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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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  • Artificial intelligence arms race

    Artificial intelligence arms race

    A military artificial intelligence arms race is a technological, economic, and military competition between two or more states to develop and deploy advanced AI technologies and lethal autonomous weapons systems (LAWS). The goal is to gain a strategic or tactical advantage over rivals, similar to previous arms races involving nuclear or conventional military technologies. Since the mid-2010s, many analysts have noted the emergence of such an arms race between superpowers for better AI technology and military AI, driven by increasing geopolitical and military tensions. An AI arms race is sometimes placed in the context of an AI Cold War between the United States and China. Several influential figures and publications have emphasized that whoever develops artificial general intelligence (AGI) first could dominate global affairs in the 21st century. Russian President Vladimir Putin stated that the leader in AI will "rule the world." Researchers and experts, such as Leopold Aschenbrenner and Adrian Pecotic respectively, warn that the AGI race between major powers like the U.S. and China could reshape geopolitical power. This includes AI for surveillance, autonomous weapons, decision-making systems, cyber operations, and more. == Terminology == Lethal autonomous weapons systems use artificial intelligence to identify and kill human targets without human intervention. LAWS have colloquially been called "slaughterbots" or "killer robots". Broadly, any competition for superior AI is sometimes framed as an "arms race". Advantages in military AI overlap with advantages in other sectors, as countries pursue both economic and military advantages, as per previous arms races throughout history. == History == In 2014, AI specialist Steve Omohundro warned that "An autonomous weapons arms race is already taking place". According to Siemens, worldwide military spending on robotics was US$5.1 billion in 2010 and US$7.5 billion in 2015. China became a top player in artificial intelligence research in the 2010s. According to the Financial Times, in 2016, for the first time, China published more AI research papers than the entire European Union. When restricted to number of AI papers in the top 5% of cited papers, China overtook the United States in 2016 but lagged behind the European Union. 23% of the researchers presenting at the 2017 American Association for the Advancement of Artificial Intelligence (AAAI) conference were Chinese. Eric Schmidt, the former chairman and chief executive officer of Alphabet, has predicted China will be the leading country in AI by 2025. == Risks == One risk concerns the AI race itself, whether or not the race is won by any one group. There are strong incentives for development teams to cut corners with regard to the safety of the system, increasing the risk of critical failures and unintended consequences. This is in part due to the perceived advantage of being the first to develop advanced AI technology. One team appearing to be on the brink of a breakthrough can encourage other teams to take shortcuts, ignore precautions and deploy a system that is less ready. Some argue that using "race" terminology at all in this context can exacerbate this effect. Another potential danger of an AI arms race is the possibility of losing control of the AI systems; the risk is compounded in the case of a race to artificial general intelligence, which may present an existential risk. In 2023, a United States Air Force official reportedly said that during a computer test, a simulated AI drone killed the human character operating it. The USAF later said the official had misspoken and that it never conducted such simulations. A third risk of an AI arms race is whether or not the race is actually won by one group. The concern is regarding the consolidation of power and technological advantage in the hands of one group. A US government report argued that "AI-enabled capabilities could be used to threaten critical infrastructure, amplify disinformation campaigns, and wage war":1, and that "global stability and nuclear deterrence could be undermined".:11 == By nation == === United States === In 2014, former Secretary of Defense Chuck Hagel posited the "Third Offset Strategy" that rapid advances in artificial intelligence will define the next generation of warfare. According to data science and analytics firm Govini, the U.S. Department of Defense (DoD) increased investment in artificial intelligence, big data and cloud computing from $5.6 billion in 2011 to $7.4 billion in 2016. However, the civilian NSF budget for AI saw no increase in 2017. Japan Times reported in 2018 that the United States private investment is around $70 billion per year. The November 2019 'Interim Report' of the United States' National Security Commission on Artificial Intelligence confirmed that AI is critical to US technological military superiority. The U.S. has many military AI combat programs, such as the Sea Hunter autonomous warship, which is designed to operate for extended periods at sea without a single crew member, and to even guide itself in and out of port. From 2017, a temporary US Department of Defense directive requires a human operator to be kept in the loop when it comes to the taking of human life by autonomous weapons systems. On October 31, 2019, the United States Department of Defense's Defense Innovation Board published the draft of a report recommending principles for the ethical use of artificial intelligence by the Department of Defense that would ensure a human operator would always be able to look into the 'black box' and understand the kill-chain process. However, a major concern is how the report will be implemented. The Joint Artificial Intelligence Center (JAIC) (pronounced "jake") is an American organization on exploring the usage of AI (particularly edge computing), Network of Networks, and AI-enhanced communication, for use in actual combat. It is a subdivision of the United States Armed Forces and was created in June 2018. The organization's stated objective is to "transform the US Department of Defense by accelerating the delivery and adoption of AI to achieve mission impact at scale. The goal is to use AI to solve large and complex problem sets that span multiple combat systems; then, ensure the combat Systems and Components have real-time access to ever-improving libraries of data sets and tools." In 2023, Microsoft pitched the DoD to use DALL-E models to train its battlefield management system. OpenAI, the developer of DALL-E, removed the blanket ban on military and warfare use from its usage policies in January 2024. The Biden administration imposed restrictions on the export of advanced NVIDIA chips and GPUs to China in an effort to limit China's progress in artificial intelligence and high-performance computing. The policy aimed to prevent the use of cutting-edge U.S. technology in military or surveillance applications and to maintain a strategic advantage in the global AI race. In 2025, under the second Trump administration, the United States began a broad deregulation campaign aimed at accelerating growth in sectors critical to artificial intelligence, including nuclear energy, infrastructure, and high-performance computing. The goal was to remove regulatory barriers and attract private investment to boost domestic AI capabilities. This included easing restrictions on data usage, speeding up approvals for AI-related infrastructure projects, and incentivizing innovation in cloud computing and semiconductors. Companies like NVIDIA, Oracle, and Cisco played a central role in these efforts, expanding their AI research, data center capacity, and partnerships to help position the U.S. as a global leader in AI development. ==== Project Maven ==== Project Maven is a Pentagon project involving using machine learning and engineering talent to distinguish people and objects in drone videos, apparently giving the government real-time battlefield command and control, and the ability to track, tag and spy on targets without human involvement. Initially the effort was led by Robert O. Work who was concerned about China's military use of the emerging technology. Reportedly, Pentagon development stops short of acting as an AI weapons system capable of firing on self-designated targets. The project was established in a memo by the U.S. Deputy Secretary of Defense on 26 April 2017. Also known as the Algorithmic Warfare Cross Functional Team, it is, according to Lt. Gen. of the United States Air Force Jack Shanahan in November 2017, a project "designed to be that pilot project, that pathfinder, that spark that kindles the flame front of artificial intelligence across the rest of the [Defense] Department". Its chief, U.S. Marine Corps Col. Drew Cukor, said: "People and computers will work symbiotically to increase the ability of weapon systems to detect objects." Project Maven has been noted by allies, such as Australia's Ian Langford, for the

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  • Perusall

    Perusall

    Perusall is a social web annotation tool intended for use by students at schools and universities. It allows users to annotate the margins of a text in a virtual group setting that is similar to social media—with upvoting, emojis, chat functionality, and notification. It also includes automatic AI grading. == History == Perusall began as a research project at Harvard University. It later became an educational product for students and teachers. As of 2024, Perusall states more than 5 million students have used the tool at over 5,000 educational institutions in 112 countries." == Functionality == Perusall integrates with learning management systems such as Moodle, Canvas and Blackboard to aid with collaborative annotation. The tool supports annotation of a range of media including text, images, equations, videos, PDFs and snapshots of webpages.

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  • Machine learning

    Machine learning

    Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of statistical algorithms that can learn from data and generalize to unseen data, and thus perform tasks without being explicitly programmed. Advances in the field of deep learning have allowed neural networks, a class of statistical algorithms, to surpass many previous machine learning approaches in performance. Statistics and mathematical optimisation methods compose the foundations of machine learning. Data mining is a related field of study, focusing on exploratory data analysis (EDA) through unsupervised learning. From a theoretical viewpoint, probably approximately correct learning provides a mathematical and statistical framework for describing machine learning. Most traditional machine learning and deep learning algorithms can be described as empirical risk minimisation under this framework. == History == The term machine learning was coined in 1959 by Arthur Samuel, an IBM employee and pioneer in the field of computer gaming and artificial intelligence. The synonym self-teaching computers was also used during this time period. The earliest machine learning program was introduced in the 1950s, when Samuel invented a computer program that calculated the chance of winning in checkers for each side, but the history of machine learning is rooted in decades of efforts to study human cognitive processes. In 1949, Canadian psychologist Donald Hebb published the book The Organization of Behavior, in which he introduced a theoretical neural structure formed by certain interactions among nerve cells. The Hebbian theory of neuron interaction set the groundwork for how many machine learning algorithms work, with connected artificial neurons changing the strength of their connections based on data. Other researchers who have studied human cognitive systems contributed to the modern machine learning technologies as well, including Walter Pitts and Warren McCulloch, who proposed the first mathematical model of neural networks including algorithms that mirror human thought processes. By the early 1960s, an experimental "learning machine" with punched tape memory, called Cybertron, had been developed by Raytheon Company to analyse sonar signals, electrocardiograms, and speech patterns using rudimentary reinforcement learning. It was repetitively "trained" by a human operator/teacher to recognise patterns and equipped with a "goof" button to cause it to reevaluate incorrect decisions. A representative book on research into machine learning during the 1960s was Nils Nilsson's book "Learning Machines", dealing mostly with machine learning for pattern classification. Interest related to pattern recognition continued into the 1970s, as described by Duda and Hart in 1973. In 1981, a report was given on using teaching strategies so that an artificial neural network learns to recognise 40 characters (26 letters, 10 digits, and 4 special symbols) from a computer terminal. Tom M. Mitchell provided a widely quoted, more formal definition of the algorithms studied in the machine learning field: "A computer program is said to learn from experience E with respect to some class of tasks T and performance measure P if its performance at tasks in T, as measured by P, improves with experience E." This definition of the tasks in which machine learning is concerned is fundamentally operational rather than defining the field in cognitive terms. This follows Alan Turing's proposal in his paper "Computing Machinery and Intelligence", in which the question, "Can machines think?", is replaced by asking whether machines can convincingly imitate a human in its responses to human-posed questions. In 2014 Ian Goodfellow and others introduced generative adversarial networks (GANs) which could produce realistic synthetic data. By 2016 AlphaGo had won against top human players in Go using reinforcement learning techniques. == Relationships to other fields == === Artificial intelligence === As a scientific endeavour, machine learning grew out of the quest for artificial intelligence (AI). In the early days of AI as an academic discipline, some researchers were interested in having machines learn from data. They attempted to approach the problem with various symbolic methods, as well as what were then termed "neural networks"; these were mostly perceptrons and other models that were later found to be reinventions of the generalised linear models of statistics. Probabilistic reasoning was also employed, especially in automated medical diagnosis. However, an increasing emphasis on the logical, knowledge-based approach caused a rift between AI and machine learning. Probabilistic systems were plagued by theoretical and practical problems of data acquisition and representation. By 1980, expert systems had come to dominate AI, and statistics was out of favour. Work on symbolic/knowledge-based learning continued within AI, leading to inductive logic programming (ILP), but the more statistical line of research was now outside the field of AI proper, in pattern recognition and information retrieval. Neural network research was abandoned by AI and computer science around the same time. This subfield, termed "connectionism", was continued by researchers from other disciplines, including John Hopfield, David Rumelhart, and Geoffrey Hinton. Their main success came in the mid-1980s with the reinvention of backpropagation. Machine learning (ML), reorganised and recognised as its own field, started to flourish in the 1990s. The field changed its goal from achieving artificial intelligence to tackling solvable problems of a practical nature. It shifted focus away from the symbolic approaches it had inherited from AI, and toward methods and models borrowed from statistics, fuzzy logic, and probability theory. === Data compression === === Data mining === Machine learning and data mining often employ the same methods and overlap significantly, but while machine learning focuses on prediction based on known properties learned from the training data, data mining focuses on the discovery of previously unknown properties in the data (this is the analysis step of knowledge discovery in databases). Data mining uses many machine learning methods, but with different goals; on the other hand, machine learning also employs data mining methods as "unsupervised learning" or as a preprocessing step to improve learner accuracy. Much of the confusion between these two research communities comes from the basic assumptions they work with: in machine learning, performance is usually evaluated with respect to the ability to reproduce known knowledge, while in knowledge discovery and data mining (KDD) the key task is the discovery of previously unknown knowledge. Evaluated with respect to known knowledge, an uninformed (unsupervised) method will easily be outperformed by other supervised methods, while in a typical KDD task, supervised methods cannot be used due to the unavailability of training data. Machine learning also has intimate ties to optimization: Many learning problems are formulated as minimisation of some loss function on a training set of examples. Loss functions express the discrepancy between the predictions of the model being trained and the actual problem instances (for example, in classification, one wants to assign a label to instances, and models are trained to correctly predict the preassigned labels of a set of examples). === Generalization === Characterizing the generalisation of various learning algorithms is an active topic of current research, especially for deep learning algorithms. === Statistics === Machine learning and statistics are closely related fields in terms of methods, but distinct in their principal goal: statistics draws population inferences from a sample, while machine learning finds generalisable predictive patterns. Conventional statistical analyses require the a priori selection of a model most suitable for the study data set. In addition, only significant or theoretically relevant variables based on previous experience are included for analysis. In contrast, machine learning is not built on a pre-structured model; rather, the data shape the model by detecting underlying patterns. The more variables (input) used to train the model, the more accurate the ultimate model will be. Leo Breiman distinguished two statistical modelling paradigms: the data model and the algorithmic model, wherein "algorithmic model" means more or less the machine learning algorithms like Random forest. Some statisticians have adopted methods from machine learning, producing the field of statistical learning. === Statistical physics === Analytical and computational techniques derived from deep-rooted physics of disordered systems can be extended to large-scale problems, including machine learning, e.g., to analyse the weight space of deep neural networks. Statistical physics is thus

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  • Feng Office Community Edition

    Feng Office Community Edition

    Feng Office Community Edition (formerly OpenGoo) is an open-source collaboration platform developed and supported by Feng Office and the OpenGoo community. It is a fully featured online office suite with a similar set of features as other online office suites, like Google Workspace, Microsoft 365, Zimbra, LibreOffice Online and Zoho Office Suite. The application can be downloaded and installed on a server. Feng Office could also be categorized as collaborative software and as personal information manager software. == Features == Feng Office Community Edition main features include project management, document management, contact management, e-mail and time management. Text documents and presentations can be created and edited online. Files can be uploaded, organized and shared, independent of file formats. Organization of the information in Feng Office Community Edition is done using workspaces and tags. The application presents the information stored using different interfaces such as lists, dashboards and calendar views. == Licensing == Feng Office Community Edition is distributed under the GNU Affero General Public License, version 3 only. == Technology used == Feng Office uses PHP, JavaScript, AJAX (ExtJS) and MySQL technology. Several open source projects served as a basis for development. ActiveCollab's last open sourced release was used as the initial code base. It includes CKEditor for online document editing. == System requirements == The server could run on any operating system. The system needs the following packages: Apache HTTP Server 2.0+ PHP 5.0+ MySQL 4.1+ (InnoDB support recommended) On the client side, the user is only required to use a modern Web browser. == History == OpenGoo started as a degree project at the faculty of Engineering of the University of the Republic, Uruguay. The project was presented and championed by Software Engineer Conrado Viña. Software Engineers Marcos Saiz and Ignacio de Soto developed the first prototype as their thesis. Professors Eduardo Fernández and Tomas Laurenzo served as tutors. Conrado, Ignacio and Marcos founded the OpenGoo community and remain active members and core developers. The thesis was approved with the highest score. In 2008, Viña joined the Uruguayan software development company Moove It. Currently there is a second project for OpenGoo at the same university being developed by students Fernando Rodríguez, Ignacio Vázquez and Juan Pedro del Campo. Their project aims to build an open source Web-based spreadsheet. In December 2009 the OpenGoo name was changed to Feng Office Community Edition.

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  • Rule induction

    Rule induction

    Rule induction is an area of machine learning in which formal rules are extracted from a set of observations. The rules extracted may represent a full scientific model of the data, or merely represent local patterns in the data. Data mining in general and rule induction in detail are trying to create algorithms without human programming but with analyzing existing data structures. In the easiest case, a rule is expressed with “if-then statements” and was created with the ID3 algorithm for decision tree learning. Rule learning algorithm are taking training data as input and creating rules by partitioning the table with cluster analysis. A possible alternative over the ID3 algorithm is genetic programming which evolves a program until it fits to the data. Creating different algorithm and testing them with input data can be realized in the WEKA software. Additional tools are machine learning libraries for Python, like scikit-learn. == Paradigms == Some major rule induction paradigms are: Association rule learning algorithms (e.g., Agrawal) Decision rule algorithms (e.g., Quinlan 1987) Hypothesis testing algorithms (e.g., RULEX) Horn clause induction Version spaces Rough set rules Inductive Logic Programming Boolean decomposition (Feldman) == Algorithms == Some rule induction algorithms are: Charade Rulex Progol CN2

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  • Slopaganda

    Slopaganda

    Slopaganda is a portmanteau of "AI slop" and "propaganda", referring to AI-generated content designed to manipulate beliefs, emotions, and political decision-making at scale. The term is credited to Michał Klincewicz, an assistant professor in the Department of Computational Cognitive Science at Tilburg University, in 2025. == Definition == Slopaganda is distinguished from traditional propaganda by three features: scale, scope, and speed. Generative AI makes it possible to produce large volumes of content quickly and at low cost, allows for highly personalised and targeted messaging to specific sub-audiences, and leverages the hyper-connectivity of social networks to accelerate dissemination beyond what conventional media could achieve. Unlike traditional propaganda, which delivers a uniform message to all recipients, slopaganda can be micro-targeted — tailored to individuals based on estimated prior beliefs to reinforce political biases or emotional associations. The authors note that it need not aim at literal deception: much slopaganda is expressive rather than truth-apt, designed to create emotional associations rather than false factual beliefs. == Relation to AI slop == Slopaganda is a subset of AI slop — low-quality, mass-produced AI-generated content — distinguished by intent. Where AI slop may be produced indifferently for commercial or engagement-farming purposes, slopaganda is deployed with a deliberate political or ideological goal. == Notable examples == Examples discussed by the term's originators include Donald Trump's prolific use of AI in Truth Social posts and Iranian Lego-themed music videos. AI-generated videos posted by the White House mixing real military footage with clips from films and video games; and deepfake audio imitating political candidates during the 2024 US presidential campaign have also been given the label slopaganda.

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  • Learning to rank

    Learning to rank

    Learning to rank (LTR) or machine-learned ranking (MLR) is the application of machine learning, often supervised, semi-supervised or reinforcement learning, in the construction of ranking models for information retrieval and recommender systems. Training data may, for example, consist of lists of items with some partial order specified between items in each list. This order is typically induced by giving a numerical or ordinal score or a binary judgment (e.g. "relevant" or "not relevant") for each item. The goal of constructing the ranking model is to rank new, unseen lists in a similar way to rankings in the training data. == Applications == === In information retrieval === Ranking is a central part of many information retrieval problems, such as document retrieval, collaborative filtering, sentiment analysis, and online advertising. A possible architecture of a machine-learned search engine is shown in the accompanying figure. Training data consists of queries and documents matching them together with the relevance degree of each match. It may be prepared manually by human assessors (or raters, as Google calls them), who check results for some queries and determine relevance of each result. It is not feasible to check the relevance of all documents, and so typically a technique called pooling is used — only the top few documents, retrieved by some existing ranking models are checked. This technique may introduce selection bias. Alternatively, training data may be derived automatically by analyzing clickthrough logs (i.e. search results which got clicks from users), query chains, or such search engines' features as Google's (since-replaced) SearchWiki. Clickthrough logs can be biased by the tendency of users to click on the top search results on the assumption that they are already well-ranked. Training data is used by a learning algorithm to produce a ranking model which computes the relevance of documents for actual queries. Typically, users expect a search query to complete in a short time (such as a few hundred milliseconds for web search), which makes it impossible to evaluate a complex ranking model on each document in the corpus, and so a two-phase scheme is used. First, a small number of potentially relevant documents are identified using simpler retrieval models which permit fast query evaluation, such as the vector space model, Boolean model, weighted AND, or BM25. This phase is called top- k {\displaystyle k} document retrieval and many heuristics were proposed in the literature to accelerate it, such as using a document's static quality score and tiered indexes. In the second phase, a more accurate but computationally expensive machine-learned model is used to re-rank these documents. === In other areas === Learning to rank algorithms have been applied in areas other than information retrieval: In machine translation for ranking a set of hypothesized translations; In computational biology for ranking candidate 3-D structures in protein structure prediction problems; In recommender systems for identifying a ranked list of related news articles to recommend to a user after he or she has read a current news article. == Feature vectors == For the convenience of MLR algorithms, query-document pairs are usually represented by numerical vectors, which are called feature vectors. Such an approach is sometimes called bag of features and is analogous to the bag of words model and vector space model used in information retrieval for representation of documents. Components of such vectors are called features, factors or ranking signals. They may be divided into three groups (features from document retrieval are shown as examples): Query-independent or static features — those features, which depend only on the document, but not on the query. For example, PageRank or document's length. Such features can be precomputed in off-line mode during indexing. They may be used to compute document's static quality score (or static rank), which is often used to speed up search query evaluation. Query-dependent or dynamic features — those features, which depend both on the contents of the document and the query, such as TF-IDF score or other non-machine-learned ranking functions. Query-level features or query features, which depend only on the query. For example, the number of words in a query. Some examples of features, which were used in the well-known LETOR dataset: TF, TF-IDF, BM25, and language modeling scores of document's zones (title, body, anchors text, URL) for a given query; Lengths and IDF sums of document's zones; Document's PageRank, HITS ranks and their variants. Selecting and designing good features is an important area in machine learning, which is called feature engineering. == Evaluation measures == There are several measures (metrics) which are commonly used to judge how well an algorithm is doing on training data and to compare the performance of different MLR algorithms. Often a learning-to-rank problem is reformulated as an optimization problem with respect to one of these metrics. Examples of ranking quality measures: Mean average precision (MAP); DCG and NDCG; Precision@n, NDCG@n, where "@n" denotes that the metrics are evaluated only on top n documents; Mean reciprocal rank; Kendall's tau; Spearman's rho. DCG and its normalized variant NDCG are usually preferred in academic research when multiple levels of relevance are used. Other metrics such as MAP, MRR and precision, are defined only for binary judgments. Recently, there have been proposed several new evaluation metrics which claim to model user's satisfaction with search results better than the DCG metric: Expected reciprocal rank (ERR); Yandex's pfound. Both of these metrics are based on the assumption that the user is more likely to stop looking at search results after examining a more relevant document, than after a less relevant document. == Approaches == Learning to Rank approaches are often categorized using one of three approaches: pointwise (where individual documents are ranked), pairwise (where pairs of documents are ranked into a relative order), and listwise (where an entire list of documents are ordered). Tie-Yan Liu of Microsoft Research Asia has analyzed existing algorithms for learning to rank problems in his book Learning to Rank for Information Retrieval. He categorized them into three groups by their input spaces, output spaces, hypothesis spaces (the core function of the model) and loss functions: the pointwise, pairwise, and listwise approach. In practice, listwise approaches often outperform pairwise approaches and pointwise approaches. This statement was further supported by a large scale experiment on the performance of different learning-to-rank methods on a large collection of benchmark data sets. In this section, without further notice, x {\displaystyle x} denotes an object to be evaluated, for example, a document or an image, f ( x ) {\displaystyle f(x)} denotes a single-value hypothesis, h ( ⋅ ) {\displaystyle h(\cdot )} denotes a bi-variate or multi-variate function and L ( ⋅ ) {\displaystyle L(\cdot )} denotes the loss function. === Pointwise approach === In this case, it is assumed that each query-document pair in the training data has a numerical or ordinal score. Then the learning-to-rank problem can be approximated by a regression problem — given a single query-document pair, predict its score. Formally speaking, the pointwise approach aims at learning a function f ( x ) {\displaystyle f(x)} predicting the real-value or ordinal score of a document x {\displaystyle x} using the loss function L ( f ; x j , y j ) {\displaystyle L(f;x_{j},y_{j})} . A number of existing supervised machine learning algorithms can be readily used for this purpose. Ordinal regression and classification algorithms can also be used in pointwise approach when they are used to predict the score of a single query-document pair, and it takes a small, finite number of values. === Pairwise approach === In this case, the learning-to-rank problem is approximated by a classification problem — learning a binary classifier h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} that can tell which document is better in a given pair of documents. The classifier shall take two documents as its input and the goal is to minimize a loss function L ( h ; x u , x v , y u , v ) {\displaystyle L(h;x_{u},x_{v},y_{u,v})} . The loss function typically reflects the number and magnitude of inversions in the induced ranking. In many cases, the binary classifier h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} is implemented with a scoring function f ( x ) {\displaystyle f(x)} . As an example, RankNet adapts a probability model and defines h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} as the estimated probability of the document x u {\displaystyle x_{u}} has higher quality than x v {\displaystyle x_{v}} : P u , v ( f ) = CDF ( f ( x u ) − f ( x v ) ) , {\displaystyle P_{u,v}(f)={\text{CDF}

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  • Video editing software

    Video editing software

    Video editing software or a video editor is software used for performing the post-production video editing of digital video sequences on a non-linear editing system (NLE). It has replaced traditional flatbed celluloid film editing tools and analog video tape editing machines. Video editing software serves a lot of purposes, such as filmmaking, audio commentary, and general editing of video content. In NLE software, the user manipulates sections of video, images, and audio on a sequence. These clips can be trimmed, cut, and manipulated in many different ways. When editing is finished, the user exports the sequence as a video file. == Components == === Timeline === NLE software is typically based on a timeline interface where sections moving image video recordings, known as clips, are laid out in sequence and played back. The NLE offers a range of tools for trimming, splicing, cutting, and arranging clips across the timeline. Another kind of clip is a text clip, used to add text to a video, such as title screens or movie credits. Audio clips can additionally be mixed together, such as mixing a soundtrack with multiple sound effects. Typically, the timeline is divided into multiple rows on the y-axis for different clips playing simultaneously, whereas the x-axis represents the run time of the video. Effects such as transitions can be performed on each clip, such as a crossfade effect going from one scene to another. === Exporting === Since video editors represent a project with a file format specific to the program, one needs to export the video file in order to publish it. Once a project is complete, the editor can then export to movies in a variety of formats in a context that may range from broadcast tape formats to compressed video files for web publishing (such as on an online video platform or personal website), optical media, or saved to mobile devices. To facilitate editing, source video typically has a higher resolution than the desired output. Therefore, higher resolution video needs to be downscaled during exporting, or after exporting in a process known as transsizing. === Visual effects === As digital video editing advanced, visual effects became possible, and is part of the standard toolkit, usually found in prosumer and professional grade software. A common ability is to do compositing techniques such as chroma keying or luma keying, among others, which allow different objects to look as if they are in the same scene. A different kind of visual effects is motion capture. Software such as Blender can perform motion capture to make animated objects follow an actor's movements. === Additional features === Most professional video editors are able to do color grading, which is to manipulate visual attributes of a video such as contrast to enhance output, and improve emotional impact. Some video editors such as iMovie include stock footage available for use. == Hardware requirements == As video editing puts great demands on storage and graphics performance, especially at high resolutions such as 4K, and for videos with many visual effects, powerful hardware is often required. It is not uncommon for a computer built for video editing to have a lot of drive capacity, and a powerful graphics processing unit, which optimally has hardware accelerated video encoding. Having sufficient disk space is important since videos can take up large amounts of storage, depending on the resolution and compression format used. Each minute of a Full HD (1080p) video at 30 fps takes up 60MB of space. When visual effects are used, a server farm can be employed to speed up the rendering process. == Examples == Video editing software can be divided into consumer grade, which focuses on ease-of-use, along with professional grade software, which focuses on feature availability, and advanced editing techniques. The typical use case for the former is to edit personal videos on the go, when more advanced editing is not required. === Consumer grade === Photos (Apple) Google Photos YouTube Create === Prosumer grade === ==== Proprietary software ==== iMovie CyberLink PowerDirector === Professional grade === ==== Proprietary software ==== Final Cut Pro Adobe Premiere Pro DaVinci Resolve Vegas Pro Lightworks Camtasia Media Composer ==== Free and open source software ==== Avidemux Blender Cinelerra Flowblade Kdenlive OpenShot Shotcut While most video editing software has been separate from the operating systems, some operating systems have had a video editor installed by default, such as Windows Movie Maker in Windows XP, or as a component of the default photo viewer, such as the Photos app on iOS. Some social media platforms, such as TikTok and Instagram may include a rudimentary video editor to trim clips.

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  • Graphics processing unit

    Graphics processing unit

    A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a component on a discrete graphics card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles. GPUs are increasingly being used for artificial intelligence (AI) processing due to linear algebra acceleration, which is also used extensively in graphics processing. Although there is no single definition of the term, and it may be used to describe any video display system, in modern use a GPU includes the ability to internally perform the calculations needed for various graphics tasks, like rotating and scaling 3D images, and often the additional ability to run custom programs known as shaders. This contrasts with earlier graphics controllers known as video display controllers which had no internal calculation capabilities, or blitters, which performed only basic memory movement operations. The modern GPU emerged during the 1990s, adding the ability to perform operations like drawing lines and text without CPU help, and later adding 3D functionality. Graphics functions are generally independent and this lends these tasks to being implemented on separate calculation engines. Modern GPUs include hundreds, or thousands, of calculation units. This made them useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. The ability of GPUs to rapidly perform vast numbers of calculations has led to their adoption in diverse fields including artificial intelligence (AI) where they excel at handling data-intensive and computationally demanding tasks. Other non-graphical uses include the training of neural networks and cryptocurrency mining. == History == === 1960s === Dedicated 3D graphics hardware dates back to graphic terminals such as the Adage AGT-30 from 1967 with analog matrix processors. In 1969 Evans & Sutherland (E&S) introduced the Line Drawing System-1 (LDS-1), which was the first all-digital system to provide matrix multiplication. Also in 1969, the low-cost graphics terminal IMLAC PDS-1 was introduced. It later saw use as an early 3D gaming machine with the likes of Maze War. === 1970s === In professional hardware, in 1972 PLATO IV system becomes operational at the University of Illinois Urbana-Champaign. Between around 1973 and 1978, several networked multiplayer wireframe 3D games are implemented and popularized by users of the system. Also in 1972, the E&S Continuous Tone 1 (CT1) "Watkins box" system (consisting of an E&S LDS-2 and Shaded Picture System) is delivered to Case Western Reserve University. It offered the first real-time Gouraud shading. In 1975, a joint effort between Evans & Sutherland Computer Corporation and the University of Utah's computer graphics department results in the first ever MOSFET video framebuffer, capable of color and smooth shading. E&S Continuous Tone 3 (CT3) system was delivered in 1977 to Lufthansa for pilot training using computer simulation. It was the first graphics system capable of real-time texture mapping. Ikonas made graphics systems with 8- and 24-bit graphics and 3D acceleration in the late 70s. Arcade system boards have used specialized 2D graphics circuits since the 1970s. In early video game hardware, RAM for frame buffers was expensive, so video chips composited data together as the display was being scanned out on the monitor. A specialized barrel shifter circuit helped the CPU animate the framebuffer graphics for various 1970s arcade video games from Midway and Taito, such as Gun Fight (1975), Sea Wolf (1976), and Space Invaders (1978). The Namco Galaxian arcade system in 1979 used specialized graphics hardware that supported RGB color, multi-colored sprites, and tilemap backgrounds. The Galaxian hardware was widely used during the golden age of arcade video games, by game companies such as Namco, Centuri, Gremlin, Irem, Konami, Midway, Nichibutsu, Sega, and Taito. The Atari 2600 in 1977 used a video shifter called the Television Interface Adaptor. Atari 8-bit computers (1979) had ANTIC, a video processor which interpreted instructions describing a "display list"—the way the scan lines map to specific bitmapped or character modes and where the memory is stored (so there did not need to be a contiguous frame buffer). 6502 machine code subroutines could be triggered on scan lines by setting a bit on a display list instruction. ANTIC also supported smooth vertical and horizontal scrolling independent of the CPU. === 1980s === In the 1980s significant advancements were made in professional 3D graphics hardware. Perhaps most impactful was the 1981 development of the Geometry Engine, a VLSI vector processor ASIC designed by Jim Clark and Marc Hannah at Stanford University. This processor is the forerunner of modern tensor cores and other similar processors marketed for graphics and AI. The Geometry Engine went on to be used in Silicon Graphics workstations for many years. Silicon Graphics's first product, shipped in November 1983, was the IRIS 1000, a terminal with hardware-accelerated 3D graphics based on the Geometry Engine. The Geometry Engine was capable of approximately 6 million operations per second. The 1981 NEC μPD7220 was the first implementation of a personal computer graphics display processor as a single large-scale integration (LSI) integrated circuit chip. This enabled the design of low-cost, high-performance video graphics cards such as those from Number Nine Visual Technology. It became the best-known GPU until the mid-1980s. It was the first fully integrated VLSI (very large-scale integration) metal–oxide–semiconductor (NMOS) graphics display processor for PCs, supported up to 1024×1024 resolution, and laid the foundations for the PC graphics market. It was used in a number of graphics cards and was licensed for clones such as the Intel 82720, the first of Intel's graphics processing units. The Williams Electronics arcade games Robotron: 2084, Joust, Sinistar, and Bubbles, all released in 1982, contain custom blitter chips for operating on 16-color bitmaps. In 1984, Hitachi released the ARTC HD63484, the first major CMOS graphics processor for personal computers. The ARTC could display up to 4K resolution when in monochrome mode. It was used in a number of graphics cards and terminals during the late 1980s. In 1985, the Amiga was released with a custom graphics chip called Agnus including a blitter for bitmap manipulation, line drawing, and area fill. It also included a coprocessor with its own simple instruction set, that was capable of manipulating graphics hardware registers in sync with the video beam (e.g. for per-scanline palette switches, sprite multiplexing, and hardware windowing), or driving the blitter. Also in 1985, IBM released the Professional Graphics Controller, designed by later to be Nvidia co-founder Curtis Priem, which was a rudimentary 3D card with 640 × 480 256-color graphics which used a dedicated CPU to draw graphics independently of the main system. It was used as the basis of cards by a number of makers (including Matrox) and its analog RGB signaling led directly to the VGA video standard. Priem later in the 80s worked on the influential Sun Microsystems GX (also known as cgsix) accelerated 2D graphics card. In 1986, Texas Instruments released the TMS34010, the first fully programmable graphics processor. It could run general-purpose code but also had a graphics-oriented instruction set. During 1990–1992, this chip became the basis of the Texas Instruments Graphics Architecture ("TIGA") Windows accelerator cards. Following in 1987, the IBM 8514 graphics system was released. It was one of the first video cards for IBM PC compatibles that implemented fixed-function 2D primitives in electronic hardware. Sharp's X68000, released in 1987, used a custom graphics chipset with a 65,536 color palette and hardware support for sprites, scrolling, and multiple playfields. It served as a development machine for Capcom's CP System arcade board. Fujitsu's FM Towns computer, released in 1989, had support for a 16,777,216 color palette. For context, IBM also introduced its Video Graphics Array (VGA) display system in 1987, with a maximum resolution of 640 × 480 pixels. Unlike 8514/A, VGA had no hardware acceleration features. In November 1988, NEC Home Electronics announced its creation of the Video Electronics Standards Association (VESA) to develop and promote a Super VGA (SVGA) computer display standard as a successor to VGA. Super VGA enabled graphics display resolutions up to 800 × 600 pixels, a 56% increase. In 1988 SGI sold IRIS workstation graphics with 10-12 Geometry Engines and introduced the IrisVision add-in board for IBM MicroChannel bus (RS/6000) based on the Geometry Engine as well. In 1988 as well, the first dedicated polygonal 3D graphics boards in arcade machines were introduced wit

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  • Syman

    Syman

    SYMAN is an artificial intelligence technology that uses data from social media profiles to identify trends in the job market. SYMAN is designed to organize actionable data for products and services including recruiting, human capital management, CRM, and marketing. SYMAN was developed with a $21 million series B financing round secured by Identified, which was led by VantagePoint Capital Partners and Capricorn Investment Group.

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  • SUPS

    SUPS

    In computational neuroscience, SUPS (for Synaptic Updates Per Second) or formerly CUPS (Connections Updates Per Second) is a measure of a neuronal network performance, useful in fields of neuroscience, cognitive science, artificial intelligence, and computer science. == Computing == For a processor or computer designed to simulate a neural network SUPS is measured as the product of simulated neurons N {\displaystyle N} and average connectivity c {\displaystyle c} (synapses) per neuron per second: S U P S = c × N {\displaystyle SUPS=c\times N} Depending on the type of simulation it is usually equal to the total number of synapses simulated. In an "asynchronous" dynamic simulation if a neuron spikes at υ {\displaystyle \upsilon } Hz, the average rate of synaptic updates provoked by the activity of that neuron is υ c N {\displaystyle \upsilon cN} . In a synchronous simulation with step Δ t {\displaystyle \Delta t} the number of synaptic updates per second would be c N Δ t {\displaystyle {\frac {cN}{\Delta t}}} . As Δ t {\displaystyle \Delta t} has to be chosen much smaller than the average interval between two successive afferent spikes, which implies Δ t < 1 υ N {\displaystyle \Delta t<{\frac {1}{\upsilon N}}} , giving an average of synaptic updates equal to υ c N 2 {\displaystyle \upsilon cN^{2}} . Therefore, spike-driven synaptic dynamics leads to a linear scaling of computational complexity O(N) per neuron, compared with the O(N2) in the "synchronous" case. == Records == Developed in the 1980s Adaptive Solutions' CNAPS-1064 Digital Parallel Processor chip is a full neural network (NNW). It was designed as a coprocessor to a host and has 64 sub-processors arranged in a 1D array and operating in a SIMD mode. Each sub-processor can emulate one or more neurons and multiple chips can be grouped together. At 25 MHz it is capable of 1.28 GMAC. After the presentation of the RN-100 (12 MHz) single neuron chip at Seattle 1991 Ricoh developed the multi-neuron chip RN-200. It had 16 neurons and 16 synapses per neuron. The chip has on-chip learning ability using a proprietary backdrop algorithm. It came in a 257-pin PGA encapsulation and drew 3.0 W at a maximum. It was capable of 3 GCPS (1 GCPS at 32 MHz). In 1991–97, Siemens developed the MA-16 chip, SYNAPSE-1 and SYNAPSE-3 Neurocomputer. The MA-16 was a fast matrix-matrix multiplier that can be combined to form systolic arrays. It could process 4 patterns of 16 elements each (16-bit), with 16 neuron values (16-bit) at a rate of 800 MMAC or 400 MCPS at 50 MHz. The SYNAPSE3-PC PCI card contained 2 MA-16 with a peak performance of 2560 MOPS (1.28 GMAC); 7160 MOPS (3.58 GMAC) when using three boards. In 2013, the K computer was used to simulate a neural network of 1.73 billion neurons with a total of 10.4 trillion synapses (1% of the human brain). The simulation ran for 40 minutes to simulate 1 s of brain activity at a normal activity level (4.4 on average). The simulation required 1 Petabyte of storage.

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  • Visual descriptor

    Visual descriptor

    In computer vision, visual descriptors or image descriptors are descriptions of the visual features of the contents in images, videos, or algorithms or applications that produce such descriptions. They describe elementary characteristics such as the shape, the color, the texture or the motion, among others. == Introduction == As a result of the new communication technologies and the massive use of Internet in our society, the amount of audio-visual information available in digital format is increasing considerably. Therefore, it has been necessary to design some systems that allow us to describe the content of several types of multimedia information in order to search and classify them. The audio-visual descriptors are in charge of the contents description. These descriptors have a good knowledge of the objects and events found in a video, image or audio and they allow the quick and efficient searches of the audio-visual content. This system can be compared to the search engines for textual contents. Although it is relatively easy to find text with a computer, it is much more difficult to find concrete audio and video parts. For instance, imagine somebody searching a scene of a happy person. The happiness is a feeling and it is not evident its shape, color and texture description in images. The description of the audio-visual content is not a superficial task and it is essential for the effective use of this type of archives. The standardization system that deals with audio-visual descriptors is the MPEG-7 (Motion Picture Expert Group - 7). == Types == Descriptors are the first step to find out the connection between pixels contained in a digital image and what humans recall after having observed an image or a group of images after some minutes. Visual descriptors are divided in two main groups: General information descriptors: contain low level descriptors which give a description about color, shape, regions, textures and motion. Specific domain information descriptors: give information about objects and events in the scene. A concrete example would be face recognition. === General information descriptors === General information descriptors consist of a set of descriptors that covers different basic and elementary features like: color, texture, shape, motion, location and others. This description is automatically generated by means of signal processing. ==== Color ==== It's the most basic quality of visual content. Five tools are defined to describe color. The three first tools represent the color distribution and the last ones describe the color relation between sequences or group of images: Dominant color descriptor (DCD) Scalable color descriptor (SCD) Color structure descriptor (CSD) Color layout descriptor (CLD) Group of frame (GoF) or group-of-pictures (GoP) ==== Texture ==== It's an important quality in order to describe an image. The texture descriptors characterize image textures or regions. They observe the region homogeneity and the histograms of these region borders. The set of descriptors is formed by: Homogeneous texture descriptor (HTD) Texture browsing descriptor (TBD) Edge histogram descriptor (EHD) ==== Shape ==== It contains important semantic information due to human's ability to recognize objects through their shape. However, this information can only be extracted by means of a segmentation similar to the one that the human visual system implements. Nowadays, such a segmentation system is not available yet, however there exists a serial of algorithms which are considered to be a good approximation. These descriptors describe regions, contours and shapes for 2D images and for 3D volumes. The shape descriptors are the following ones: Region-based shape descriptor (RSD) Contour-based shape descriptor (CSD) 3-D shape descriptor (3-D SD) ==== Motion ==== It's defined by four different descriptors which describe motion in video sequence. Motion is related to the objects motion in the sequence and to the camera motion. This last information is provided by the capture device, whereas the rest is implemented by means of image processing. The descriptor set is the following one: Motion activity descriptor (MAD) Camera motion descriptor (CMD) Motion trajectory descriptor (MTD) Warping and parametric motion descriptor (WMD and PMD) ==== Location ==== Elements location in the image is used to describe elements in the spatial domain. In addition, elements can also be located in the temporal domain: Region locator descriptor (RLD) Spatio temporal locator descriptor (STLD) === Specific domain information descriptors === These descriptors, which give information about objects and events in the scene, are not easily extractable, even more when the extraction is to be automatically done. Nevertheless, they can be manually processed. As mentioned before, face recognition is a concrete example of an application that tries to automatically obtain this information. == Descriptors applications == Among all applications, the most important ones are: Multimedia documents search engines and classifiers. Digital library: visual descriptors allow a very detailed and concrete search of any video or image by means of different search parameters. For instance, the search of films where a known actor appears, the search of videos containing the Everest mountain, etc. Personalized electronic news service. Possibility of an automatic connection to a TV channel broadcasting a soccer match, for example, whenever a player approaches the goal area. Control and filtering of concrete audiovisual content, like violent or pornographic material. Also, authorization for some multimedia content.

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  • Adversarial machine learning

    Adversarial machine learning

    Adversarial machine learning is the study of the attacks on machine learning algorithms, and of the defenses against such attacks. Machine learning techniques are mostly designed to work on specific problem sets, under the assumption that the training and test data are generated from the same statistical distribution (IID). However, this assumption is often violated in practical high-stake applications, where users may intentionally supply fabricated data that violates the statistical assumption. Most common attacks in adversarial machine learning include evasion attacks, data poisoning attacks, Byzantine attacks and model extraction. == History == At the MIT Spam Conference in January 2004, John Graham-Cumming showed that a machine-learning spam filter could be used to defeat another machine-learning spam filter by automatically learning which words to add to a spam email to get the email classified as not spam. In 2004, Nilesh Dalvi and others noted that linear classifiers used in spam filters could be defeated by simple "evasion attacks" as spammers inserted "good words" into their spam emails. (Around 2007, some spammers added random noise to fuzz words within "image spam" in order to defeat OCR-based filters.) In 2006, Marco Barreno and others published "Can Machine Learning Be Secure?", outlining a broad taxonomy of attacks. As late as 2013 many researchers continued to hope that non-linear classifiers (such as support vector machines and neural networks) might be robust to adversaries, until Battista Biggio and others demonstrated the first gradient-based attacks on such machine-learning models (2012–2013). In 2012, deep neural networks began to dominate computer vision problems; starting in 2014, Christian Szegedy and others demonstrated that deep neural networks could be fooled by adversaries, again using a gradient-based attack to craft adversarial perturbations. Further work would show that adversarial attacks are harder to produce in uncontrolled environments, due to the different environmental constraints that cancel out the effect of noise. For example, any small rotation or slight illumination on an adversarial image can destroy the adversariality. In addition, researchers such as Google Brain's Nick Frosst point out that it is much easier to make self-driving cars miss stop signs by physically removing the sign itself, rather than creating adversarial examples. Frosst also believes that the adversarial machine learning community incorrectly assumes models trained on a certain data distribution will also perform well on a completely different data distribution. He suggests that a new approach to machine learning should be explored, and is currently working on a unique neural network that has characteristics more similar to human perception than state-of-the-art approaches. While adversarial machine learning continues to be heavily rooted in academia, large tech companies such as Google, Microsoft, and IBM have begun curating documentation and open source code bases to allow others to concretely assess the robustness of machine learning models and minimize the risk of adversarial attacks. === Examples === Examples include attacks in spam filtering, where spam messages are obfuscated through the misspelling of "bad" words or the insertion of "good" words; attacks in computer security, such as obfuscating malware code within network packets or modifying the characteristics of a network flow to mislead intrusion detection; attacks in biometric recognition where fake biometric traits may be exploited to impersonate a legitimate user; or to compromise users' template galleries that adapt to updated traits over time. Researchers showed that by changing only one-pixel it was possible to fool deep learning algorithms. Others 3-D printed a toy turtle with a texture engineered to make Google's object detection AI classify it as a rifle regardless of the angle from which the turtle was viewed. Creating the turtle required only low-cost commercially available 3-D printing technology. A machine-tweaked image of a dog was shown to look like a cat to both computers and humans. A 2019 study reported that humans can guess how machines will classify adversarial images. Researchers discovered methods for perturbing the appearance of a stop sign such that an autonomous vehicle classified it as a merge or speed limit sign. A data poisoning filter called Nightshade was released in 2023 by researchers at the University of Chicago. It was created for use by visual artists to put on their artwork to corrupt the data set of text-to-image models, which usually scrape their data from the internet without the consent of the image creator. McAfee attacked Tesla's former Mobileye system, fooling it into driving 50 mph over the speed limit, simply by adding a two-inch strip of black tape to a speed limit sign. Adversarial patterns on glasses or clothing designed to deceive facial-recognition systems or license-plate readers, have led to a niche industry of "stealth streetwear". An adversarial attack on a neural network can allow an attacker to inject algorithms into the target system. Researchers can also create adversarial audio inputs to disguise commands to intelligent assistants in benign-seeming audio; a parallel literature explores human perception of such stimuli. Clustering algorithms are used in security applications. Malware and computer virus analysis aims to identify malware families, and to generate specific detection signatures. In the context of malware detection, researchers have proposed methods for adversarial malware generation that automatically craft binaries to evade learning-based detectors while preserving malicious functionality. Optimization-based attacks such as GAMMA use genetic algorithms to inject benign content (for example, padding or new PE sections) into Windows executables, framing evasion as a constrained optimization problem that balances misclassification success with the size of the injected payload and showing transferability to commercial antivirus products. Complementary work uses generative adversarial networks (GANs) to learn feature-space perturbations that cause malware to be classified as benign; Mal-LSGAN, for instance, replaces the standard GAN loss with a least-squares objective and modified activation functions to improve training stability and produce adversarial malware examples that substantially reduce true positive rates across multiple detectors. == Challenges in applying machine learning to security == Researchers have observed that the constraints under which machine-learning techniques function in the security domain are different from those of common benchmark domains. Security data may change over time, include mislabeled samples, or reflect adversarial behavior, which complicates evaluation and reproducibility. === Data collection issues === Security datasets vary across formats, including binaries, network traces, and log files. Studies have reported that the process of converting these sources into features can introduce bias or inconsistencies. In addition, time-based leakage can occur when related malware samples are not properly separated across training and testing splits, which may lead to overly optimistic results. === Labeling and ground truth challenges === Malware labels are often unstable because different antivirus engines may classify the same sample in conflicting ways. Ceschin et al. note that families may be renamed or reorganized over time, causing further discrepancies in ground truth and reducing the reliability of benchmarks. === Concept drift === Because malware creators continuously adapt their techniques, the statistical properties of malicious samples also change. This form of concept drift has been widely documented and may reduce model performance unless systems are updated regularly or incorporate mechanisms for incremental learning. === Feature robustness === Researchers differentiate between features that can be easily manipulated and those that are more resistant to modification. For example, simple static attributes, such as header fields, may be altered by attackers, while structural features, such as control-flow graphs, are generally more stable but computationally expensive to extract. === Class imbalance === In realistic deployment environments, the proportion of malicious samples can be extremely low, ranging from 0.01% to 2% of total data. This unbalanced distribution causes models to develop a bias towards the majority class, achieving high accuracy but failing to identify malicious samples. Prior approaches to this problem have included both data-level solutions and sequence-specific models. Methods like n-gram and Long Short-Term Memory (LSTM) networks can model sequential data, but their performance has been shown to decline significantly when malware samples are realistically proportioned in the training set, demonstrating the limitations in

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  • Automated negotiation

    Automated negotiation

    Automated negotiation is a form of interaction in systems that are composed of multiple autonomous agents, in which the aim is to reach agreements through an iterative process of making offers. Automated negotiation can be employed for many tasks human negotiators regularly engage in, such as bargaining and joint decision making. The main topics in automated negotiation revolve around the design of protocols and negotiating strategies. == History == Through digitization, the beginning of the 21st century has seen a growing interest in the automation of negotiation and e-negotiation systems, for example in the setting of e-commerce. This interest is fueled by the promise of automated agents being able to negotiate on behalf of human negotiators, and to find better outcomes than human negotiators. == Examples == Examples of automated negotiation include: Online dispute resolution, in which disagreements between parties are settled. Sponsored search auction, where bids are placed on advertisement keywords. Content negotiation, in which user agents negotiate over HTTP about how to best represent a web resource. Negotiation support systems, in which negotiation decision-making activities are supported by an information system.

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