AI Email Organizer Reddit

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  • Pythia (machine learning)

    Pythia (machine learning)

    Pythia is an ancient text restoration model that recovers missing characters from damaged text input using deep neural networks. It was created by Yannis Assael, Thea Sommerschield, and Jonathan Prag, researchers from Google DeepMind and the University of Oxford. To study the society and the history of ancient civilisations, ancient history relies on disciplines such as epigraphy, the study of ancient inscribed texts. Hundreds of thousands of these texts, known as inscriptions, have survived to our day, but are often damaged over the centuries. Illegible parts of the text must then be restored by specialists, called epigraphists, in order to extract meaningful information from the text and use it to expand our knowledge of the context in which the text was written. Pythia takes as input the damaged text, and is trained to return hypothesised restorations of ancient Greek inscriptions, working as an assistive aid for ancient historians. Its neural network architecture works at both the character- and word-level, thereby effectively handling long-term context information, and dealing efficiently with incomplete word representations. Pythia is applicable to any discipline dealing with ancient texts (philology, papyrology, codicology) and can work in any language (ancient or modern).

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  • EJB QL

    EJB QL

    EJB QL or EJB-QL is a portable database query language for Enterprise Java Beans. It was used in Java EE applications. Compared to SQL, however, it is less complex but less powerful as well. == History == The language has been inspired, especially EJB3-QL, by the native Hibernate Query Language. In EJB3 It has been mostly replaced by the Java Persistence Query Language. == Differences == EJB QL is a database query language similar to SQL. The used queries are somewhat different from relational SQL, as it uses a so-called "abstract schema" of the enterprise beans instead of the relational model. In other words, EJB QL queries do not use tables and their components, but enterprise beans, their persistent state, and their relationships. The result of an SQL query is a set of rows with a fixed number of columns. The result of an EJB QL query is either a single object, a collection of entity objects of a given type, or a collection of values retrieved from CMP fields. One has to understand the data model of enterprise beans in order to write effective queries.

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  • Knowledge organization

    Knowledge organization

    Knowledge organization (KO), organization of knowledge, organization of information, or information organization is an intellectual discipline concerned with activities such as document description, indexing, and classification that serve to provide systems of representation and order for knowledge and information objects. According to The Organization of Information by Joudrey and Taylor, information organization: examines the activities carried out and tools used by people who work in places that accumulate information resources (e.g., books, maps, documents, datasets, images) for the use of humankind, both immediately and for posterity. It discusses the processes that are in place to make resources findable, whether someone is searching for a single known item or is browsing through hundreds of resources just hoping to discover something useful. Information organization supports a myriad of information-seeking scenarios. Issues related to knowledge sharing can be said to have been an important part of knowledge management for a long time. Knowledge sharing has received a lot of attention in research and business practice both within and outside organizations and its different levels. Sharing knowledge is not only about giving it to others, but it also includes searching, locating, and absorbing knowledge. Unawareness of the employees' work and duties tends to provoke the repetition of mistakes, the waste of resources, and duplication of the same projects. Motivating co-workers to share their knowledge is called knowledge enabling. It leads to trust among individuals and encourages a more open and proactive relationship that grants the exchange of information easily. Knowledge sharing is part of the three-phase knowledge management process which is a continuous process model. The three parts are knowledge creation, knowledge implementation, and knowledge sharing. The process is continuous, which is why the parts cannot be fully separated. Knowledge creation is the consequence of individuals' minds, interactions, and activities. Developing new ideas and arrangements alludes to the process of knowledge creation. Using the knowledge which is present at the company in the most effective manner stands for the implementation of knowledge. Knowledge sharing, the most essential part of the process for our topic, takes place when two or more people benefit by learning from each other. Traditional human-based approaches performed by librarians, archivists, and subject specialists are increasingly challenged by computational (big data) algorithmic techniques. KO as a field of study is concerned with the nature and quality of such knowledge-organizing processes (KOP) (such as taxonomy and ontology) as well as the resulting knowledge organizing systems (KOS). == Theoretical approaches == === Traditional approaches === Among the major figures in the history of KO are Melvil Dewey (1851–1931) and Henry Bliss (1870–1955). Dewey's goal was an efficient way to manage library collections; not an optimal system to support users of libraries. His system was meant to be used in many libraries as a standardized way to manage collections. The first version of this system was created in 1876. An important characteristic in Henry Bliss' (and many contemporary thinkers of KO) was that the sciences tend to reflect the order of Nature and that library classification should reflect the order of knowledge as uncovered by science: The implication is that librarians, in order to classify books, should know about scientific developments. This should also be reflected in their education: Again from the standpoint of the higher education of librarians, the teaching of systems of classification ... would be perhaps better conducted by including courses in the systematic encyclopedia and methodology of all the sciences, that is to say, outlines which try to summarize the most recent results in the relation to one another in which they are now studied together. ... (Ernest Cushing Richardson, quoted from Bliss, 1935, p. 2) Among the other principles, which may be attributed to the traditional approach to KO are: Principle of controlled vocabulary Cutter's rule about specificity Hulme's principle of literary warrant (1911) Principle of organizing from the general to the specific Today, after more than 100 years of research and development in LIS, the "traditional" approach still has a strong position in KO and in many ways its principles still dominate. === Facet analytic approaches === The date of the foundation of this approach may be chosen as the publication of S. R. Ranganathan's colon classification in 1933. The approach has been further developed by, in particular, the British Classification Research Group. The best way to explain this approach is probably to explain its analytico-synthetic methodology. The meaning of the term "analysis" is: breaking down each subject into its basic concepts. The meaning of the term synthesis is: combining the relevant units and concepts to describe the subject matter of the information package in hand. Given subjects (as they appear in, for example, book titles) are first analyzed into a few common categories, which are termed "facets". Ranganathan proposed his PMEST formula: Personality, Matter, Energy, Space and Time: Personality is the distinguishing characteristic of a subject. Matter is the physical material of which a subject may be composed. Energy is any action that occurs with respect to the subject. Space is the geographic component of the location of a subject. Time is the period associated with a subject. === The information retrieval tradition (IR) === Important in the IR-tradition have been, among others, the Cranfield experiments, which were founded in the 1950s, and the TREC experiments (Text Retrieval Conferences) starting in 1992. It was the Cranfield experiments, which introduced the measures "recall" and "precision" as evaluation criteria for systems efficiency. The Cranfield experiments found that classification systems like UDC and facet-analytic systems were less efficient compared to free-text searches or low level indexing systems ("UNITERM"). The Cranfield I test found, according to Ellis (1996, 3–6) the following results: Although these results have been criticized and questioned, the IR-tradition became much more influential while library classification research lost influence. The dominant trend has been to regard only statistical averages. What has largely been neglected is to ask: Are there certain kinds of questions in relation to which other kinds of representation, for example, controlled vocabularies, may improve recall and precision? === User-oriented and cognitive views === The best way to define this approach is probably by method: Systems based upon user-oriented approaches must specify how the design of a system is made on the basis of empirical studies of users. User studies demonstrated very early that users prefer verbal search systems as opposed to systems based on classification notations. This is one example of a principle derived from empirical studies of users. Adherents of classification notations may, of course, still have an argument: That notations are well-defined and that users may miss important information by not considering them. Folksonomies is a recent kind of KO based on users' rather than on librarians' or subject specialists' indexing. === Bibliometric approaches === These approaches are primarily based on using bibliographical references to organize networks of papers, mainly by bibliographic coupling (introduced by Kessler 1963) or co-citation analysis ( independently suggested by Marshakova 1973 and Small 1973). In recent years it has become a popular activity to construe bibliometric maps as structures of research fields. Two considerations are important in considering bibliometric approaches to KO: The level of indexing depth is partly determined by the number of terms assigned to each document. In citation indexing this corresponds to the number of references in a given paper. On the average, scientific papers contain 10–15 references, which provide quite a high level of depth. The references, which function as access points, are provided by the highest subject-expertise: The experts writing in the leading journals. This expertise is much higher than that which library catalogs or bibliographical databases typically are able to draw on. === The domain analytic approach === Domain analysis is a sociological-epistemological standpoint that advocates that the indexing of a given document should reflect the needs of a given group of users or a given ideal purpose. In other words, any description or representation of a given document is more or less suited to the fulfillment of certain tasks. A description is never objective or neutral, and the goal is not to standardize descriptions or make one description once and for all for different target groups. The develo

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  • Artificial intelligence in industry

    Artificial intelligence in industry

    Industrial artificial intelligence, or industrial AI, refers to the application of artificial intelligence to industrial business processes. Unlike general artificial intelligence which is a frontier research discipline to build computerized systems that perform tasks requiring human intelligence, industrial AI is more concerned with the application of such technologies to address industrial pain-points for customer value creation, productivity improvement, cost reduction, site optimization, predictive analysis and insight discovery. Artificial intelligence and machine learning have become key enablers to leverage data in production in recent years due to a number of different factors: More affordable sensors and the automated process of data acquisition; More powerful computation capability of computers to perform more complex tasks at a faster speed with lower cost; Faster connectivity infrastructure and more accessible cloud services for data management and computing power outsourcing. == Categories == Possible applications of industrial AI and machine learning in the production domain can be divided into seven application areas: Market and trend analysis Machinery and equipment Intralogistics Production process Supply chain Building Product Each application area can be further divided into specific application scenarios that describe concrete AI/ML scenarios in production. While some application areas have a direct connection to production processes, others cover production adjacent fields like logistics or the factory building. An example from the application scenario Process Design & Innovation are collaborative robots. Collaborative robotic arms are able to learn the motion and path demonstrated by human operators and perform the same task. Predictive and preventive maintenance through data-driven machine learning are application scenarios from the Machinery & Equipment application area. == Challenges == In contrast to entirely virtual systems, in which ML applications are already widespread today, real-world production processes are characterized by the interaction between the virtual and the physical world. Data is recorded using sensors and processed on computational entities and, if desired, actions and decisions are translated back into the physical world via actuators or by human operators. This poses major challenges for the application of ML in production engineering systems. These challenges are attributable to the encounter of process, data and model characteristics: The production domain's high reliability requirements, high risk and loss potential, the multitude of heterogeneous data sources and the non-transparency of ML model functionality impede a faster adoption of ML in real-world production processes. In particular, production data comprises a variety of different modalities, semantics and quality. Furthermore, production systems are dynamic, uncertain and complex, and engineering and manufacturing problems are data-rich but information-sparse. Besides that, due to the variety of use cases and data characteristics, problem-specific data sets are required, which are difficult to acquire, hindering both practitioners and academic researchers in this domain. === Process and industry characteristics === The domain of production engineering can be considered as a rather conservative industry when it comes to the adoption of advanced technology and their integration into existing processes. This is due to high demands on reliability of the production systems resulting from the potentially high economic harm of reduced process effectiveness due to e.g., additional unplanned downtime or insufficient product qualities. In addition, the specifics of machining equipment and products prevent area-wide adoptions across a variety of processes. Besides the technical reasons, the reluctant adoption of ML is fueled by a lack of IT and data science expertise across the domain. === Data characteristics === The data collected in production processes mainly stem from frequently sampling sensors to estimate the state of a product, a process, or the environment in the real world. Sensor readings are susceptible to noise and represent only an estimate of the reality under uncertainty. Production data typically comprises multiple distributed data sources resulting in various data modalities (e.g., images from visual quality control systems, time-series sensor readings, or cross-sectional job and product information). The inconsistencies in data acquisition lead to low signal-to-noise ratios, low data quality and great effort in data integration, cleaning and management. In addition, as a result from mechanical and chemical wear of production equipment, process data is subject to various forms of data drifts. === Machine learning model characteristics === ML models are considered as black-box systems given their complexity and intransparency of input-output relation. This reduces the comprehensibility of the system behavior and thus also the acceptance by plant operators. Due to the lack of transparency and the stochasticity of these models, no deterministic proof of functional correctness can be achieved, complicating the certification of production equipment. Given their inherent unrestricted prediction behavior, ML models are vulnerable against erroneous or manipulated data, further risking the reliability of the production system because of lacking robustness and safety. In addition to high development and deployment costs, the data drifts cause high maintenance costs, which is disadvantageous compared to purely deterministic programs. == Standard processes for data science in production == The development of ML applications – starting with the identification and selection of the use case and ending with the deployment and maintenance of the application – follows dedicated phases that can be organized in standard process models. The process models assist in structuring the development process and defining requirements that must be met in each phase to enter the next phase. The standard processes can be classified into generic and domain-specific ones. Generic standard processes (e.g., CRISP-DM, ASUM-DM, or knowledge discovery in databases (KDD)) describe a generally valid methodology and are thus independent of individual domains. Domain-specific processes on the other hand consider specific peculiarities and challenges of special application areas. The Machine Learning Pipeline in Production is a domain-specific data science methodology that is inspired by the CRISP-DM model and was specifically designed to be applied in fields of engineering and production technology. To address the core challenges of ML in engineering – process, data, and model characteristics – the methodology especially focuses on use-case assessment, achieving a common data and process understanding data integration, data preprocessing of real-world production data and the deployment and certification of real-world ML applications. == Industrial data sources == The foundation of most artificial intelligence and machine learning applications in industrial settings are comprehensive datasets from the respective fields. Those datasets act as the basis for training the employed models. In other domains, like computer vision, speech recognition or language models, extensive reference datasets (e.g. ImageNet, Librispeech, The People's Speech) and data scraped from the open internet are frequently used for this purpose. Such datasets rarely exist in the industrial context because of high confidentiality requirements and high specificity of the data. Industrial applications of artificial intelligence are therefore often faced with the problem of data availability. For these reasons, existing open datasets applicable to industrial applications, often originate from public institutions like governmental agencies or universities and data analysis competitions hosted by companies. In addition to this, data sharing platforms exist. However, most of these platforms have no industrial focus and offer limited filtering abilities regarding industrial data sources.

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  • Groover

    Groover

    Groover is an online platform, record label and distributor, connecting artists and musicians with music professionals and media outlets. The service was founded in 2018 in France and operates from offices in Paris and New York. The platform has over 3,000 active contacts, including SPIN Magazine and Sofar Sounds. Groover uses a micro-payment model. Among the platform's over 500,000 regular users are record labels such as Ninja Tune, Ba Da Bing Records, Dance To The Radio, Roche Musique, Wagram Music, Secret City Records, and artists including Bonobo, Michael Bolton, Aloe Blacc, Haddaway, Passenger, La Femme and Chinese Man. == History == Groover was launched at the MaMA Music Convention in October 2018. It was co-founded by Dorian Perron, Romain Palmieri, and Rafaël Cohen while they were students at UC Berkeley. Initially growing in France, the company has expanded to the United States, Canada, the United Kingdom, Brazil, Italy, and elsewhere in Europe. In March 2019, Groover was part of the Business France delegation at the South by Southwest (SXSW) festival. In June 2019, Groover raised €1.3 million from various angel investors. In April 2021, Groover acquired the platform Soonvibes, which had 70,000 users at the time, in order to strengthen its community in the electronic music space. In November 2021, Groover announced a €6 million funding round from Bpifrance Creative Industries and Partech. Between 2023 and 2025, Groover entered strategic partnerships with major artist service providers, including CD Baby, TuneCore, SoundCloud, UnitedMasters, Symphonic Distribution, Audiomack and SACEM. In February 2024, Groover announced a Series A funding round of $8 million from OneRagTime, Trind, Techmind, and Mozza Angels. == Function == Using a micro-payment system, professionals listen to tracks and provide written feedback. These professionals retain full editorial independence and are under no obligation to share the track or contact the artist. == Awards == 2nd Prize for Music Innovation 2023 from the Centre national de la musique (France) "Future Creator" Award at the Petit Poucet Competition 2019 Jury's Special Mention at the MaMA Invent 2019 competition 1st Prize for Digital Initiative in Culture, Communication & Media 2019 awarded by Audiens "Start-up of the Year" at the Social Music Awards 2020 French American Entrepreneurship Award 2022 at the French Consulate in New York

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  • Sieve of Eratosthenes

    Sieve of Eratosthenes

    In mathematics, the sieve of Eratosthenes is an ancient algorithm for finding all prime numbers up to any given limit. It does so by iteratively marking as composite (i.e., not prime) the multiples of each prime, starting with the first prime number, 2. The multiples of a given prime are generated as a sequence of numbers starting from that prime, with constant difference between them that is equal to that prime. This is the sieve's key distinction from using trial division to sequentially test each candidate number for divisibility by each prime. Once all the multiples of each discovered prime have been marked as composites, the remaining unmarked numbers are primes. The earliest known reference to the sieve (Ancient Greek: κόσκινον Ἐρατοσθένους, kóskinon Eratosthénous) is in Nicomachus of Gerasa's Introduction to Arithmetic, an early 2nd-century CE book which attributes it to Eratosthenes of Cyrene, a 3rd-century BCE Greek mathematician, though describing the sieving by odd numbers instead of by primes. One of a number of prime number sieves, it is one of the most efficient ways to find all of the smaller primes. It may be used to find primes in arithmetic progressions. == Overview == A prime number is a natural number that has exactly two distinct natural number divisors: the number 1 and itself. To find all the prime numbers less than or equal to a given integer n by Eratosthenes's method: Create a list of consecutive integers from 2 through n: (2, 3, 4, ..., n). Initially, let p equal 2, the smallest prime number. Enumerate the multiples of p by counting in increments of p from 2p to n, and mark them in the list (these will be 2p, 3p, 4p, ...; the p itself should not be marked). Find the smallest number in the list greater than p that is not marked. If there was no such number, stop. Otherwise, let p now equal this new number (which is the next prime), and repeat from step 3. When the algorithm terminates, the numbers remaining not marked in the list are all the primes below n. The main idea here is that every value given to p will be prime, because if it were composite it would be marked as a multiple of some other, smaller prime. Note that some of the numbers may be marked more than once (e.g., 15 will be marked both for 3 and 5). The key property of the sieve is that only additions are needed, no multiplications or divisions are used. As a refinement, it is sufficient to mark the numbers in step 3 starting from p2, as all the smaller multiples of p will have already been marked at that point. This means that the algorithm is allowed to terminate in step 4 when p2 is greater than n. Another refinement is to initially list odd numbers only, (3, 5, ..., n), and count in increments of 2p in step 3, thus marking only odd multiples of p. This actually appears in the original algorithm. This can be generalized with wheel factorization, forming the initial list only from numbers coprime with the first few primes and not just from odds (i.e., numbers coprime with 2), and counting in the correspondingly adjusted increments so that only such multiples of p are generated that are coprime with those small primes, in the first place. === Example === To find all the prime numbers less than or equal to 30, proceed as follows. First, generate a list of natural numbers from 2 to 30: 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The first number in the list is 2; cross out every 2nd number in the list after 2 by counting up from 2 in increments of 2 (these will be all the multiples of 2 in the list): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The next number in the list after 2 is 3; cross out every 3rd number in the list after 3 by counting up from 3 in increments of 3 (these will be all the multiples of 3 in the list): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The next number not yet crossed out in the list after 3 is 5; cross out every 5th number in the list after 5 by counting up from 5 in increments of 5 (i.e. all the multiples of 5): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The next number not yet crossed out in the list after 5 is 7; the next step would be to cross out every 7th number in the list after 7, but they are all already crossed out at this point, as these numbers (14, 21, 28) are also multiples of smaller primes because 7 × 7 is greater than 30. The numbers not crossed out at this point in the list are all the prime numbers below 30: 2 3 5 7 11 13 17 19 23 29 == Algorithm and variants == === Pseudocode === The sieve of Eratosthenes can be expressed in pseudocode, as follows: algorithm Sieve of Eratosthenes is input: an integer n > 1. output: all prime numbers from 2 through n. let A be an array of Boolean values, indexed by integers 2 to n, initially all set to true. for i = 2, 3, 4, ..., not exceeding √n do if A[i] is true for j = i2, i2+i, i2+2i, i2+3i, ..., not exceeding n do set A[j] := false return all i such that A[i] is true. This algorithm produces all primes not greater than n. It includes a common optimization, which is to start enumerating the multiples of each prime i from i2. The time complexity of this algorithm is O(n log log n), provided the array update is an O(1) operation, as is usually the case. === Segmented sieve === As Sorenson notes, the problem with the sieve of Eratosthenes is not the number of operations it performs but rather its memory requirements. For large n, the range of primes may not fit in memory; worse, even for moderate n, its cache use is highly suboptimal. The algorithm walks through the entire array A, exhibiting almost no locality of reference. A solution to these problems is offered by segmented sieves, where only portions of the range are sieved at a time. These have been known since the 1970s, and work as follows: Divide the range 2 through n into segments of some size Δ ≥ √n. Find the primes in the first (i.e. the lowest) segment, using the regular sieve. For each of the following segments, in increasing order, with m being the segment's topmost value, find the primes in it as follows: Set up a Boolean array of size Δ. Mark as non-prime the positions in the array corresponding to the multiples of each prime p ≤ √m found so far, by enumerating its multiples in steps of p starting from the lowest multiple of p between m - Δ and m. The remaining non-marked positions in the array correspond to the primes in the segment. It is not necessary to mark any multiples of these primes, because all of these primes are larger than √m, as for k ≥ 1, one has ( k Δ + 1 ) 2 > ( k + 1 ) Δ {\displaystyle (k\Delta +1)^{2}>(k+1)\Delta } . If Δ is chosen to be √n, the space complexity of the algorithm is O(√n), while the time complexity is the same as that of the regular sieve. For ranges with upper limit n so large that the sieving primes below √n as required by the page segmented sieve of Eratosthenes cannot fit in memory, a slower but much more space-efficient sieve like the pseudosquares prime sieve, developed by Jonathan P. Sorenson, can be used instead. === Incremental sieve === An incremental formulation of the sieve generates primes indefinitely (i.e., without an upper bound) by interleaving the generation of primes with the generation of their multiples (so that primes can be found in gaps between the multiples), where the multiples of each prime p are generated directly by counting up from the square of the prime in increments of p (or 2p for odd primes). The generation must be initiated only when the prime's square is reached, to avoid adverse effects on efficiency. It can be expressed symbolically under the dataflow paradigm as primes = [2, 3, ...] \ [[p², p²+p, ...] for p in primes], using list comprehension notation with \ denoting set subtraction of arithmetic progressions of numbers. Primes can also be produced by iteratively sieving out the composites through divisibility testing by sequential primes, one prime at a time. It is not the sieve of Eratosthenes but is often confused with it, even though the sieve of Eratosthenes directly generates the composites instead of testing for them. Trial division has worse theoretical complexity than that of the sieve of Eratosthenes in generating ranges of primes. When testing each prime, the optimal trial division algorithm uses all prime numbers not exceeding its square root, whereas the sieve of Eratosthenes produces each composite from its prime factors only, and gets the primes "for free", between the composites. The widely known 1975 functional sieve code by David Turner is often presented as an example of the sieve of Eratosthenes but is actually a sub-optimal trial division sieve. == Algorithmic complexity == The sieve of Eratosthenes is a popular way to benchmark computer performance. The time complexity of calculating all primes below n in the random access machine model is O(n log log n) ope

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  • Information behavior

    Information behavior

    Information behavior is a field of information science research that seeks to understand the way people search for and use information in various contexts. It can include information seeking and information retrieval, but it also aims to understand why people seek information and how they use it. The term 'information behavior' was coined by Thomas D. Wilson in 1982 and sparked controversy upon its introduction. The term has now been adopted and Wilson's model of information behavior is widely cited in information behavior literature. In 2000, Wilson defined information behavior as "the totality of human behavior in relation to sources and channels of information". A variety of theories of information behavior seek to understand the processes that surround information seeking. An analysis of the most cited publications on information behavior during the early 21st century shows its theoretical nature. Information behavior research can employ various research methodologies grounded in broader research paradigms from psychology, sociology and education. In 2003, a framework for information-seeking studies was introduced that aims to guide the production of clear, structured descriptions of research objects and positions information-seeking as a concept within information behavior. == Concepts of information behavior == === Information need === Information need is a concept introduced by Wilson. Understanding the information need of an individual involved three elements: Why the individual decides to look for information, What purpose the information they find will serve, and How the information is used once it is retrieved === Information-seeking behavior === Information-seeking behavior is a more specific concept of information behavior. It specifically focuses on searching, finding, and retrieving information. Information-seeking behavior research can focus on improving information systems or, if it includes information need, can also focus on why the user behaves the way they do. A review study on information search behavior of users highlighted that behavioral factors, personal factors, product/service factors and situational factors affect information search behavior. Information-seeking behavior can be more or less explicit on the part of users: users might seek to solve some task or to establish some piece of knowledge which can be found in the data in question, or alternatively the search process itself is part of the objective of the user, in use cases for exploring visual content or for familiarising oneself with the content of an information service. In the general case, information-seeking needs to be understood and analysed as a session rather than as a one-off transaction with a search engine, and in a broader context which includes user high-level intentions in addition to the immediate information need. === Information use === An information need is the recognition that a gap exists in one’s knowledge, prompting a desire to seek information to fill that gap. It often arises when a person encounters a problem or question they cannot resolve with their current understanding. === Information poverty and barriers === Introduced by Elfreda Chatman in 1987, information poverty is informed by the understanding that information is not equally accessible to all people. Information poverty does not describe a lack of information, but rather a worldview in which one's own experiences inside their own small world may create a distrust in the information provided by those outside their own lived experiences. == Metatheories == In Library and Information Science (LIS), a metatheory is described "a set of assumptions that orient and direct theorizing about a given phenomenon". Library and information science researchers have adopted a number of different metatheories in their research. A common concern among LIS researchers, and a prominent discussion in the field, is the broad spectrum of theories that inform the study of information behavior, information users, or information use. This variation has been noted as a cause of concern because it makes individual studies difficult to compare or synthesize if they are not guided by the same theory. This sentiment has been expressed in studies of information behavior literature from the early 1980s and more recent literature reviews have declared it necessary to refine their reviews to specific contexts or situations due to the sheer breadth of information behavior research available. Below are descriptions of some, but not all, metatheories that have guided LIS research. === Cognitivist approach === A cognitive approach to understanding information behavior is grounded in psychology. It holds the assumption that a person's thinking influences how they seek, retrieve, and use information. Researchers that approach information behavior with the assumption that it is influenced by cognition, seek to understand what someone is thinking while they engage in information behavior and how those thoughts influence their behavior. Wilson's attempt to understand information-seeking behavior by defining information need includes a cognitive approach. Wilson theorizes that information behavior is influenced by the cognitive need of an individual. By understanding the cognitive information need of an individual, we may gain insight into their information behavior. Nigel Ford takes a cognitive approach to information-seeking, focusing on the intellectual processes of information-seeking. In 2004, Ford proposed an information-seeking model using a cognitive approach that focuses on how to improve information retrieval systems and serves to establish information-seeking and information behavior as concepts in and of themselves, rather than synonymous terms. === Constructionist approach === The constructionist approach to information behavior has roots in the humanities and social sciences. It relies on social constructionism, which assumes that a person's information behavior is influenced by their experiences in society. In order to understand information behavior, constructionist researchers must first understand the social discourse that surrounds the behavior. The most popular thinker referenced in constructionist information behavior research is Michel Foucault, who famously rejected the concept of a universal human nature. The constructionist approach to information behavior research creates space for contextualizing the behavior based on the social experiences of the individual. One study that approaches information behavior research through the social constructionist approach is a study of the information behavior of a public library knitting group. The authors use a collectivist theory to frame their research, which denies the universality of information behavior and focuses on "understanding the ways that discourse communities collectively construct information needs, seeking, sources, and uses". === Constructivist approach === The constructivist approach is born out of education and sociology in which, "individuals are seen as actively constructing an understanding of their worlds, heavily influenced by the social world(s) in which they are operating". Constructivist approaches to information behavior research generally treat the individual's reality as constructed within their own mind rather than built by the society in which they live. The constructivist metatheory makes space for the influence of society and culture with social constructivism, "which argues that, while the mind constructs reality in its relationship to the world, this mental process is significantly informed by influences received from societal conventions, history and interaction with significant others". == Theories == A common concern among LIS researchers, and a prominent discussion in the field, is the broad spectrum of theories that inform LIS research. This variation has been noted as a cause of concern because it makes individual studies difficult to compare if they are not guided by the same theory. Recent studies have shown that the impact of these theories and theoretical models is very limited. LIS researchers have applied concepts and theories from many disciplines, including sociology, psychology, communication, organizational behavior, and computer science. === Wilson's theory of information behavior (1981) === The term was coined by Thomas D. Wilson in his 1981 paper, on the grounds that the current term, 'information needs' was unhelpful since 'need' could not be directly observed, while how people behaved in seeking information could be observed and investigated. However, there is increasing work in the information-searching field that is relating behaviors to underlying needs. In 2000, Wilson described information behavior as the totality of human behavior in relation to sources and channels of information, including both active and passive information-seeking, and information use. He described info

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  • Universal Data Element Framework

    Universal Data Element Framework

    The Universal Data Element Framework (UDEF) was a controlled vocabulary developed by The Open Group. It provided a framework for categorizing, naming, and indexing data. It assigned to every item of data a structured alphanumeric tag plus a controlled vocabulary name that describes the meaning of the data. This allowed relating data elements to similar elements defined by other organizations. UDEF defined a Dewey-decimal like code for each concept. For example, an "employee number" is often used in human resource management. It has a UDEF tag a.5_12.35.8 and a controlled vocabulary description "Employee.PERSON_Employer.Assigned.IDENTIFIER". UDEF has been superseded by the Open Data Element Framework (ODEF). == Examples == In an application used by a hospital, the last name and first name of several people could include the following example concepts: Patient Person Family Name – find the word “Patient” under the UDEF object “Person” and find the word “Family” under the UDEF property “Name” Patient Person Given Name – find the word “Patient” under the UDEF object “Person” and find the word “Given” under the UDEF property “Name” Doctor Person Family Name – find the word “Doctor” under the UDEF object “Person” and find the word “Family” under the UDEF property “Name” Doctor Person Given Name – find the word “Doctor” under the UDEF object “Person” and find the word “Given” under the UDEF property “Name” For the examples above, the following UDEF IDs are available: “Patient Person Family Name” the UDEF ID is “au.5_11.10” “Patient Person Given Name” the UDEF ID is “au.5_12.10” “Doctor Person Family Name” the UDEF ID is “aq.5_11.10” “Doctor Person Given Name” the UDEF ID is “aq.5_12.10”

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  • Ericom Connect

    Ericom Connect

    Ericom Connect is a remote access/application publishing solution produced by Ericom Software that provides secure, centrally managed access to physical or hosted desktops and applications running on Microsoft Windows and Linux systems. == Product overview == Ericom Connect is desktop virtualization and application virtualization software that allows users to run applications remotely, without installing them on the local computer or device. The software is noted for its scalability, ease of deployment, and compatibility with any type of infrastructure, cloud or physical. Ericom Connect uses AccessPad (native client for desktops), AccessToGo (native client for mobile), or AccessNow, one of the first HTML5 RDP solutions to support clientless access to Windows desktops and applications from any device with an HTML5-compatible browser, including Macintosh computers, mobile devices, and Google Chromebooks. Other notable features include performance monitoring, built-in real-time analytics & BI, support for two-factor authentication (using RSA SecurID), multi-tenancy and multi-datacenter support via a single unified web interface, and a “Launch Simulation” feature that allows users to visualize and simulate actual step-by-step user processes directly from within the administration console. In addition to scalability, by distributing configurations, logs, etc., across multiple servers there is no single point of failure, as can be the case if all configuration information is stored on one server. == History == Ericom Connect was introduced in 2015. Ericom Connect is a successor to Ericom PowerTerm Web Connect. PowerTerm Web Connect used an architecture similar to what was then current with Citrix and VMWare, relying on a centralized SQL server, a connection broker, image management for different hypervisors, and a variety of clients. Ericom Connect uses a new grid architecture that provides more scalability, reliability, and flexibility than before.

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  • Kullback–Leibler Upper Confidence Bound

    Kullback–Leibler Upper Confidence Bound

    In multi-armed bandit problems, KL-UCB (for Kullback–Leibler Upper Confidence Bound) is a UCB-type algorithm that is asymptotically optimal, in the sense that its regret matches the problem-dependent Lai-Robbins lower bound. == Multi-armed bandit problem == The Multi-armed bandit problem is a sequential game where one player has to choose at each turn between K {\displaystyle K} actions (arms). Behind every arm a {\displaystyle a} there is an unknown distribution ν a {\displaystyle \nu _{a}} that lies in a set D {\displaystyle {\mathcal {D}}} known by the player (for example, D {\displaystyle {\mathcal {D}}} can be the set of Gaussian distributions or Bernoulli distributions). At each turn t {\displaystyle t} the player chooses (pulls) an arm a t {\displaystyle a_{t}} , he then gets an observation X t {\displaystyle X_{t}} of the distribution ν a t {\displaystyle \nu _{a_{t}}} . === Regret minimization === The goal is to minimize the regret at time T {\displaystyle T} that is defined as R T := ∑ a = 1 K Δ a E [ N a ( T ) ] {\displaystyle R_{T}:=\sum _{a=1}^{K}\Delta _{a}\mathbb {E} [N_{a}(T)]} where μ a := E [ ν a ] {\displaystyle \mu _{a}:=\mathbb {E} [\nu _{a}]} is the mean of arm a {\displaystyle a} μ ∗ := max a μ a {\displaystyle \mu ^{}:=\max _{a}\mu _{a}} is the highest mean Δ a := μ ∗ − μ a {\displaystyle \Delta _{a}:=\mu ^{}-\mu _{a}} N a ( t ) {\displaystyle N_{a}(t)} is the number of pulls of arm a {\displaystyle a} up to turn t {\displaystyle t} The player has to find an algorithm that chooses at each turn t {\displaystyle t} which arm to pull based on the previous actions and observations ( a s , X s ) s < t {\displaystyle (a_{s},X_{s})_{s μ } {\displaystyle {\mathcal {K}}_{inf}(\nu ,\mu ,{\mathcal {D}}):=\inf \left\{\mathrm {KL} (\nu ,{\tilde {\nu }})\ |\ {\tilde {\nu }}\in {\mathcal {D}},\ \mathbb {E} [{\tilde {\nu }}]>\mu \right\}} K L {\displaystyle \mathrm {KL} } is the Kullback–Leibler divergence ν ^ a ( t ) {\displaystyle {\hat {\nu }}_{a}(t)} is the empirical distribution of arm a {\displaystyle a} at turn t {\displaystyle t} δ t {\displaystyle \delta _{t}} is a well-chosen sequence of positive numbers, often equal to ln ⁡ t + c ln ⁡ ln ⁡ t {\displaystyle \ln t+c\ln \ln t} with c > 0 {\displaystyle c>0} . Then we choose the arm a t {\displaystyle a_{t}} with the highest index: a t := arg ⁡ max a U a ( t ) {\displaystyle a_{t}:=\arg \max _{a}U_{a}(t)} We note that the algorithm does not require knowledge of T {\displaystyle T} . === Example === In the special case of Gaussian distribution with fixed variance σ 2 {\displaystyle \sigma ^{2}} , we have: U a ( t ) = μ ^ a ( t ) + 2 σ 2 δ t N a ( t ) {\displaystyle U_{a}(t)={\hat {\mu }}_{a}(t)+{\sqrt {\frac {2\sigma ^{2}\delta _{t}}{N_{a}(t)}}}} with μ ^ a ( t ) {\displaystyle {\hat {\mu }}_{a}(t)} being the empirical mean of arm a {\displaystyle a} at turn t {\displaystyle t} . === Pseudocode === The player gets the set D for each arm i do: n[i] ← 1; nu[i] ← None; d ← ln(K) for t from 1 to K do: select arm t observe reward r n[t] ← n[t] + 1 nu[t] ← update empirical distribution for t from K+1 to T do: for each arm i do: index[i] ← compute_index(n[i], nu[i], D, d) select arm a with highest index[a] observe reward r n[a] ← n[a] + 1 nu[a] ← update empirical distribution d ← ln(t+1) == Theoretical results == In the multi-armed bandit problem we have the Lai–Robbins asymptotic lower bound on regret. The algorithm KL-UCB matches this lower bound for one-dimensional exponential families with δ t := ln ⁡ t + 3 ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+3\ln \ln t} and for distributions bounded in [ 0 , 1 ] {\displaystyle [0,1]} with δ t := ln ⁡ t + ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+\ln \ln t} . === Lai–Robbins lower bound === In 1985 Lai and Robbins proved an asymptotic, problem-dependent lower bound on regret. It states that for every consistent algorithm on the set D {\displaystyle {\mathcal {D}}} — that is, an algorithm for which, for every ( ν 1 , … , ν K ) ∈ D K {\displaystyle (\nu _{1},\dots ,\nu _{K})\in {\mathcal {D}}^{K}} , the regret R T {\displaystyle R_{T}} is subpolynomial (i.e. R T = o T → + ∞ ( T α ) {\displaystyle R_{T}=o_{T\to +\infty }(T^{\alpha })} for all α > 0 {\displaystyle \alpha >0} ) — we have: R T ≥ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + o T → + ∞ ( ln ⁡ T ) . {\displaystyle R_{T}\geq \left(\sum _{a:\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+o_{T\to +\infty }(\ln T).} This bound is asymptotic (as T → + ∞ {\displaystyle T\to +\infty } ) and gives a first-order lower bound of order ln ⁡ T {\displaystyle \ln T} with the optimal constant in front of it. === Regret bound for KL-UCB === The algorithm matches the Lai–Robbins lower bound for one-dimensional exponential-family distributions and for distributions bounded in [ 0 , 1 ] {\displaystyle [0,1]} . ==== One-dimensional exponential family ==== For D {\displaystyle {\mathcal {D}}} being the set of one-dimensional exponential families, with δ t := ln ⁡ t + 3 ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+3\ln \ln t} we have the following upper bound on the regret of KL-UCB: R T ≤ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + O T ( ln ⁡ T ) . {\displaystyle R_{T}\leq \left(\sum _{a:\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+O_{T}({\sqrt {\ln T}}).} ==== Bounded distributions in [0,1] ==== For D = P ( [ 0 , 1 ] ) {\displaystyle {\mathcal {D}}={\mathcal {P}}([0,1])} (the set of distributions supported on [ 0 , 1 ] {\displaystyle [0,1]} ), and for δ t := ln ⁡ t + ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+\ln \ln t} , we have the following upper bound on the regret of KL-UCB: R T ≤ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + O T ( ( ln ⁡ T ) 4 / 5 ln ⁡ ln ⁡ T ) . {\displaystyle R_{T}\leq \left(\sum _{a:\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+O_{T}{\big (}(\ln T)^{4/5}\ln \ln T{\big )}.} === Runtime === For D = P ( [ 0 , 1 ] ) {\displaystyle {\mathcal {D}}={\mathcal {P}}([0,1])} , the runtime needed per step and for an arm k {\displaystyle k} with n {\displaystyle n} observations is O ( n ( ln ⁡ n ) 2 ) {\displaystyle {\mathcal {O}}{\big (}n(\ln n)^{2}{\big )}} . This is higher than that of other optimal algorithms, such as NPTS with O ( n ) {\displaystyle {\mathcal {O}}(n)} . MED with O ( n ln ⁡ n ) {\displaystyle {\mathcal {O}}(n\ln n)} . and IMED with O ( n ln ⁡ n ) {\displaystyle {\mathcal {O}}(n\ln n)} . The high runtime of KL-UCB is due to a two-level optimisation: for each arm and candidate mean μ {\displaystyle \mu } , the algorithm evaluates K inf ( ν ^ a ( t ) , μ , D ) {\displaystyle {\mathcal {K}}_{\inf }({\hat {\nu }}_{a}(t),\mu ,{\mathcal {D}})} and then maximises μ {\displaystyle \mu } subject to N a ( t ) K inf ( ν ^ a ( t ) , μ , D ) ≤ δ t {\displaystyle N_{a}(t)\,{\mathcal {K}}_{\inf }({\hat {\nu }}_{a}(t),\mu ,{\mathcal {D}})\leq \delta _{t}} . For distributions bounded in [ 0 , 1 ] {\displaystyle [0,1]} the inner problem has no closed form and must be solved numerically, which increases the per-step cost.

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  • Information flow

    Information flow

    In discourse-based grammatical theory, information flow is any tracking of referential information by speakers. Information may be new, i.e., just introduced into the conversation; given, i.e., already active in the speakers' consciousness; or old, i.e., no longer active. The various types of activation, and how these are defined, are model-dependent. Information flow affects grammatical structures such as: Word order (topic, focus, and afterthought constructions). Active, passive, or middle voice. Choice of deixis, such as articles; "medial" deictics such as Spanish ese and Japanese sore are generally determined by the familiarity of a referent rather than by physical distance. Overtness of information, such as whether an argument of a verb is indicated by a lexical noun phrase, a pronoun, or not mentioned at all. Clefting: Splitting a single clause into two clauses, each with its own verb, e.g. ‘The chicken turtles tasted like chicken.’ becomes ‘It was the chicken turtle | that tasted like chicken.’ In this case, clefting is used to shift the focus of the sentence to the subject, the chicken turtle. Front focus: Placing at the start (front) of a sentence information that would normally occur later in the sentence, to give it extra prominence. For example, in pop culture, Yoda's speech often utilizes such syntactic construction, such as when he says 'much to learn you still have' to Luke Skywalker. End focus (or end weight): Given or familiar information followed by new information. This gives prominence to the final part of the sentences and can enable suspense to build, e.g. ‘Through the door came a gigantic wolf’.(Umer Prince)

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  • Document

    Document

    A document is a written, drawn, presented, or memorialized representation of thought, often the manifestation of non-fictional, as well as fictional, content. The etymology of the word "document" derives from the Latin documentum, which denotes a "teaching" or "lesson": the verb doceō denotes "to teach". Historically, the term "document" was usually used to indicate written proof useful as evidence of a truth or fact. In the Computer Age, the term "document" typically refers to a primarily textual computer file, encompassing its structural and format elements, such as fonts, colors, and images. In the contemporary era, the definition of "document" has expanded beyond its traditional medium, such as paper, to encompass electronic documents as well. History, events, examples, opinions, stories, and creativity can all be expressed in documents. "Documentation" is distinct because it has more denotations than "document". Documents are also distinguished from "realia", which are three-dimensional objects that would otherwise satisfy the definition of "document" because they memorialize or represent thought. Documents are usually considered to be two-dimensional representations. == Abstract definitions == The concept of "document" has been defined by Suzanne Briet as "any concrete or symbolic indication, preserved or recorded, for reconstructing or for proving a phenomenon, whether physical or mental." An often-cited article concludes that "the evolving notion of document" among Jonathan Priest, Paul Otlet, Briet, Walter Schürmeyer, and the other documentalists increasingly emphasized whatever functioned as a document rather than traditional physical forms of documents. The shift to digital technology would seem to make this distinction even more important. David M. Levy has said that an emphasis on the technology of digital documents has impeded our understanding of digital documents as documents. A conventional document, such as a mail message or a technical report, exists physically in digital technology as a string of bits, as does everything else in a digital environment. As an object of study, it has been made into a document. It has become physical evidence by those who study it. "Document" is defined in library and information science and documentation science as a fundamental, abstract idea: the word denotes everything that may be represented or memorialized to serve as evidence. The classic example provided by Briet is an antelope: "An antelope running wild on the plains of Africa should not be considered a document[;] she rules. But if it were to be captured, taken to a zoo and made an object of study, it has been made into a document. It has become physical evidence being used by those who study it. Indeed, scholarly articles written about the antelope are secondary documents, since the antelope itself is the primary document." This opinion has been interpreted as an early expression of actor–network theory. == Kinds == A document can be structured, like tabular documents, lists, forms, or scientific charts, semi-structured like a book or a newspaper article, or unstructured like a handwritten note. Documents are sometimes classified as secret, private, or public. They may also be described as drafts or proofs. When a document is copied, the source is denominated the "original". Documents are used in numerous fields, e.g.: Academia: manuscript, thesis, paper, journal, chart, and technical drawing Media: mock-up, script, image, photography, and newspaper article Administration, law, and politics: application, brief, certificate, commission, constitutional document, form, gazette, identity document, license, manifesto, summons, census, and white paper Business: invoice, request for proposal, proposal, contract, packing slip, manifest, report (detailed and summary), spreadsheet, material safety data sheet, waybill, bill of lading, financial statement, nondisclosure agreement (NDA), mutual nondisclosure agreement, and user guide Geography and planning: topographic map, cadastre, legend, and architectural plan Such standard documents can be drafted based on a template. == Drafting == The page layout of a document is how information is graphically arranged in the space of the document, e.g., on a page. If the appearance of the document is of concern, the page layout is generally the responsibility of a graphic designer. Typography concerns the design of letter and symbol forms and their physical arrangement in the document (see typesetting). Information design concerns the effective communication of information, especially in industrial documents and public signs. Simple textual documents may not require visual design and may be drafted only by an author, clerk, or transcriber. Forms may require a visual design for their initial fields, but not to complete the forms. == Media == Traditionally, the medium of a document was paper and the information was applied to it in ink, either by handwriting (to make a manuscript) or by a mechanical process (e.g., a printing press or laser printer). Today, some short documents also may consist of sheets of paper stapled together. Historically, documents were inscribed with ink on papyrus (starting in ancient Egypt) or parchment; scratched as runes or carved on stone using a sharp tool, e.g., the Tablets of Stone described in the Bible; stamped or incised in clay and then baked to make clay tablets, e.g., in the Sumerian and other Mesopotamian civilizations. The papyrus or parchment was often rolled into a scroll or cut into sheets and bound into a codex (book). Contemporary electronic means of memorializing and displaying documents include: Monitor of a desktop computer, laptop, tablet; optionally with a printer to produce a hard copy; Personal digital assistant; Dedicated e-book device; Electronic paper, typically, using the Portable Document Format (PDF); Information appliance; Digital audio player; and Radio and television service provider. Digital documents usually require a specific file format to be presentable in a specific medium. == In law == Documents in all forms frequently serve as material evidence in criminal and civil proceedings. The forensic analysis of such a document is within the scope of questioned document examination. To catalog and manage the large number of documents that may be produced during litigation, Bates numbering is often applied to all documents in the lawsuit so that each document has a unique, arbitrary, identification number.

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  • CHAOS (chess)

    CHAOS (chess)

    CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

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  • Snap rounding

    Snap rounding

    Snap rounding is a method of approximating line segment locations by creating a grid and placing each point in the centre of a cell (pixel) of the grid. The method preserves certain topological properties of the arrangement of line segments. Drawbacks include the potential interpolation of additional vertices in line segments (lines become polylines), the arbitrary closeness of a point to a non-incident edge, and arbitrary numbers of intersections between input line-segments. The 3 dimensional case is worse, with a polyhedral subdivision of complexity n becoming complexity O(n4). There are more refined algorithms to cope with some of these issues, for example iterated snap rounding guarantees a "large" separation between points and non-incident edges. == Algorithm == ... (please edit). See, and https://www.cgal.org/ () == Properties == Canonicity: Efficiency; A number of efficient implementations exist. Conversely there are undesirable properties: Non-idempotence: Repeated applications can cause arbitrary drift of points. Exception on "Stable snap rounding" algorithms, see https://doi.org/10.1016/j.comgeo.2012.02.011

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  • Small data

    Small data

    Small data is data that is 'small' enough for human comprehension. It is data in a volume and format that makes it accessible, informative and actionable. The term "big data" is about machines and "small data" is about people. This is to say that eyewitness observations or five pieces of related data could be small data. Small data is what we used to think of as data. The only way to comprehend Big data is to reduce the data into small, visually-appealing objects representing various aspects of large data sets (such as histogram, charts, and scatter plots). Big Data is all about finding correlations, but Small Data is all about finding the causation, the reason why. A formal definition of small data has been proposed by Allen Bonde, former vice-president of Innovation at Actuate - now part of OpenText: "Small data connects people with timely, meaningful insights (derived from big data and/or “local” sources), organized and packaged – often visually – to be accessible, understandable, and actionable for everyday tasks." Another definition of small data is: The small set of specific attributes produced by the Internet of Things. These are typically a small set of sensor data such as temperature, wind speed, vibration and status. It was estimated (2016) that “If one takes the top 100 biggest innovations of our time, perhaps around 60% to 65% percent are really based on Small Data.” as Martin Lindstrom puts it. Small data includes everything from Snapchat to simple objects such as the post-it note. Lindstrom believes we become so focused on Big-Data that we tend to forget about more basic concepts and creativity. Lindstrom defines Small Data "as seemingly insignificant observations you identify in consumers’ homes, is everything from how you place your shoes on how you hang your paintings". He thus considers that one should perfectly master the basic (Small Data) in order to mine and find correlations. == Academic Recognition and Methodology == The growing significance of "small data" as a distinct field of inquiry was highlighted by the 2024 Thematic Einstein Semester (TES) on Small Data Analysis, hosted by the Berlin Mathematics Research Center MATH+. A central focus of this semester was the transition from theoretical analysis to practical decision-making. Because small data sets are primarily used to drive specific actions, the presentation of results becomes an essential methodological step. The semester’s findings emphasized that while small data may lack volume, it often contains a high density of "many possible interpretations." Consequently, the final conference of the TES was structured around the pillars of interpretation, explanation, and knowledge gain. Participants sought to develop new mathematical and methodical representations that could accurately depict this wealth of interpretative possibilities. This work underscores that analyzing small data is not purely a computational task; it requires a robust interface between mathematics and diverse disciplines to ensure that insights are both contextually grounded and scientifically rigorous. == Uses in business == === Marketing === Bonde has written about the topic for Forbes, Direct Marketing News, CMO.com and other publications. According to Martin Lindstrom, in his book, Small Data: "{In customer research, small data is} Seemingly insignificant behavioural observations containing very specific attributes pointing towards an unmet customer need. Small data is the foundation for breakthrough ideas or completely new ways to turnaround brands." His approach is based on the combination of the observation of small samples with intuition. Marketers can obtain market insights from gathering Small Data by engaging with and observing people in their own environments. In comparison to Big Data, Small Data has the power to trigger emotions and to provide insights into the reasons behind the behaviours of customers. It may uncover detailed information on a person's extroversion or introversion, self-confidence, whether one is having problems in his/her relationship, etc. According to Lindstrom, relationships among people and customer segments are organized around four criteria: Climate: It reveals for example how a person's environment affects their diet. Rulership: The power or government in charge Religion: The prevalence of religion in a country, depending on its influence, indicates whether a person's decision making process is impacted by their belief system. Tradition: Cultural norms influence people's behaviors and interactions. Many companies underestimate the power of Small Data, using samples of millions of consumers instead of recognizing the value of closely observing small samples in their market research. In his book, Lindstrom defines "7Cs", which companies should consider in the attempt to derive meaningful customer insights and market trends through small data from their customers: Collecting: Understanding the manner in which observations are translated inside a home. Clues: Uncovering other distinctive emotional reflections that can be observed. Connecting: Identifying the consequences of emotional behaviour. Causation: Understanding what emotions are being evoked. Correlation: Identifying the initial date of appearance of the behaviour or emotion. Compensation: Identifying the unmet or unfulfilled desire. Concept: Defining the “big idea” compensation for the identified consumer need. Some of Lindstrom's clients such as Lowes Foods looked at data in a different way and actually chose to live with the customer. “As you enter their store, they have now created an amazing community where every staff member acts in a character mood, based on Small Data”. The supermarket made everything it can to make the customer feel at home. All the behaviours of employees are inspired by customer feedbacks gathered from interviews directly done at customer’s home. === Healthcare === Researchers at Cornell University started developing applications to monitor health problems in patients, based on small data. This is an initiative of Cornell's Small Data Lab, in close cooperation with Weill Cornell Medicine College, led by Deborah Estrin. The Small Data Lab developed a series of apps, focusing not only on gathering data from patients' pain but also tracking habits in areas such as grocery shopping. In the case of patients with rheumatoid arthritis for example, which has flares and remissions that do not follow a particular cycle, the app gathers information passively, thus allowing to forecast when a flare might be coming up based on small changes in behaviour. Other apps developed also include monitoring online grocery shopping, to use this information from every user to adapt their groceries to the recommendations of nutritionists, or monitoring email language to identify patterns that might indicate "fluctuations in cognitive performance, fatigue, side effects of medication or poor sleep, and other conditions and treatments that are typically self-reported and self-medicated". === Postal Service === The United States Postal Service (USPS) used optical character recognition (OCR) to automatically read and process 98% of all hand-addressed mail and 99.5% of machine-printed mail. By combining this technology with its small data sample of US zip codes, the USPS can now process more than 36,000 pieces of mail per hour. === Aerospace === In 2015, Boeing established the analytics lab for aerospace data in cooperation with the Carnegie Mellon University to leverage the university's leadership in machine learning, language technologies and data analytics. One of the initiatives projects aims to by standardize maintenance logs using AI to dramatically reduce costs. Currently, there is no standardized procedure to document maintenance logs leading to small but highly unstructured data sets. As a result, it becomes highly difficult for maintenance workers to translate these variations in maintenance logs within a short period of time. However, with AI and a narrow data set of common aircraft maintenance terminology, it becomes possible to dynamically translate these logs in real time. By using AI to enhance the speed and accuracy of the airline maintenance workflow, airlines stand to save billions according to the Harvard Business Review.

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