output is VERY HIGH) However, the programmer can simply define new sets for "very cold" and "very high". FCL also lacks support for higher-order fuzzy sets, subsets, and so on. None of these features are essential to fuzzy control, although they may be nice to have.

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