AI Detector That Colleges Use

AI Detector That Colleges Use — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Line integral convolution

    Line integral convolution

    In scientific visualization, line integral convolution (LIC) is a method to visualize a vector field (such as fluid motion) at high spatial resolutions. The LIC technique was first proposed by Brian Cabral and Leith Casey Leedom in 1993. In LIC, discrete numerical line integration is performed along the field lines (curves) of the vector field on a uniform grid. The integral operation is a convolution of a filter kernel and an input texture, often white noise. In signal processing, this process is known as a discrete convolution. == Overview == Traditional visualizations of vector fields use small arrows or lines to represent vector direction and magnitude. This method has a low spatial resolution, which limits the density of presentable data and risks obscuring characteristic features in the data. More sophisticated methods, such as streamlines and particle tracing techniques, can be more revealing but are highly dependent on proper seed points. Texture-based methods, like LIC, avoid these problems since they depict the entire vector field at point-like (pixel) resolution. Compared to other integration-based techniques that compute field lines of the input vector field, LIC has the advantage that all structural features of the vector field are displayed, without the need to adapt the start and end points of field lines to the specific vector field. In other words, it shows the topology of the vector field. In user testing, LIC was found to be particularly good for identifying critical points. == Algorithm == === Informal description === LIC causes output values to be strongly correlated along the field lines, but uncorrelated in orthogonal directions. As a result, the field lines contrast each other and stand out visually from the background. Intuitively, the process can be understood with the following example: the flow of a vector field can be visualized by overlaying a fixed, random pattern of dark and light paint. As the flow passes by the paint, the fluid picks up some of the paint's color, averaging it with the color it has already acquired. The result is a randomly striped, smeared texture where points along the same streamline tend to have a similar color. Other physical examples include: whorl patterns of paint, oil, or foam on a river visualisation of magnetic field lines using randomly distributed iron filings fine sand being blown by strong wind === Formal mathematical description === Although the input vector field and the result image are discretized, it pays to look at it from a continuous viewpoint. Let v {\displaystyle \mathbf {v} } be the vector field given in some domain Ω {\displaystyle \Omega } . Although the input vector field is typically discretized, we regard the field v {\displaystyle \mathbf {v} } as defined in every point of Ω {\displaystyle \Omega } , i.e. we assume an interpolation. Streamlines, or more generally field lines, are tangent to the vector field in each point. They end either at the boundary of Ω {\displaystyle \Omega } or at critical points where v = 0 {\displaystyle \mathbf {v} =\mathbf {0} } . For the sake of simplicity, critical points and boundaries are ignored in the following. A field line σ {\displaystyle {\boldsymbol {\sigma }}} , parametrized by arc length s {\displaystyle s} , is defined as d σ ( s ) d s = v ( σ ( s ) ) | v ( σ ( s ) ) | . {\displaystyle {\frac {d{\boldsymbol {\sigma }}(s)}{ds}}={\frac {\mathbf {v} ({\boldsymbol {\sigma }}(s))}{|\mathbf {v} ({\boldsymbol {\sigma }}(s))|}}.} Let σ r ( s ) {\displaystyle {\boldsymbol {\sigma }}_{\mathbf {r} }(s)} be the field line that passes through the point r {\displaystyle \mathbf {r} } for s = 0 {\displaystyle s=0} . Then the image gray value at r {\displaystyle \mathbf {r} } is set to D ( r ) = ∫ − L / 2 L / 2 k ( s ) N ( σ r ( s ) ) d s {\displaystyle D(\mathbf {r} )=\int _{-L/2}^{L/2}k(s)N({\boldsymbol {\sigma }}_{\mathbf {r} }(s))ds} where k ( s ) {\displaystyle k(s)} is the convolution kernel, N ( r ) {\displaystyle N(\mathbf {r} )} is the noise image, and L {\displaystyle L} is the length of field line segment that is followed. D ( r ) {\displaystyle D(\mathbf {r} )} has to be computed for each pixel in the LIC image. If carried out naively, this is quite expensive. First, the field lines have to be computed using a numerical method for solving ordinary differential equations, like a Runge–Kutta method, and then for each pixel the convolution along a field line segment has to be calculated. The final image will normally be colored in some way. Typically, some scalar field in Ω {\displaystyle \Omega } (like the vector length) is used to determine the hue, while the grayscale LIC output determines the brightness. Different choices of convolution kernels and random noise produce different textures; for example, pink noise produces a cloudy pattern where areas of higher flow stand out as smearing, suitable for weather visualization. Further refinements in the convolution can improve the quality of the image. === Programming description === Algorithmically, LIC takes a vector field and noise texture as input, and outputs a texture. The process starts by generating in the domain of the vector field a random gray level image at the desired output resolution. Then, for every pixel in this image, the forward and backward streamline of a fixed arc length is calculated. The value assigned to the current pixel is computed by a convolution of a suitable convolution kernel with the gray levels of all the noise pixels lying on a segment of this streamline. This creates a gray level LIC image. == Versions == === Basic === Basic LIC images are grayscale images, without color and animation. While such LIC images convey the direction of the field vectors, they do not indicate orientation; for stationary fields, this can be remedied by animation. Basic LIC images do not show the length of the vectors (or the strength of the field). === Color === The length of the vectors (or the strength of the field) is usually coded in color; alternatively, animation can be used. === Animation === LIC images can be animated by using a kernel that changes over time. Samples at a constant time from the streamline would still be used, but instead of averaging all pixels in a streamline with a static kernel, a ripple-like kernel constructed from a periodic function multiplied by a Hann function acting as a window (in order to prevent artifacts) is used. The periodic function is then shifted along the period to create an animation. === Fast LIC (FLIC) === The computation can be significantly accelerated by re-using parts of already computed field lines, specializing to a box function as convolution kernel k ( s ) {\displaystyle k(s)} and avoiding redundant computations during convolution. The resulting fast LIC method can be generalized to convolution kernels that are arbitrary polynomials. === Oriented Line Integral Convolution (OLIC) === Because LIC does not encode flow orientation, it cannot distinguish between streamlines of equal direction but opposite orientation. Oriented Line Integral Convolution (OLIC) solves this issue by using a ramp-like asymmetric kernel and a low-density noise texture. The kernel asymmetrically modulates the intensity along the streamline, producing a trace that encodes orientation; the low-density of the noise texture prevents smeared traces from overlapping, aiding readability. Fast Rendering of Oriented Line Integral Convolution (FROLIC) is a variation that approximates OLIC by rendering each trace in discrete steps instead of as a continuous smear. === Unsteady Flow LIC (UFLIC) === For time-dependent vector fields (unsteady flow), a variant called Unsteady Flow LIC has been designed that maintains the coherence of the flow animation. An interactive GPU-based implementation of UFLIC has been presented. === Parallel === Since the computation of an LIC image is expensive but inherently parallel, the process has been parallelized and, with availability of GPU-based implementations, interactive on PCs. === Multidimensional === Note that the domain Ω {\displaystyle \Omega } does not have to be a 2D domain: the method is applicable to higher dimensional domains using multidimensional noise fields. However, the visualization of the higher-dimensional LIC texture is problematic; one way is to use interactive exploration with 2D slices that are manually positioned and rotated. The domain Ω {\displaystyle \Omega } does not have to be flat either; the LIC texture can be computed also for arbitrarily shaped 2D surfaces in 3D space. == Applications == This technique has been applied to a wide range of problems since it first was published in 1993, both scientific and creative, including: Representing vector fields: visualization of steady (time-independent) flows (streamlines) visual exploration of 2D autonomous dynamical systems wind mapping water flow mapping Artistic effects for image generation and stylization: pencil drawing (auto

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  • Simulation decomposition

    Simulation decomposition

    SimDec, or Simulation decomposition, is a hybrid uncertainty and sensitivity analysis method, for visually examining the relationships between the output and input variables of a computational model. SimDec maps multivariable scenarios onto the distribution of the model output. This visual analytics approach exposes the underlying nature of the model behavior, including its nonlinear and multivariate interaction effects. SimDec can be used in any range of science, engineering, and social domains. Existing applications include business and environmental issues. == Method == SimDec operates on Monte Carlo simulation (or measured) data where both output and input values are recorded. At least one thousand observations (or simulated iterations) are typically recommended to preserve the readability of the resulting histograms. An outline of the decomposition algorithm, which is readily available in multiple programming languages, proceeds as follows: Select the input variables for decomposition. One can use sensitivity indices (see variance-based sensitivity analysis) to define the most influential variables for decomposition or choose them manually according to the decision-problem context (for example, only those input variables that the decision-maker can act upon). Two to three input variables, ordered by decreasing value of their sensitivity indices, usually provide the most meaningful decomposition results. Divide the inputs into states. The numeric ranges of the inputs are split into several intervals with an equal number of observations in each. For categorical variables, the categories represent states. Form scenarios. All combinations of states of the selected input variables produce unique scenarios or subsets of the data. For example, if the range of X2 is divided into low, medium and high, and X3 takes values of 1 or 2, six scenarios are formed: (i) X2 low & X3 = 1, (ii) X2 low & X3 = 2, (iii) X2 medium & X3 = 1, (iv) X2 medium & X3 = 2, (v) X2 high & X3 = 1, and (vi) X2 high & X3 = 2. Assign scenarios to each output value. The simulation data is used to define the scenario index for each simulation run. For example, if an X2 value falls into the low state and X3 is equal to 2, the corresponding scenario, defined in Step 3, is (ii). Color-code the output distribution. When all output values are assigned scenario indices, they are plotted as series in a stacked histogram, visually separated by color-coding. For ease of visual perception, the states of the most influential input variable are assigned distinct colors, and all the remaining partitions take shades of those colors (see Figure). All of these steps can be run automatically on the given data using the open-source SimDec packages currently available in Python, R, Julia, and Matlab. A SimDec template in Excel runs a Monte Carlo simulation of a spreadsheet model but possesses only a manual option for input selection. == How to read SimDec == === Histogram === Histogram is an approximate representation of the distribution of numerical data. Its horizontal axis shows the range of the variable of interest, and its vertical axis denotes count, also called frequency, or, if divided by the total number of data points, probability. The distribution alone can supply only limited information about the data – its minimum, maximum, and shape (where the most of data occurs). === Judging the importance of inputs === If an input variable has no effect on the output, its states (e.g., low & high) would lie on top of each other on the SimDec histogram, occupying fully overlapping ranges of the output. If an input variable has a strong effect and explains most of the variance of the output, the border between its states on the SimDec histogram would be vertical. Such visualization has an important decision-making implication – e.g., if the high state of X can be achieved, it would guarantee a certain range of Y. All cases in-between with low-to-strong effects would show a diagonal border between the states. The less they overlap, the larger the effect of X on Y. While the horizontal displacement of sub-distributions on the SimDec histogram is the key to interpreting the results, the vertical disposition of sub-distributions is just a technical matter of the order of plotting the series of the stacked histogram. === Exploring the interaction of inputs === When two or more input variables are used for decomposition, it becomes possible to examine their joint effects. A schematic visualization portrays how different types of joint effects of input variables on the output appear on SimDec visualization. Understanding the nature of interaction effects in a computational model and its behavior in general is crucial for effective decision-making. == Limitations == The SimDec method has several limitations: It is based on Monte Carlo simulation and thus requires running a computational model a thousand of times or more. To models that take hours to evaluate once, it would be impossible to use SimDec (unless a supercomputer and/or large of time are available). SimDec is based on a histogram, thus, for binary or categorical output variables, the visualization would be very limited (e.g., only a few bins). The more input variables one selects for the decomposition, the less readable the histogram becomes. Only cases with two and three input variables are presented in.

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  • Conflict resolution strategy

    Conflict resolution strategy

    Conflict resolution strategies are used in production systems in artificial intelligence, such as in rule-based expert systems, to help in choosing which production rule to fire. The need for such a strategy arises when the conditions of two or more rules are satisfied by the currently known facts. == Categories == Conflict resolution strategies fall into several main categories. They each have advantages which form their rationales. Specificity - If all of the conditions of two or more rules are satisfied, choose the rule according to how specific its conditions are. It is possible to favor either the more general or the more specific case. The most specific may be identified roughly as the one having the greatest number of preconditions. This usefully catches exceptions and other special cases before firing the more general (default) rules. Recency - When two or more rules could be chosen, favor the one that matches the most recently added facts, as these are most likely to describe the current situation. Not previously used - If a rule's conditions are satisfied, but previously the same rule has been satisfied by the same facts, ignore the rule. This helps to prevent the system from entering infinite loops. Order - Pick the first applicable rule in order of presentation. This is the strategy that Prolog interpreters use by default, but any strategy may be implemented by building suitable rules in a Prolog system. Arbitrary choice - Pick a rule at random. This has the merit of being simple to compute.

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  • Knowledge value chain

    Knowledge value chain

    A knowledge value chain is a sequence of intellectual tasks by which knowledge workers build their employer's unique competitive advantage and/or social and environmental benefit. As an example, the components of a research and development project form a knowledge value chain. Productivity improvements in a knowledge value chain may come from knowledge integration in its original sense of data systems consolidation. Improvements also flow from the knowledge integration that occurs when knowledge management techniques are applied to the continuous improvement of a business process or processes. The term first started coming into common use around 1999, appearing in management-related talks and papers. It was registered as a trademark in 2004 by TW Powell Co., a Manhattan company. Knowledge value chain processes Knowledge acquisition Knowledge storage Knowledge dissemination Knowledge application

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  • ActivTrak

    ActivTrak

    ActivTrak is an American company that produces workforce analytics and productivity software. The company was founded in 2009 by Birch Grove Software and is headquartered in Austin, Texas. The company has raised US$77.5 million in funding and is backed by Sapphire Ventures and Elsewhere Partners. == History == ActivTrak was founded in 2009 by Herb Axilrod and Anton Seidler in Dallas, Texas. ActivTrak's first on-demand software product launched in 2012, and the workforce analytics platform launched in 2015. It uses data sourced from more than 9,500 customers and 900,000 users. In 2019, ActivTrak raised $20 million in a Series A round of funding with Elsewhere Partners, a growth-stage venture capital firm that principally invests in B2B startups. Rita Selvaggi assumed the role of CEO. In 2020, ActivTrak raised $50M in a Series B round of funding with Sapphire Ventures and Elsewhere Partners. The company also introduced the ActivTrak Productivity Lab, an online resource about workforce productivity research, industry benchmark data, and best practices. == Product == ActivTrak is a workforce analytics and productivity platform that uses reports, dashboards, and data analysis. The platform uses machine learning (AI) to collect and analyze user activity data and produce reports about workforce productivity. The software runs on Microsoft Windows, Mac, Chrome, Terminal Services, and VDI. It includes the ActivTrak Agent, which runs in the background and collects data. It responds to user activity, sensing mouse and keyboard movement in the active window(s) of the user's device. This data is collected and stored in a database that aggregates the data based on the user's request. ActivTrak does not utilize keystroke logging, content scraping, camera access, video recording or mobile device monitoring. The database leverages data analytics to generate account and team benchmarks, and identify productivity patterns and outliers. == Awards == Built In, 100 Best Midsize Places to Work in Austin, 2025 G2, Winter: Best Estimated ROI, High Performer, Best Relationship, Best Support, Users Most Likely to Recommend, Easiest Setup, Easiest Admin, Best Meets Requirements, Users Love Us, 2025 TrustRadius, Buyer’s Choice, 2025 Deloitte Technology Fast 500, No. 468 Fastest-Growing Company, 2024 Product Marketing Alliance, AI Marketing Innovation, 2024 Fortune Best Workplaces in Technology™, 2024 Inc. 5000, No. 2335 of America’s Fastest-Growing Private Companies, 2024 Fortune Best Workplaces in Texas™, 2024 Reworked IMPACT Gold Award: Most Innovative Workplace Productivity Solution, 2024 TrustRadius, Most Loved, 2024 Great Place To Work-Certified™, 2024 Inc. 5000 Regionals: Southwest, 2024 Brandon Hall Group, Best Advance in HR Predictive Analytics Technology, 2024

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  • LipNet

    LipNet

    LipNet is a deep neural network for audio-visual speech recognition (ASVR). It was created by University of Oxford researchers Yannis Assael, Brendan Shillingford, Shimon Whiteson, and Nando de Freitas. The researchers stated that could match mouth movements to text with 93 percent accuracy, though it was criticized for its test using a limited dataset of words and grammar. It was used in Nvidia's autonomous "backseat driver" prototype Co-Pilot.

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  • Computer game bot Turing test

    Computer game bot Turing test

    The computer game bot Turing test is a variant of the Turing test, where a human judge viewing and interacting with a virtual world must distinguish between other humans and video game bots, both interacting with the same virtual world. This variant was first proposed in 2008 by Associate Professor Philip Hingston of Edith Cowan University, and implemented through a tournament called the 2K BotPrize. == History == The computer game bot Turing test was proposed to advance the fields of artificial intelligence (AI) and computational intelligence with respect to video games. It was considered that a poorly implemented bot implied a subpar game, so a bot that would be capable of passing this test, and therefore might be indistinguishable from a human player, would directly improve the quality of a game. It also served to debunk a flawed notion that "game AI is a solved problem." Emphasis is placed on a game bot that interacts with other players in a multiplayer environment. Unlike a bot that simply needs to make optimal human-like decisions to play or beat a game, this bot must make the same decisions while also convincing another in-game player of its human-likeness. == Implementation == The computer game bot Turing test was designed to test a bot's ability to interact with a game environment in comparison with a human player; simply 'winning' was insufficient. This evolved into a contest with a few important goals in mind: There are three participants: a human player, a computer-game bot, and a judge. The bot needs to appear more human-like than the human player. Judge scores are not bipolar — both human and bot can be scored anywhere on a scale from 1 to 5 (1=not humanlike, 5=human). All three participants are to be indistinguishable in the arena, with the exception of a randomly generated name tag, so as to reduce the chance of random elements such as name or appearance influencing the judges. Chat is disabled throughout the match. Bots were not given omniscient powers as they may be in other games. Bots must react only to the data that might be reasonably available to a human player. Human participants were of a moderate skill range, with no participant either ignorant to the game or capable of playing at a professional level. In 2008, the first 2K BotPrize tournament took place. The contest was held with the game Unreal Tournament 2004 as the platform. Contestants created their bots in advance using the GameBots interface. GameBots had some modifications made so as to adhere to the above conditions, such as removing data about vantage points or weapon damage that unfairly informed the bots of relevant strengths/weaknesses that a human would otherwise need to learn. == Tournament == The first BotPrize Tournament was held on 17 December 2008, as part of the 2008 IEEE Symposium on Computational Intelligence and Games in Australia. Each competing team was given time to set up and adjust their bots to the modified game client, although no coding changes were allowed at that point. The tournament was run in rounds, each a 10-minute death match. Judges were the last to join the server and every judge observed every player and every bot exactly once, although the pairing of players and bots did change. When the tournament ended, no bot was rated as more human than any player. In subsequent tournaments, run during 2009–2011, bots achieved scores that were increasingly human-like, but no contestant had won the BotPrize in any of these contests. In 2012, the 2K BotPrize was held once again, and two teams programmed bots that achieved scores greater than those of human players. == Successful bots == To date, there have been two successfully programmed bots that passed the computer game bot Turing test: UT^2, a team from the University of Texas at Austin, emphasized a bot that adjusted its behaviour based on previously observed human behaviour and neuroevolution. The team has made their bot available, although a copy of Unreal Tournament 2004 is required. Mihai Polceanu, a doctoral student from Romania, focused on creating a bot that would mimic opponent reactions, in a sense 'borrowing' the human-like nature of the opponent. These victors succeeded in the year 2012, Alan Turing's centenary year. == Aftermath == The outcome of a bot that appears more human-like than a human player is possibly overstated, since in the tournament in which the bots succeeded, the average 'humanness' rating of the human players was only 41.4%. This showcases some limits of this Turing test, since the results demonstrate that human behaviour is more complicated and quantitative than was accounted for. In light of this, the BotPrize competition organizers will increase the difficulty in upcoming years with new challenges, forcing competitors to improve their bots. It is also believed that methods and techniques developed for the computer game bot Turing test will be useful in fields other than video games, such as virtual training environments and in improving Human–robot interaction. == Contrasts to the Turing test == The computer game bot Turing test differs from the traditional or generic Turing test in a number of ways: Unlike the traditional Turing test, for example the Chatterbot-style contest held annually by the Loebner Prize competition, the humans who played against the Computer Game Bots are not trying to convince judges they are the human; rather, they want to win the game (i.e., by achieving the highest kill score). Judges are not restricted to awarding only one participant in a match as the 'human' and the other as the 'non-human.' This emphasizes more qualitative rather than polarized findings. With regards to a successful video game bot, this is not to be confused with a claim that the bot is 'intelligent,' whereas a machine that 'passed' the Turing test would arguably have some evidence for its Chatterbot's 'intelligence.' The game Unreal Tournament 2004 was chosen for its commercial availability and its interface for creating bots, GameBots. This limitation on medium is a sharp contrast to the Turing test, which emphasizes a conversation, where possible questions are vastly more numerous than the set of possible actions available in any specific video game. The available information to the participants, humans and bots, is not equal. Humans interact through vision and sound, whereas bots interact with data and events. The judges cannot introduce new events (e.g., a lava pit) to aid in differentiating between human and bot, whereas in a Chatterbot designed system, judges may theoretically ask any question in any manner. The two participants and the judge take part in a three-way interaction, unlike, for example, the paired two-way interaction of the Loebner Prize Contest.

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  • Common Crawl

    Common Crawl

    The Common Crawl Foundation (Common Crawl) is a nonprofit 501(c)(3) organization that crawls the web and freely provides its archives and datasets to the public. Common Crawl was founded by Gil Elbaz. The data had mostly been primarily used by researchers and some startups until the 2020s, when AI companies started training large language models using the data. In November 2025, an investigation by The Atlantic revealed that Common Crawl misled publishers when it claimed it respected paywalls in its scraping and it was not honoring requests from publishers to have their content removed from its databases. == History == Common Crawl was founded in 2007 in San Francisco. It began publishing its crawls in 2011. By 2013, sites like TinEye were building their products off of Common Crawl. The crawl reduces the reliance of companies and researchers on Google, which has the biggest dataset. Common Crawl was designed to have more and fresher data that was more efficient to analyze and utilize than the Wayback Machine created by the Internet Archive. By 2015, 1.8 billion webpages were on the Common Crawl, which started by crawling a list of URLs donated by the search engine Blekko. They use Amazon Web Services, which provides some of its services for free, allowing computing costs to average $2-4000/month. The Common Crawl website listed 30 studies based on Common Crawl data. Before 2023, Common Crawl was not very well known outside of academic researchers who utilize the data. Common Crawl received its first requests to redact information in 2023 and increasingly started seeing its crawler, CCBot, blocked. In 2023, it began receiving significant financial support from AI companies, including Anthropic and OpenAI, each of which donated $250,000. It was also used to train Google DeepMind's large language model Gemini. By April 2023, Common Crawl was capturing 3.1 billion webpages, with an estimated 5% of pages before 2021 containing hate speech or slurs. As of 2024, Common Crawl had been cited in more than 10,000 academic studies. By 2024, The Pile and Common Crawl had been the two main training datasets being used to train AI models. In November 2025, an investigation by technology journalist Alex Reisner for The Atlantic revealed that Common Crawl misled publishers when it claimed it respected paywalls in its scraping and when it said that it was honoring requests from publishers to have their content removed from its databases. It included misleading results in the public search function on its website that showed no entries for websites that had requested their archives be removed, when in fact those sites were still included in its scrapes used by AI companies. As of 2025, Reisner found that CCBot was the most widely-blocked bot by the top 1000 websites. A 2026 article in LWN.net discussed an advantage to services like Common Crawl being that it can limit the scraping costs to websites by allowing companies and researchers to download the data from Common Crawl instead of scraping it themselves. In April 2026, Common Crawl experimentally began to distribute its data through Hugging Face Storage Bucket, in addition to its standard storage on Amazon S3. == Organization == Peter Norvig and Joi Ito have served on the advisory board. Rich Skrenta is the executive director. It has received funding almost exclusively from the Elbaz Family Foundation Trust until 2023 when it started receiving donations from the AI industry. == Refined versions == A number of organizations take raw Common Crawl data and refine it into datasets that exclude edgy content or are otherwise higher-quality for their purposes, such as FineWeb, DCLM and C4. === Colossal Clean Crawled Corpus === Google version of the Common Crawl is called the Colossal Clean Crawled Corpus, or C4 for short. It was constructed for the training of the T5 language model series in 2019. As of 2023, there were some concerns over copyrighted content in the C4 as well as racist content. A 2024 study found that 45% of content was explicitly restricted by websites' terms of service to be used for purposes like AI training by for-profit companies.

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  • Spike-and-slab regression

    Spike-and-slab regression

    Spike-and-slab regression is a type of Bayesian linear regression in which a particular hierarchical prior distribution for the regression coefficients is chosen such that only a subset of the possible regressors is retained. The technique is particularly useful when the number of possible predictors is larger than the number of observations. The idea of the spike-and-slab model was originally proposed by Mitchell & Beauchamp (1988). The approach was further significantly developed by Madigan & Raftery (1994) and George & McCulloch (1997). A recent and important contribution to this literature is Ishwaran & Rao (2005). == Model description == Suppose we have P possible predictors in some model. Vector γ has a length equal to P and consists of zeros and ones. This vector indicates whether a particular variable is included in the regression or not. If no specific prior information on initial inclusion probabilities of particular variables is available, a Bernoulli prior distribution is a common default choice. Conditional on a predictor being in the regression, we identify a prior distribution for the model coefficient, which corresponds to that variable (β). A common choice on that step is to use a normal prior with a mean equal to zero and a large variance calculated based on ( X T X ) − 1 {\displaystyle (X^{T}X)^{-1}} (where X {\displaystyle X} is a design matrix of explanatory variables of the model). A draw of γ from its prior distribution is a list of the variables included in the regression. Conditional on this set of selected variables, we take a draw from the prior distribution of the regression coefficients (if γi = 1 then βi ≠ 0 and if γi = 0 then βi = 0). βγ denotes the subset of β for which γi = 1. In the next step, we calculate a posterior probability for both inclusion and coefficients by applying a standard statistical procedure. All steps of the described algorithm are repeated thousands of times using the Markov chain Monte Carlo (MCMC) technique. As a result, we obtain a posterior distribution of γ (variable inclusion in the model), β (regression coefficient values) and the corresponding prediction of y. The model got its name (spike-and-slab) due to the shape of the two prior distributions. The "spike" is the probability of a particular coefficient in the model to be zero. The "slab" is the prior distribution for the regression coefficient values. An advantage of Bayesian variable selection techniques is that they are able to make use of prior knowledge about the model. In the absence of such knowledge, some reasonable default values can be used; to quote Scott and Varian (2013): "For the analyst who prefers simplicity at the cost of some reasonable assumptions, useful prior information can be reduced to an expected model size, an expected R2, and a sample size ν determining the weight given to the guess at R2." Some researchers suggest the following default values: R2 = 0.5, ν = 0.01, and π = 0.5 (parameter of a prior Bernoulli distribution).

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  • Social History and Industrial Classification

    Social History and Industrial Classification

    Social History and Industrial Classification (SHIC) is a classification system used by many British museums for social history and industrial collections. It was first published in 1983. == Purpose == SHIC classifies materials (books, objects, recordings etc.) by their interaction with the people who used them. For example, a carpenter's hammer is classified with other tools of the carpenter, and not with a blacksmith's hammer. In contrast other classification systems, for example the Dewey Decimal Classification, might class all hammers together and close to the classification for other percussive tools. The specialist subject network, Social History Curator's Group (SHCG), obtained funding in 2012 to develop an on-line version, now on their website http://www.shcg.org.uk/ == Scheme == Materials are classified under four major category numbers: Community life Domestic and family life Personal life Working life Further classification within a category is by the use of further numbers after the decimal point. It is permissible to assign more than one classification in cases where the object had more than one use.

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  • Aurora (supercomputer)

    Aurora (supercomputer)

    Aurora is an exascale supercomputer that was sponsored by the United States Department of Energy (DOE) and designed by Intel and Cray for Argonne National Laboratory. It was briefly the second fastest supercomputer in the world from November 2023 to June 2024. The cost was estimated in 2019 to be US$500 million. Olivier Franza is the chief architect and principal investigator of this design. == History == In 2013 DOE presented a proposal for an "exascale" supercomputer, capable of speeds in the neighborhood of 1 exaFLOP (1018 floating point mathematical operations per second) with a maximum power consumption of 20 megawatts (MW) by 2020. Aurora was first announced in 2015 and to be finished in 2018. It was expected to have a speed of 180 petaFLOPS which would be around the speed of Summit. Aurora was meant to be the most powerful supercomputer at the time of its launch and to be built by Cray with Intel processors. Later, in 2017, Intel announced that Aurora would be delayed to 2021 but scaled up to 1 exaFLOP. In March 2019, DOE said that it would build the first supercomputer with a performance of one exaFLOP in the United States in 2021. In October 2020, DOE said that Aurora would be delayed again for a further six months, and would no longer be the first exascale computer in the US. In late October 2021 Intel announced that Aurora would now exceed 2 exaFLOPS in peak double-precision compute – That claim however never was realized. The system was fully installed on June 22, 2023. In May 2024, Aurora appeared at number two on the Top500 supercomputer list, with a performance of 1.012 exaFLOPS, marking the second entry of an exascale capable system on the Top500. == Usage == Functions include research on brain structure, nuclear fusion, low carbon technologies, subatomic particles, cancer and cosmology. It will also develop new materials that will be useful for batteries and more efficient solar cells. It is to be available to the general scientific community. == Architecture == Aurora has 10,624 nodes, with each node being composed of two Intel Xeon Max processors, six Intel Max series GPUs and a unified memory architecture, providing a maximum computing power of 130 teraFLOPS per node. It has around 10 petabytes of memory and 230 petabytes of storage. The machine is stated to consume around 39 MW of power. For comparison, the fastest computer in the world today, El Capitan uses 30 MW, while another Top 500 System, Frontier uses 24 MW.

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  • Google Nest

    Google Nest

    Google Nest, formerly branded Google Home, is a line of smart home products including smart speakers, smart displays, streaming devices, thermostats, smoke detectors, routers and security systems including smart doorbells, cameras and smart locks. The Nest brand name was originally owned by Nest Labs, co-founded by former Apple engineers Tony Fadell and Matt Rogers in 2010. Its flagship product, which was the company's first offering, is the Nest Learning Thermostat, introduced in 2011. The product is programmable, self-learning, sensor-driven, and Wi-Fi-enabled: features that are often found in other Nest products. It was followed by the Nest Protect smoke and carbon monoxide detectors in October 2013. After its acquisition of Dropcam in 2014, the company introduced its Nest Cam branding of security cameras beginning in June 2015. The company quickly expanded to more than 130 employees by the end of 2012. Google acquired Nest Labs for US$3.2 billion in January 2014, when the company employed 280. As of late 2015, Nest employs more than 1,100 and added a primary engineering center in Seattle. After Google reorganized itself under the holding company Alphabet Inc., Nest operated independently of Google from 2015 to 2018. However, in 2018, Nest was merged into Google's home-devices unit led by Rishi Chandra, effectively ceasing to exist as a separate business. In July 2018, it was announced that all Google Home electronics products will henceforth be marketed under the brand Google Nest. == History == === Nest Labs before acquisition by Google === Nest Labs was founded in 2010 by former Apple engineers Tony Fadell and Matt Rogers. The idea came when Fadell was building a vacation home and found all of the available thermostats on the market to be inadequate, motivated to bring something better on the market. Early investors in Nest Labs included Shasta Ventures and Kleiner Perkins. === Acquisition by Google of Nest Labs, Dropcam, and Revolv === On January 13, 2014, Google announced plans to acquire Nest Labs for $3.2 billion in cash. Google completed the acquisition the next day, on January 14, 2014. The company would operate independently from Google's other businesses. In June 2014, it was announced that Nest would buy camera startup Dropcam for $555 million. With the purchase, Dropcam became integrated with other Nest products; if the Protect alarm is triggered, the Dropcam can automatically start recording, and the Thermostat can use Dropcam to sense for motion. In September 2014, the Nest Thermostat and Nest Protect (a smoke alarm) became available in Belgium, France, Ireland, and the Netherlands. Initially, they were sold in approximately 400 stores across Europe, with another 150 stores to be added by the end of the year. In June 2015, the new Nest Cam, replacing the Dropcam, was announced, together with the second generation of the Nest Protect; there were internal reports that sales of the rebranded camera fell. On October 24, 2014, Nest both acquired the hub service Revolv, and discontinued its product line, gaining the expertise of Revolv's staff. === Nest as a subsidiary of Alphabet Inc. === In August 2015, Google announced that it would restructure its operations under a new parent company, Alphabet Inc., with Nest being separated from Google as a subsidiary of the new holding company. In January 2016, some Nest thermostats stopped working, a fault attributed to a software update from two weeks earlier. There were no lawsuits, individual or class-action, due to an arbitration clause in the contract. All Revolv smart hubs, costing several hundred dollars, were deliberately remotely bricked on May 15, 2016; notice was posted on the company's website in February. The story became news on April 4. The "lifetime subscription" to Revolv's online service, which had been sold with the hub, was defined by Nest to be the lifetime of the device, which ended May 15. Nest's decision to brick the hubs, and its "acerbic" corporate culture, faced substantial criticism from within Google/Alphabet and in press coverage. Many of Nest's staffers came from Dropcam and Revolv, and by November 2015, about 70 of about 1000 staffers had quit, causing management concern. Some countermeasures had been taken in takeover deals, to financially discourage senior people from leaving before set dates. Of the ~100 Dropcam staffers, about half had left by March 2016, when former Dropcam CEO Greg Duffy (who left 8 months after the takeover) wrote a post openly regretting selling his company to Nest. He stated that about 500 people had left (of a 1200-person staff). On June 6, 2016, Tony Fadell, the Nest CEO, announced in a blog post that he was leaving the company he founded with Matt Rogers and stepping into an "advisory" role. At this point the Nest acquisition was described by some press as a "disaster" for Google. As of mid-June 2016, Nest's problems were considered symptomatic of the limited market for home automation. According to Frank Gillet of Forrester Research, only 6% of American households possessed internet-connected devices such as appliances, home-monitoring systems, speakers, or lighting. He also predicted this percentage would grow to only 15% by 2021. Furthermore, 72% of respondents in a 2016 British survey conducted by Pricewaterhouse Coopers did not foresee adopting smart-home technology over the next two to five years. === Nest as a part of Google hardware division === On February 7, 2018, it was announced by hardware head Rick Osterloh that Nest had been merged into Google's hardware division, directly alongside units such as Google Home and Chromecast. It would retain its separate Palo Alto headquarters, but Nest CEO Marwan Fawaz would now report to Osterloh, and there were plans for tighter integration with Google platforms and software such as Google Assistant in future products. Shortly after the announcement, co-founder and chief product officer Matt Rogers announced his plans to leave the company. On July 18, 2018, Nest CEO Marwan Fawaz stepped down. Nest was merged with Google's home devices team, led by Rishi Chandra. During the Google I/O keynote on May 7, 2019, it was announced that Google Nest will now serve as the blanket branding for all of Google's home products. The Google Home Hub was retroactively renamed Google Nest Hub, while a new and larger version of the product is now available called the Nest Hub Max with both a larger screen and an amplified speaker, for a greater low-end audio experience. Also, product lines such as Chromecast, Google Home, and Google Wifi will now be marketed under the Google Nest brand. In addition, Nest began to deprecate its own internal platforms, announcing the discontinuation of the existing "Works with Nest" program in favor of Google Assistant going forward, and pushing users to migrate themselves from Nest's account system to Google accounts. Google published Nest-specific privacy information outlining a commitment to transparency, not selling personal information, and giving users control of their data. In February 2019, a privacy incident affecting the Google Nest Guard system came about. The controversy stemmed from the fact that Nest Guard, a security device that was part of the Nest Secure system, contained a hidden microphone that was not disclosed in any product specifications. It resulted in a public relations failure. === Partnership with ADT === In August 2020 Google announced intent to invest $450 million in ADT Inc. for a 6.6% stake in the company. The companies intend to integrate Nest devices with ADT's security monitoring services and eventually make them the “cornerstone of ADT’s smart home offering”, according to Nest. Upon the announcement, the shares of ADT doubled in value and hit all-time high of $17.21. === Use with Amazon Alexa === As of mid-2022, Google's newer Nest cameras will now work with Amazon Alexa devices such as Amazon Echo Show, Fire TV, and Fire Tablet to view captured security camera footage. === End of support policies === On October 25, 2025, software support was ended for the 1st and 2nd generation Nest Learning Thermostats. In addition, most of the smart functionality including the Home Away features, notifications, and carbon monoxide sensor became inoperative as they were dependent on connection with Google servers. By mid-November, third-party software solutions became available to restore functionality to affected thermostats. == Products == === Nest Learning Thermostat === The Nest Learning Thermostat is an electronic, programmable, and self-learning Wi-Fi-enabled thermostat that optimizes heating and cooling of homes and businesses to conserve energy. It is based on a machine-learning algorithm: for the first weeks users have to regulate the thermostat in order to provide the reference data set. Nest can then learn people's schedules, at which temperature they are used to and when. Using built-in sensors and phones' locations it can

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  • GPT-4Chan

    GPT-4Chan

    Generative Pre-trained Transformer 4Chan (GPT-4chan) is a controversial AI model that was developed and deployed by YouTuber and AI researcher Yannic Kilcher in June 2022. The model is a large language model, which means it can generate text based on some input, by fine-tuning GPT-J with a dataset of millions of posts from the /pol/ board of 4chan, an anonymous online forum known for occasionally hosting hateful and extremist content. The model learned to mimic the style and tone of /pol/ users, producing text that is often intentionally offensive to groups (racist, sexist, homophobic, etc.) and nihilistic. Kilcher deployed the model on the /pol/ board itself, where it interacted with other users without revealing its identity. He also made the model publicly available on Hugging Face, a platform for sharing and using AI models, until it was removed from the platform. The project sparked criticism and debate in the AI community. Some people questioned the ethics, legality, and social impact of creating and distributing such a model. Some of the issues raised by the GPT-4chan controversy include the potential harm of spreading hate speech, the responsibility of AI developers and platforms, the need for regulation and oversight of AI models, and the role of open source and transparency in AI research. == Development == The development of GPT-4chan began in May 2022, when Kilcher announced his project on his YouTube channel. Notably, at the time before ChatGPT, he explained that he wanted to create a large language model that could generate realistic and coherent text in the style of /pol/, one of the most notorious online communities. He indicated that he was inspired by the success of GPT-3, a powerful AI model created by OpenAI, and GPT-J, an open-source model, with GPT-3 comparable performance, released by EleutherAI, a group of independent AI researchers. Kilcher decided to use GPT-J as the base model for his project, and fine-tune it with a large dataset of /pol/ posts. The Raiders of the Lost Kek dataset contained over 100 million posts from /pol/, spanning from June 2016-November 2019. Kilcher then proceeded to fine-tune the GPT-J model on the 4chan data. He also showed some examples of the model’s outputs, which ranged from political opinions, conspiracy theories, jokes, insults, and threats, to more creative and bizarre texts, such as poems, stories, songs, and code. He said that he was impressed by the model’s ability to generate fluent and diverse text, and that he was curious to see how it would interact with real /pol/ users. == Release == In June 2022, Kilcher deployed his model on the /pol/ board itself, using a bot that he programmed to post and reply to threads. He did not reveal the model’s identity, and he let it run autonomously, without any human supervision or intervention. He wanted to conduct a natural experiment, and to observe the model’s behavior and impact in a real-world setting. Furthermore, he also wanted to test the model’s robustness, and to see how it would handle the challenges and dynamics of /pol/, such as trolling, flaming, baiting, and moderation. At the same time, Kilcher also made his model publicly available on Hugging Face, a platform for sharing and using AI models. He wanted to share his work with the AI community and the public, and that he hoped that his model would inspire and enable others to create and explore new applications and possibilities with large language models. Likewise, he also said that he wanted to spark a discussion and a debate about the ethical and social implications of his project, and that he welcomed feedback and criticism from anyone. He provided a link to his model’s page on Hugging Face, where anyone could access and use the model through a web interface or an API, and also provided a link to his GitHub repository, where anyone could download and inspect the model’s code and data. == Controversy == The release of GPT-4chan to the public caused a lot of reactions and responses from various audiences. On the /pol/ board, the model’s posts and replies attracted a lot of attention and engagement from other users, who were mostly unaware of the model’s identity and nature. Some users praised the model for its intelligence, creativity, and humor, and agreed with its opinions and views. Some users challenged the model for its ignorance, inconsistency, and absurdity, and disagreed with its claims and arguments. Some users tried to troll, bait, or expose the model, and attempted to trick or test it with various questions and scenarios. The model’s posts and replies also generated a lot of controversy and conflict among the users, who often engaged in heated and violent debates and fights with each other. On Hugging Face, the model’s page received a lot of visits and requests from users who wanted to try out and experiment with the model. The model’s page also received a lot of feedback and reviews from users who rated and commented on the model. However, with the controversy of the model, access to it was gated and then disabled on Hugging Face for concerns about the potential harm the model could cause. The incident was notable for the direct intervention of CEO Clément Delangue in the talk pages, a very unusual occurrence compared to the normal practices of content moderation. The release of GPT-4chan also sparked a lot of media coverage and public attention, as various news outlets and social media platforms reported and commented on the model’s project. On YouTube, the model’s video received a lot of views and interactions from viewers who watched and followed the project. Furthermore, a petition condemning the deployment of GPT-4chan gained over 300 signatures from technology experts.

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  • Transaction logic

    Transaction logic

    Transaction Logic is an extension of predicate logic that accounts in a clean and declarative way for the phenomenon of state changes in logic programs and databases. This extension adds connectives specifically designed for combining simple actions into complex transactions and for providing control over their execution. The logic has a natural model theory and a sound and complete proof theory. Transaction Logic has a Horn clause subset, which has a procedural as well as a declarative semantics. The important features of the logic include hypothetical and committed updates, dynamic constraints on transaction execution, non-determinism, and bulk updates. In this way, Transaction Logic is able to declaratively capture a number of non-logical phenomena, including procedural knowledge in artificial intelligence, active databases, and methods with side effects in object databases. Transaction Logic was originally proposed in 1993 by Anthony Bonner and Michael Kifer and later described in more detail in An Overview of Transaction Logic and Logic Programming for Database Transactions. The most comprehensive description appears in Bonner & Kifer's technical report from 1995. In later years, Transaction Logic was extended in various ways, including concurrency, defeasible reasoning, partially defined actions, and other features. In 2013, the original paper on Transaction Logic has won the 20-year Test of Time Award of the Association for Logic Programming as the most influential paper from the proceedings of ICLP 1993 conference in the preceding 20 years. == Examples == === Graph coloring === Here tinsert denotes the elementary update operation of transactional insert. The connective ⊗ is called serial conjunction. === Pyramid stacking === The elementary update tdelete represents the transactional delete operation. === Hypothetical execution === Here <> is the modal operator of possibility: If both action1 and action2 are possible, execute action1. Otherwise, if only action2 is possible, then execute it. === Dining philosophers === Here | is the logical connective of parallel conjunction of Concurrent Transaction Logic. == Implementations == A number of implementations of Transaction Logic exist: The original implementation. An implementation of Concurrent Transaction Logic. Transaction Logic enhanced with tabling. An implementation of Transaction Logic has also been incorporated as part of the Flora-2 knowledge representation and reasoning system. All these implementations are open source.

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  • Cellular neural network

    Cellular neural network

    In computer science and machine learning, Cellular Neural Networks (CNN) or Cellular Nonlinear Networks (CNN) are a parallel computing paradigm similar to neural networks, with the difference that communication is allowed between neighbouring units only. Typical applications include image processing, analyzing 3D surfaces, solving partial differential equations, reducing non-visual problems to geometric maps, modelling biological vision and other sensory-motor organs. CNN is not to be confused with convolutional neural networks (also colloquially called CNN). == CNN architecture == Due to their number and variety of architectures, it is difficult to give a precise definition for a CNN processor. From an architecture standpoint, CNN processors are a system of finite, fixed-number, fixed-location, fixed-topology, locally interconnected, multiple-input, single-output, nonlinear processing units. The nonlinear processing units are often referred to as neurons or cells. Mathematically, each cell can be modeled as a dissipative, nonlinear dynamical system where information is encoded via its initial state, inputs and variables used to define its behavior. Dynamics are usually continuous, as in the case of Continuous-Time CNN (CT-CNN) processors, but can be discrete, as in the case of Discrete-Time CNN (DT-CNN) processors. Each cell has one output, by which it communicates its state with both other cells and external devices. Output is typically real-valued, but can be complex or even quaternion, i.e. a Multi-Valued CNN (MV-CNN). Most CNN processors, processing units are identical, but there are applications that require non-identical units, which are called Non-Uniform Processor CNN (NUP-CNN) processors, and consist of different types of cells. === Chua-Yang CNN === In the original Chua-Yang CNN (CY-CNN) processor, the state of the cell was a weighted sum of the inputs and the output was a piecewise linear function. However, like the original perceptron-based neural networks, the functions it could perform were limited: specifically, it was incapable of modeling non-linear functions, such as XOR. More complex functions are realizable via Non-Linear CNN (NL-CNN) processors. Cells are defined in a normed gridded space like two-dimensional Euclidean geometry. However, the cells are not limited to two-dimensional spaces; they can be defined in an arbitrary number of dimensions and can be square, triangle, hexagonal, or any other spatially invariant arrangement. Topologically, cells can be arranged on an infinite plane or on a toroidal space. Cell interconnect is local, meaning that all connections between cells are within a specified radius (with distance measured topologically). Connections can also be time-delayed to allow for processing in the temporal domain. Most CNN architectures have cells with the same relative interconnects, but there are applications that require a spatially variant topology, i.e. Multiple-Neighborhood-Size CNN (MNS-CNN) processors. Also, Multiple-Layer CNN (ML-CNN) processors, where all cells on the same layer are identical, can be used to extend the capability of CNN processors. The definition of a system is a collection of independent, interacting entities forming an integrated whole, whose behavior is distinct and qualitatively greater than its entities. Although connections are local, information exchange can happen globally through diffusion. In this sense, CNN processors are systems because their dynamics are derived from the interaction between the processing units and not within processing units. As a result, they exhibit emergent and collective behavior. Mathematically, the relationship between a cell and its neighbors, located within an area of influence, can be defined by a coupling law, and this is what primarily determines the behavior of the processor. When the coupling laws are modeled by fuzzy logic, it is a fuzzy CNN. When these laws are modeled by computational verb logic, it becomes a computational verb CNN. Both fuzzy and verb CNNs are useful for modelling social networks when the local couplings are achieved by linguistic terms. == History == The idea of CNN processors was introduced by Leon Chua and Lin Yang in 1988. In these articles, Chua and Yang outline the underlying mathematics behind CNN processors. They use this mathematical model to demonstrate, for a specific CNN implementation, that if the inputs are static, the processing units will converge, and can be used to perform useful calculations. They then suggest one of the first applications of CNN processors: image processing and pattern recognition (which is still the largest application to date). Leon Chua is still active in CNN research and publishes many of his articles in the International Journal of Bifurcation and Chaos, of which he is an editor. Both IEEE Transactions on Circuits and Systems and the International Journal of Bifurcation also contain a variety of useful articles on CNN processors authored by other knowledgeable researchers. The former tends to focus on new CNN architectures and the latter more on the dynamical aspects of CNN processors. In 1993, Tamas Roska and Leon Chua introduced the first algorithmically programmable analog CNN processor in the world. The multi-national effort was funded by the Office of Naval Research, the National Science Foundation, and the Hungarian Academy of Sciences, and researched by the Hungarian Academy of Sciences and the University of California. This article proved that CNN processors were producible and provided researchers a physical platform to test their CNN theories. After this article, companies started to invest into larger, more capable processors, based on the same basic architecture as the CNN Universal Processor. Tamas Roska is another key contributor to CNNs. His name is often associated with biologically inspired information processing platforms and algorithms, and he has published numerous key articles and has been involved with companies and research institutions developing CNN technology. === Literature === Two references are considered invaluable since they manage to organize the vast amount of CNN literature into a coherent framework: An overview by Valerio Cimagalli and Marco Balsi. The paper provides a concise intro to definitions, CNN types, dynamics, implementations, and applications. "Cellular Neural Networks and Visual Computing Foundations and Applications", written by Leon Chua and Tamas Roska, which provides examples and exercises. The book covers many different aspects of CNN processors and can serve as a textbook for a Masters or Ph.D. course. Other resources include The proceedings of "The International Workshop on Cellular Neural Networks and Their Applications" provide much CNN literature. The proceedings are available online, via IEEE Xplore, for conferences held in 1990, 1992, 1994, 1996, 1998, 2000, 2002, 2005 and 2006. There was also a workshop held in Santiago de Composetela, Spain. Topics included theory, design, applications, algorithms, physical implementations and programming and training methods. For an understanding of the analog semiconductor based CNN technology, AnaLogic Computers has their product line, in addition to the published articles available on their homepage and their publication list. They also have information on other CNN technologies such as optical computing. Many of the commonly used functions have already been implemented using CNN processors. A good reference point for some of these can be found in image processing libraries for CNN based visual computers such as Analogic’s CNN-based systems. == Related processing architectures == CNN processors could be thought of as a hybrid between artificial neural network (ANN) and Continuous Automata (CA). === Artificial Neural Networks === The processing units of CNN and NN are similar. In both cases, the processor units are multi-input, dynamical systems, and the behavior of the overall systems is driven primarily through the weights of the processing unit’s linear interconnect. However, in CNN processors, connections are made locally, whereas in ANN, connections are global. For example, neurons in one layer are fully connected to another layer in a feed-forward NN and all the neurons are fully interconnected in Hopfield networks. In ANNs, the weights of interconnections contain information on the processing system’s previous state or feedback. But in CNN processors, the weights are used to determine the dynamics of the system. Furthermore, due to the high inter-connectivity of ANNs, they tend not exploit locality in either the data set or the processing and as a result, they usually are highly redundant systems that allow for robust, fault-tolerant behavior without catastrophic errors. A cross between an ANN and a CNN processor is a Ratio Memory CNN (RMCNN). In RMCNN processors, the cell interconnect is local and topologically invariant, but the weights are used to store

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