AI Face Live

AI Face Live — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Umoove

    Umoove

    Umoove is a high tech startup company that has developed and patented a software-only face and eye tracking technology. The idea was first conceived as an attempt to aid people with disabilities but has since evolved. The only compatibility qualification for tablet computers and smartphones to run Umoove software is a front-facing camera. Umoove headquarters are in Israel on Jerusalem’s Har Hotzvim. Umoove has 15 employees and received two million dollars in financing in 2012. The company's original founders invested around $800,000 to start the business in 2010. In 2013 Umoove was named one of the top three most promising Israeli start ups by Newsgeeks magazine. The company also participated in the 2013 LeWeb conference in Paris, France, where innovative technology startups are showcased. == Technology == The technology uses information extracted from previous frames, such as the angle of the user's head to predict where to look for facial targets in the next frame. This anticipation minimizes the amount of computation needed to scan each image. Umoove accounts for variances in environment, lighting conditions and user hand shake/movement. The technology is designed to provide a consistent experience, whether you're in a brightly lit area or a darkened basement, and to work fluidly between them by adapting its processing when it detects color and brightness shifts. It uses an active stabilization technique to filter out natural body movements from an unstable camera in order to minimize false-positive motion detection. Running the Umoove software on a Samsung Galaxy S3 is said to take up only 2% CPU. Umoove works exclusively with software and there is no hardware add-on necessary. It can be run on any smartphone or tablet computer that has a front-facing camera. Umoove claims that even a low-quality camera on an old device will run their software flawlessly. == Umoove Experience == In January 2014 Umoove released its first game onto the app store. The Umoove Experience game lets users control where they are 'flying' in the game through simple gestures and motions with their head. The avatar will basically go toward wherever the user looks. The game was created to showcase the technology for game developers but that did not stop some from criticizing its simplicity. Umoove also announced that they raised another one million dollars and that they are opening offices in Silicon Valley, California. In February 2014, Umoove announced that their face-tracking software development kit is available for Android developers as well as iOS. == Reviews == The Umoove Experience garnered mostly positive reviews from bloggers and mainstream media with some predicting that it could be the future of mobile gaming. Mashable wrote that Umoove's technology could be the emergence of gesture recognition technology in the mobile space, similar to Kinect with console gaming and what Leap Motion has done with desktop computers. Some, however, remain skeptical. CNET, for example, did not give the game a positive review and called the eye tracking technology 'freaky but cool'. They also noted that pioneering technologies have been known to fall short of expectations, citing Apple Inc’s Siri as an example. The technology blog GigaOM said that the Umoove Experience is ’awesome’ and technology evangelist Robert Scoble has called Umoove "brilliant". == uHealth == In January 2015, Umoove released uHealth, a mobile application that uses eye tracking game-like exercise to challenge the user's ability to be attentive, continuously focus, follow commands and avoid distractions. The app is designed in the form of two games, one to improve attention and another that hones focus. uHealth is a training tool, not a diagnostic. Umoove has stated that they want to use their technology for diagnosing neurological disorders but this will depend on clinical tests and FDA approval. The company cites the direct relationship between eye movements and brain activity as well as various vision-based therapies have been backed by many scientific studies conducted over the past decades. uHealth is the first time this type of therapy is delivered right to the end user through a simple download. == Collaboration rumors == In March 2013 there were rumors on the internet that Umoove would be the functioning software embedded into the Samsung Galaxy S4, which was due to launch that month. This rumor was perpetrated by, among others, New York Times, Techcrunch and Yahoo. Once Samsung launched without the Umoove technology rumors about a potential collaboration with Apple Inc hit the web. It has been said that due to the fact that Apple Inc is losing market share and stock value to Samsung they will be more aggressive and eye tracking is a logical place to make that move.

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  • Eimear Kenny

    Eimear Kenny

    Eimear E. Kenny is a researcher in population genetics and translation genomics, and is the Founding Director of the Institute for Genomic Health, and Endowed Chair and Professor of Genomic Health at the Icahn School of Medicine at Mount Sinai. She is known for novel approaches in computational genomics, advancing the study of human genetic variation and its connection to disease risk and diagnosis. Her research has laid the foundation for integrating artificial intelligence (AI) and genomics into precision medicine and routine clinical care. By combining genomics, computer science, and medicine, her work leverages genomic sequencing technologies and machine learning algorithms to uncover insights that improve patient care, accelerate genomic data analysis, and enable the future of AI-driven healthcare. She has led multiple genomics-based clinical trials, applying computational biology and AI in clinical settings to advance genomic medicine and precision healthcare. == Research == A recipient of the Early-Career Award from the American Society of Human Genetics (USA), Kenny, as of 2024, leads a team in genetics, computer science, and medicine, focusing on genetic ancestry, large-scale genomics, clinical trials, and genomic medicine at the Institute for Genomic Health. The lab works to advance understanding of genetic ancestry and its impact on health in order to inform better clinical medicine models. She is recognized for her work to leverage biobanks for translational genomics and her development of new genetic tests an strategies for health care management. In one study, she and her colleagues investigated genetic disorders that might be under-diagnosed due to insufficient data, and found a variant in a collagen gene associated with Steel syndrome. This syndrome caused short stature and bone and joint issues and was thought to be rare. However, the study revealed it is common in individuals with Puerto Rican ancestry. Three of Kenny's genomic medicine clinical trials assessed how to bring new technology, such as digital apps, or information, such as polygenic risk scores, into routine clinical care. In the 2010s, Kenny was instrumental in several large-scale sequencing studies, including the 1000 Genomes Project, the Exome Sequencing Project, the Genome Sequencing Project, and the Trans-Omics for Precision Medicine. In 2012, she led work that discovered the variant responsible for blond hair in Melanesia, work that was featured in the Smithsonian NHGRI Human Genome Exhibit in Washington, D.C. In 2017, her group was one of the first to demonstrate that polygenic risk scores derived in predominantly European populations have reduced accuracy when applied in populations now widely acknowledged as a major challenge in the field of genomic risk prediction. As of 2024, she is Principal Investigator in many NIH-funded international consortium focused on computational genomics and genomic medicine, including Electronic Medical Records and Genomics, Polygenic Risk Methods in Diverse Populations, and the Human Pangenome Reference Consortium. In 2023, Kenny played a key role in a groundbreaking advancement in genomics research by helping to map a diverse human pangenome—a major shift from reliance on a single reference genome. Unlike the earlier genetic map, based on one man of mixed European and African ancestry in Buffalo, this new pangenome project captures far greater human genetic diversity. As reported by The Washington Post, Kenny's work demonstrates how a more inclusive human genome can drive discoveries in rare genetic diseases, improve genomic medicine, and accelerate the future of precision healthcare. Kenny was co-developer and current license holder for Random Forest adMIXture (RFMix), a patented software for inferring continental and sub-continental ancestry at genomic loci. == Education and career == Kenny graduated from Trinity College Dublin with a BA in Biochemistry in 1999 and did a masters in Bioinformatics at Leeds University. She received her PhD in Computational Genomics at Rockefeller University, and did her post-doctoral work in the lab of Dr. Carlos D. Bustamante at Stanford University. === Academic appointments === As of 2024, at Mount Sinai, she serves as the Endowed Chair and Professor of Genomic Health, Professor at the Department of Medicine and Professor at the Department of Genetics and Genomic Sciences. Since 2018 she has served as the Founding Director of the Institute for Genomic Health, and since 2022, she also serves as the Founding Director of the Center for Translational Genomics. She is also the Director of Translational Research, Division for Genomic Medicine. Former appointments include Assistant Professor at the Department of Genetics and Genomic Sciences and Member at The Charles Bronfman Institute of Personalized Medicine, both at Mount Sinai. She was also Bioinformatics Programmer at the California Institute of Technology, and research assistant at the Massachusetts Institute of Technology. == Publications == As of 2024, Kenny is an advisor to Cell Genomics. Google Scholar reports 50,623 citations, an h-index of 66 and an i10-index of 130. The five most-cited articles she contributed to are: Auton, A; Brooks, LD; Durbin, RM; Garrison, EP; Kang, HM; Korbel, JO; Marchini, JL; McCarthy, S; McVean, GA; Abecasis, GR (2015). "A global reference for human genetic variation". Nature. 526 (7571): 68–74. Bibcode:2015Natur.526...68T. doi:10.1038/nature15393. PMC 4750478. PMID 26432245.. Cited by 14847 Abecasis, GR; Auton, A; Brooks, LD; DePristo, MA; Durbin, RM; Handsaker, RE; Kang, HM; Marth, GT; McVean, GA (2012). "An integrated map of genetic variation from 1,092 human genomes". Nature. 491 (7422): 56–65. Bibcode:2012Natur.491...56T. doi:10.1038/nature11632. PMC 3498066. PMID 23128226.. Cited by 8287 Jacob A. Tennessen et al. Evolution and Functional Impact of Rare Coding Variation from Deep Sequencing of Human Exomes.Science337,64–69(2012).DOI:10.1126/science.1219240 Cited by 1886 Taliun, D.; Harris, D.N.; Kessler, M.D.; et al. (2021). "Sequencing of 53,831 diverse genomes from the NHLBI TOPMed Program". Nature. 590 (7845): 290–299. Bibcode:2021Natur.590..290T. doi:10.1038/s41586-021-03205-y. PMC 7875770. PMID 33568819.. Cited by 1369 Vilhjálmsson, BJ; et al. (2015). "Modeling Linkage Disequilibrium Increases Accuracy of Polygenic Risk Scores". Am J Hum Genet. 97 (4): 576–92. doi:10.1016/j.ajhg.2015.09.001. PMC 4596916. PMID 26430803.. Cited by 1327

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  • Lethal autonomous weapon

    Lethal autonomous weapon

    A lethal autonomous weapon (LAW), also known as a lethal autonomous weapon system (LAWS), autonomous weapon system (AWS), robotic weapon, or killer robot, is a type of military drone or military robot, which is autonomous in that it can independently search for and engage targets based on programmed constraints and descriptions. As of 2025, most military drones (including unmanned aerial vehicles and unmanned combat aerial vehicles) and military robots are not truly autonomous. LAWs may engage in drone warfare in the air, on land, on water, underwater, or in space. == Definitions == In weapons development, the term "autonomous" is somewhat ambiguous and can vary hugely between different scholars, nations and organizations. There is no definition of lethal autonomous weapon systems that is generally agreed upon among different countries. The official United States Department of Defense Policy on Autonomy in Weapon Systems (Department of Defense Directive 3000.09) defines an Autonomous Weapon System as one that "...once activated, can select and engage targets without further intervention by a human operator." Heather Roff, a writer for Case Western Reserve University School of Law, describes autonomous weapon systems as "... capable of learning and adapting their 'functioning in response to changing circumstances in the environment in which [they are] deployed,' as well as capable of making firing decisions on their own." The British Ministry of Defence states "Whilst definitions can vary, the key difference is that an automated system is capable of carrying out complicated tasks but is incapable of complex decision-making, whereas an autonomous system is capable of deciding a course of action without depending on human oversight and control." Scholars such as Peter Asaro and Mark Gubrud believe that any weapon system that is capable of releasing a lethal force without the operation, decision, or confirmation of a human supervisor can be deemed autonomous. == Automatic defensive systems == Some definitions of autonomous weapon systems are broad enough to include land mines and naval mines, simple automatically-triggered lethal weapons that have been in use for centuries. Some current examples of LAWs are automated "hardkill" active protection systems, such as a radar-guided close-in weapon systems (CIWS) used to defend ships that have been in use since the 1970s (e.g., the US Phalanx CIWS). Such systems can autonomously identify and attack oncoming missiles, rockets, artillery fire, aircraft, and surface vessels according to criteria set by the human operator. Similar systems exist for tanks, such as the Russian Arena, the Israeli Trophy, and the German AMAP-ADS. Several types of stationary sentry guns, which can fire at humans and vehicles, are used in South Korea and Israel. Many missile defence systems, such as Iron Dome, also have autonomous targeting capabilities. The main reason for not having a "human in the loop" in these systems is the need for rapid response. They have generally been used to protect personnel and installations against incoming projectiles. == Autonomous offensive systems == According to The Economist in 2018, as technology advances, applications of uncrewed undersea vehicles could include mine clearance, mine-laying, anti-submarine sensor networking in contested waters, patrolling with active sonar, resupplying manned submarines, and becoming low-cost missile platforms. In 2017 the Russian Federation was developing artificially intelligent missiles, drones, unmanned vehicles, military robots and medic robots. In 2018, the U.S. Nuclear Posture Review alleged that Russia was developing a "new intercontinental, nuclear-armed, nuclear-powered, undersea autonomous torpedo" named "Status 6". Israeli Minister Ayoob Kara stated in 2017 that Israel is developing military robots, including ones as small as flies. In October 2018, Zeng Yi, a senior executive at the Chinese defense firm Norinco, gave a speech in which he said that "In future battlegrounds, there will be no people fighting", and that the use of lethal autonomous weapons in warfare is "inevitable". In 2019, US Defense Secretary Mark Esper lashed out at China for selling drones capable of taking life with no human oversight. As of 2020, DARPA was working on making swarms of 250 autonomous lethal drones available to the American military. The US Navy is developing unmanned surface vehicles, also called sea drones, including Ghost Fleet Overlord, with plans to equip them with weapons and with the potential to use them semi-autonomously. In 2020 a Kargu 2 drone hunted down and attacked a human target in Libya, according to a report from the UN Security Council's Panel of Experts on Libya, published in March 2021. This may have been the first time an autonomous killer robot armed with lethal weaponry attacked human beings. In May 2021 Israel conducted an AI-guided combat drone swarm attack in Gaza. In the Russo-Ukrainian war, Ukraine has developed advanced drones with integrated artificial intelligence for a range of drone warfare purposes, including to attack infrastructure in Russia, although as of May 2026, Al Jazeera reported that humans remain in control of operation. == Ethical and legal issues == === Degree of human control === Three classifications of the degree of human control of autonomous weapon systems were laid out by Bonnie Docherty in a 2012 Human Rights Watch report. human-in-the-loop: a human must instigate the action of the weapon (in other words not fully autonomous). human-on-the-loop: a human may abort an action. human-out-of-the-loop: no human action is involved. === Standard used in US policy === Department of Defense Directive 3000.09 states that "Autonomous … weapons systems shall be designed to allow commanders and operators to exercise appropriate levels of human judgment over the use of force." However, as noted in the Bulletin of the Atomic Scientists, the policy requires that autonomous weapon systems that kill people or use kinetic force, selecting and engaging targets without further human intervention, be certified as compliant with "appropriate levels" and other standards, not that such weapon systems cannot meet these standards and are therefore forbidden. "Semi-autonomous" hunter-killers that autonomously identify and attack targets do not even require certification. Deputy Defense Secretary Robert O. Work said in 2016 that the Defense Department would "not delegate lethal authority to a machine to make a decision", but might need to reconsider this since "authoritarian regimes" may do so. In October 2016 President Barack Obama stated that early in his career he was wary of a future in which a US president making use of drone warfare could "carry on perpetual wars all over the world, and a lot of them covert, without any accountability or democratic debate". In the US, security-related AI has fallen under the purview of the National Security Commission on Artificial Intelligence since 2018. On October 31, 2019, the United States Department of Defense's Defense Innovation Board published the draft of a report outlining five principles for weaponized AI and making 12 recommendations 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. A major concern is how the report will be implemented. === Possible violations of ethics and international acts === Stuart Russell, professor of computer science from University of California, Berkeley stated the concern he has with LAWs is that his view is that it is unethical and inhumane. The main issue with this system is it is hard to distinguish between combatants and non-combatants. There is concern by some economists and legal scholars about whether LAWs would violate International Humanitarian Law, especially the principle of distinction, which requires the ability to discriminate combatants from non-combatants, and the principle of proportionality, which requires that damage to civilians be proportional to the military aim. This concern is often invoked as a reason to ban "killer robots" altogether - but it is doubtful that this concern can be an argument against LAWs that do not violate International Humanitarian Law. A 2021 report by the American Congressional Research Service states that "there are no domestic or international legal prohibitions on the development of use of LAWs," although it acknowledges ongoing talks at the UN Convention on Certain Conventional Weapons (CCW). LAWs are said by some to blur the boundaries of who is responsible for a particular killing. Philosopher Robert Sparrow argues that autonomous weapons are causally but not morally responsible, similar to child soldiers. In each case, he argues there is a risk of atrocities occurring without an appropriate subject to hold responsible, which violates jus in bell

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  • Open Neural Network Exchange

    Open Neural Network Exchange

    The Open Neural Network Exchange (ONNX) [ˈɒnɪks] is an open-source artificial intelligence ecosystem of technology companies and research organizations that establish open standards for representing machine learning algorithms and software tools to enable a standard format for representing machine learning models. ONNX is available on GitHub. == History == ONNX was originally named Toffee and was developed by the PyTorch team at Facebook. In September 2017 it was renamed to ONNX and announced by Facebook and Microsoft. Later, IBM, Huawei, Intel, AMD, Arm and Qualcomm announced support for the initiative. In October 2017, Microsoft announced that it would add its Cognitive Toolkit and Project Brainwave platform to the initiative. In November 2019 ONNX was accepted as graduate project in Linux Foundation AI. In October 2020 Zetane Systems became a member of the ONNX ecosystem. == Intent == The initiative targets: === Framework interoperability === Enable developers to move machine learning models between different frameworks, which may be used at different stages of the development process, such as training, architecture design, or deployment on mobile devices. === Shared optimization === Provide a common representation that can be used by hardware vendors and other developers to apply optimizations to artificial neural network models across multiple machine learning frameworks. == Contents == ONNX provides definitions of an extensible computation graph model, built-in operators and standard data types, focused on inferencing (evaluation).. The container format is Protocol Buffers. Each computation dataflow graph is a list of nodes that form an acyclic graph. Nodes have inputs and outputs. Each node is a call to an operator. Metadata documents the graph. Built-in operators are to be available on each ONNX-supporting framework. ONNX models can be trained in a single framework, such as PyTorch or TensorFlow, and then exported to ONNX. This format allows models to be transferred from the training framework to other environments for testing or deployment. Once a model is in ONNX format, it can be executed in different runtime systems or on various hardware platforms, such as GPUs or specialized AI accelerators. Using a common format enables the same model representation to be used across multiple systems and frameworks.

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  • VideoThang

    VideoThang

    VideoThang was free video editing software for Windows 2000, XP, and Vista. The software has three parts to it which are My Stuff, Edit My Stuff, and My Mix. The software accepts MOV, AVI, MPG, MP4, PNG, WMV, FLV, and MP3 standards. Its official website is now no longer available. == Reception == Jan Ozer, of Pcmag, said that the software "suffers from several unfortunate design and implementation flaws that dramatically limit output quality and overall utility." Jon L. Jacobi, of PC World, said that the software "may not be the most flexible multimedia editor in the world, but the trim/zoom basics are there, it's free, and it's so simple to use that just about anyone in the world should be able figure it out." Amit Agarwal, of Digital Inspiration, said that the software "doesn’t offer loads of features like other video editors but is perfect for making quick video slideshows of your pictures that you can upload on the web or share via email."

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  • Guideline execution engine

    Guideline execution engine

    A guideline execution engine is a computer program which can interpret a clinical guideline represented in a computerized format and perform actions towards the user of an electronic medical record. A guideline execution engine needs to communicate with a host clinical information system. Virtual Medical Record (vMR) is one possible interface which can be used. The engine's main function is to manage instances of executed guidelines of individual patients. == Architecture == The following modules are generally needed for any engine: interface to clinical information system new guidelines loading module guideline interpreter module clinical events parser alert/recommendations dispatch == Guideline Interchange Format == The Guideline Interchange Format (GLIF) is a computer representation format for clinical guidelines. Represented guidelines can be executed using a guideline execution engine. The format has several versions as it has been improved. In 2003 GLIF3 was introduced. == Use of third party workflow engine as a guideline execution engine == Some commercial electronic health record systems use a workflow engine to execute clinical guidelines. RetroGuide and HealthFlow are examples of such an approach.

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  • Ian Goodfellow

    Ian Goodfellow

    Ian J. Goodfellow (born 1987) is an American computer scientist, engineer, and executive, most noted for his work on artificial neural networks and deep learning. He is a research scientist at Google DeepMind, was previously employed as a research scientist at Google Brain and director of machine learning at Apple as well as one of the first employees at OpenAI, and has made several important contributions to the field of deep learning, including the invention of the generative adversarial network (GAN). Goodfellow co-wrote, as the first author, the textbook Deep Learning (2016) and wrote the chapter on deep learning in the authoritative textbook of the field of artificial intelligence, Artificial Intelligence: A Modern Approach (used in more than 1,500 universities in 135 countries). == Education == Goodfellow obtained his BSc and MSc in computer science from Stanford University under the supervision of Andrew Ng, and his PhD in machine learning from the Université de Montréal in February 2015, under the supervision of Yoshua Bengio and Aaron Courville. Goodfellow's thesis is titled Deep learning of representations and its application to computer vision. == Career == After graduation, Goodfellow joined Google as part of the Google Brain research team. In March 2016, he left Google to join the newly founded OpenAI research laboratory. 11 months later, in March 2017, Goodfellow returned to Google Research, but left again in 2019. In 2019, Goodfellow joined Apple as director of machine learning in the Special Projects Group. He resigned from Apple in April 2022 to protest Apple's plan to require in-person work for its employees. Shortly after, Goodfellow then joined Google DeepMind as a research scientist. In 2025, Goodfellow left Google. As of July 2026, based on information on Goodfellow's LinkedIn profile, he is co-founding a startup company. == Research == Goodfellow is best known for inventing generative adversarial networks (GANs), using deep learning to generate images. This approach uses two neural networks to competitively improve an image's quality. A “generator” network creates a synthetic image based on an initial set of images such as a collection of faces. A “discriminator” network tries to determine whether images are authentic or created by the generator. The generate-detect cycle is repeated. For each iteration, the generator and the discriminator use the other's feedback to improve or detect the generated images, until the discriminator can no longer distinguish between generated and authentic images. However, GANs have also been used to create deepfakes. At Google, Goodfellow developed a system enabling Google Maps to automatically transcribe addresses from photos taken by Street View cars and demonstrated security vulnerabilities of machine learning systems. == Recognition == In 2017, Goodfellow was cited in MIT Technology Review's 35 Innovators Under 35. In 2019, he was included in Foreign Policy's list of 100 Global Thinkers.

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  • Daniel Wolfe

    Daniel Wolfe

    Daniel Wolfe (born 1960) is an American activist, advocate, and writer whose work advances health programs and policy that balance scientific research and community expertise. His career has focused on support for community health movements, particularly among groups often regarded as criminal or socially suspect, including gay men and people who use illicit drugs. == Early life == Wolfe was raised between Arizona—including time on Rancho Linda Vista, a commune outside of Tucson—and East Hampton, NY. He received his undergraduate degree in Near Eastern Studies from Princeton University, and following time studying Arabic in Egypt, worked as the junior ghostwriter on the autobiographies of First Lady of Egypt Jehan Sadat and Pakistani Prime Minister Benazir Bhutto. Upon return to New York, he was an assistant at the Council on Foreign Relations to Richard W. Murphy, former US Assistant Secretary of State for Near Eastern and South Asian Affairs. Disagreement with US killing of Iraqi civilians during the 1990 Gulf War—and the rising toll of HIV in NY—moved Wolfe to leave Middle East studies and work full-time on AIDS in 1990. == Education == Wolfe was Community Scholar at the Columbia University Mailman School of Public Healthwhere he received his Masters in Public Health in 2004. He holds a Masters of Philosophy (in history) from Columbia University, and a BA in Near Eastern Studies from Princeton University. He was the recipient of a Charles H. Revson Foundation fellowship for urban leaders who have made a substantial contribution to New York City, and a fellow at the Center for Arabic Studies Abroad in Cairo, Egypt. == AIDS and gay activism == Wolfe was part of the media committee for ACT UP’s 1998 action to seize control of the FDA, and helped organize ACT UP NY’s challenge to Governor Cuomo to do better on the AIDS response and other actions.Wolfe also joined ACT UP colleagues Gregg Bordowitz, David Barr, Richard Elovich, Jean Carlomusto and others to work at Gay Men’s Health Crisis (GMHC), the nation’s first AIDS organization, where he served as director of communications and spokesperson on issues including opposition to NY State cuts to the AIDS budget, the disclosure that Olympic Champion Greg Louganis had HIV, reports of the FBI spying on AIDS activists, and GMHC’s move to offer HIV testing and targeted support to those who were HIV-negative. Wolfe also continued cultural work, making art, performance and video as a member of the gay and lesbian collective GANG with artists and ACT UP members including Zoe Leonard, Suzanne Wright, Loring McAlpin, Wellington Love, Adam Rolston and others, and writing a biography of Lawrence of Arabia for a series for young adults on famous gay men and lesbians in history edited by Martin Duberman. Controversy followed, with North Carolina Senator Jesse Helms waving a GANG piece in an issue of the Movement Research Performance Journal on the floor of Congress to show the "rottenness" of publicly funded art, and a number of schools banning the biography series for young adults from their libraries. Wolfe and others challenged the move as continuing the longstanding and homophobic demand that notable gay men and lesbians stay silent about essential details of their private lives even while being celebrated for their professional achievements. == Gay health == The approval of antiretroviral therapy for HIV in 1996 opened up new space for discussions of gay health beyond HIV, and new directions for Wolfe. Working from hundreds of interviews, surveys, workshops, and with a team of writers, Wolfe was the author of Men Like Us, the Our Bodies, Ourselves-inspired GMHC Complete Guide to Gay Men’s Sexual, Physical, and Emotional Well-being, covering issues from spirituality to sexual health to aging. The move to frame gay health beyond condoms and pills—and to offer a guide to health that “did not need to be translated from the original heterosexual”—was part of a larger gay health movement encompassing wellness and pleasure, and focused less on health disparity than on individual and community resilience. Wolfe was a keynote speaker and workshop leader, along with Eric Rofes, Chris Bartlett, and other organizers, at the first National Gay Men’s Health Summit held in Boulder, Colorado in 2002. Awarded a Charles H. Revson Fellowship for urban leaders in the City of New York, Wolfe became a community scholar at Columbia University’s Center of History and Ethics of Public Health, where he received his MPH in 2003, and was a contributor to Searching Eyes: Privacy, the State, and Disease Surveillance in America. == International harm reduction == Wolfe was Director of International Harm Reduction Development at the Open Society Foundations (2005-2021) where he led grantmaking and advocacy to protect the health and rights of people who use drugs in Eastern Europe, Asia, Africa and the Americas. Wolfe challenged approaches that conditioned support on abstinence or that sought to treat people who use illegal drugs like drugs themselves, as something to be controlled or contained. As with the gay health movement, he advocated a focus on community resilience and strengths, and on supporting individuals and communities to negotiate the balance between risk and pleasure of activities integral to life. Noting what he called the “antisocial behavior of health systems,” Wolfe’s analysis elevated issues such as forced labor and harsh punishment delivered in the name of addiction treatment and rehabilitation, the role of criminalization, imprisonment and stigma in interrupting or impeding HIV treatment, and the bias toward coercive approaches in studying and delivering addiction treatments. He also pointed to defects in national and international drug control policies and human rights violations as a root cause of HIV, hepatitis, and other health challenges faced by people who used drugs. Concrete advocacy supported by Open Society’s International Harm Reduction Development program under his direction included rebuffing US government efforts to force the UN to remove all references to harm reduction in its materials, addition of the addiction treatment medicines methadone and buprenorphine to the World Health Organization’s essential medicines list, and WHO endorsement of lay distribution of the opioid overdose antidote naloxone. Wolfe and OSF colleagues also advocated for new approaches to intellectual property and data sharing in research and development of medicines and vaccines to lower price and improve access to medicines globally to those in need. == AI and patient rights == Reports of patients denied opioid prescriptions based on an algorithm purporting to calculate their risk of overdose led Wolfe to work on AI, first as a resident at the Rockefeller Foundation Bellagio Center, and then as Executive Director of a new UCSF UC Berkeley program pioneering efforts to join AI, clinical and public health practice, and equity. In keeping with his earlier (analog) work on HIV, Wolfe has highlighted concerns about health systems using algorithms to gauge the merit of treatments for those regarded as socially suspect, the importance of moving beyond proprietary, black box algorithms toward an architecture of health data as a public good, and the need to maximize benefit for patients and communities, as well health systems, in the use of large language models.

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  • DeepRoute.ai

    DeepRoute.ai

    DeepRoute.ai (Chinese: 元戎启行) is a Chinese autonomous driving company founded in 2019 and headquartered in Shenzhen, China. The company develops full-stack self-driving solutions including perception, decision-making, and control systems. == History == DeepRoute.ai was founded in February 2019 in Shenzhen, China, by Zhou Guang (周光), who serves as the company's CEO. In September 2019, the company collaborated with Dongfeng for a live-streamed autonomous driving demonstration. In October 2019, during the 7th Military World Games, DeepRoute.ai conducted Robotaxi demonstration operations. In November 2019, it obtained an intelligent connected vehicle road test permit for public roads in Shenzhen. In October 2020, DeepRoute.ai signed an "Autonomous Driving Leadership Project" with Dongfeng to build one of China's largest autonomous fleets. In August 2020, DeepRoute.ai announced its partnership with Cao Cao Mobility, a Geely-backed ride-hailing company, to test Robotaxis in Hangzhou for daily operations, planning to provide Robotaxis during the 2022 Asian Games. In September 2021, DeepRoute.ai secured US$300 million in a Series B funding round led by Alibaba. In December 2021, the company unveiled its DeepRoute-Driver 2.0, an L4-level autonomous driving solution comprising five solid-state lidar sensors, eight cameras, a proprietary computing system and an optional millimeter-wave radar. with a production cost of under US$10,000. In June 2022, it partnered with Deppon Express to provide autonomous light truck freight transfer services. In March 2023, the company launched its high-precision map-free intelligent driving solution, DeepRoute-Driver 3.0. In November 2024, Great Wall Motor announced a $100 million Series C funding round for Deeproute. With this, Deeproute has completed five rounds of financing, raising a cumulative total of over $500 million. Its shareholders include Fosun RZ Capital, Yunqi Partners, Alibaba, Vision Plus Capital, and Dongfeng, among others. In the same month, Deeproute.ai emphasised that they were in "deep cooperation" with Nvidia and spoke on being part of the first batch of companies in China to get a hold of Nvidia's newer Thor chip for cars which will be used in a new system released next year. This new system will help manage more complex driving scenarios through visual cues. == Products == === VLA Model === VLA Model is a Vision–language–action model designed for autonomous driving systems. It integrates visual perception, semantic understanding, and action decision-making into a unified framework, aiming to enhance the safety and adaptability of advanced driver-assistance systems (ADAS) in complex road environments. The model was officially launched on August 26, 2025, as the core of DeepRoute.ai's DeepRoute IO 2.0 platform. The VLA model is characterized by its "visual-language-action" architecture, which incorporates a chain-of-thought (CoT) reasoning capability inspired by large language models. This design is intended to address the "black box" limitations of traditional end-to-end autonomous driving systems by enabling the model to analyze information, infer causality, and make decisions in a more transparent and interpretable manner. === Appliance === The company has partnered with several automakers including Dongfeng Motor Corporation and Geely to develop and test autonomous vehicles.

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  • Jess (programming language)

    Jess (programming language)

    Jess is a rule engine for the Java computing platform, written in the Java programming language. It was developed by Ernest Friedman-Hill of Sandia National Laboratories. It is a superset of the CLIPS language. It was first written in late 1995. The language provides rule-based programming for the automation of an expert system, and is often termed as an expert system shell. In recent years, intelligent agent systems have also developed, which depend on a similar ability. Rather than a procedural paradigm, where one program has a loop that is activated only one time, the declarative paradigm used by Jess applies a set of rules to a set of facts continuously by a process named pattern matching. Rules can modify the set of facts, or can execute any Java code. It uses the Rete algorithm to execute rules. == License == The licensing for Jess is freeware for education and government use, and is proprietary software, needing a license, for commercial use. In contrast, CLIPS, which is the basis and starting code for Jess, is free and open-source software. == Code examples == Code examples: Sample code:

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  • Representational harm

    Representational harm

    Systems cause representational harm when they misrepresent a group of people in a negative manner. Representational harms include perpetuating harmful stereotypes about or minimizing the existence of a social group, such as a racial, ethnic, gender, or religious group. Machine learning algorithms often commit representational harm when they learn patterns from data that have algorithmic bias, and this has been shown to be the case with large language models. While preventing representational harm in models is essential to prevent harmful biases, researchers often lack precise definitions of representational harm and conflate it with allocative harm, an unequal distribution of resources among social groups, which is more widely studied and easier to measure. However, recognition of representational harms is growing and preventing them has become an active research area. Researchers have recently developed methods to effectively quantify representational harm in algorithms, making progress on preventing this harm in the future. == Types == Three prominent types of representational harm include stereotyping, denigration, and misrecognition. These subcategories present many dangers to individuals and groups. Stereotypes are oversimplified and usually undesirable representations of a specific group of people, usually by race and gender. This often leads to the denial of educational, employment, housing, and other opportunities. For example, the model minority stereotype of Asian Americans as highly intelligent and good at mathematics can be damaging professionally and academically. Representational harm happens when the representation of details teams improves damaging stereotypes, developing social exclusion and prejudice. This experience is particularly noticeable in the depiction of marginalised groups, containing people of color, women, LGBTQ+ people, and people with handicaps. Media depictions of these groups generally stop working to catch their array and intricacy. Instead, they are typically reduced to one-dimensional caricatures, which ultimately continue social prejudices. These organised depictions contribute to the help of hazardous stereotypes and the marginalisation of these locations. Denigration is the action of unfairly criticizing individuals. This frequently happens when the demeaning of social groups occurs. For example, when searching for "Black-sounding" names versus "white-sounding" ones, some retrieval systems bolster the false perception of criminality by displaying ads for bail-bonding businesses. A system may shift the representation of a group to be of lower social status, often resulting in a disregard from society. Research shows that hazardous depictions in the media can have substantial emotional and social impacts on both individuals and areas. Lawrence Bobo examined the issue of Ethnic stereotype in film, tv, and marketing. African Americans are commonly received duties specified by features such as "violent tendencies," "laziness," or being "merely for contentment features." While these representations might appear varied externally, they stay to boost underlying frameworks of white prominence and racial inequality. As a circumstances, Black individuals are frequently represented as law offenders or in secondary roles, which adds to the support of Ethnic stereotype and Institutional racism. Misrecognition, or incorrect recognition, can display in many forms, including, but not limited to, erasing and alienating social groups, and denying people the right to self-identify. Erasing and alienating social groups involves the unequal visibility of certain social groups; specifically, systematic ineligibility in algorithmic systems perpetuates inequality by contributing to the underrepresentation of social groups. Not allowing people to self-identify is closely related as people's identities can be 'erased' or 'alienated' in these algorithms. Misrecognition causes more than surface-level harm to individuals: psychological harm, social isolation, and emotional insecurity can emerge from this subcategory of representational harm. == Quantification == As the dangers of representational harm have become better understood, some researchers have developed methods to measure representational harm in algorithms. Modeling stereotyping is one way to identify representational harm. Representational stereotyping can be quantified by comparing the predicted outcomes for one social group with the ground-truth outcomes for that group observed in real data. For example, if individuals from group A achieve an outcome with a probability of 60%, stereotyping would be observed if it predicted individuals to achieve that outcome with a probability greater than 60%. The group modeled stereotyping in the context of classification, regression, and clustering problems, and developed a set of rules to quantitatively determine if the model predictions exhibit stereotyping in each of these cases. Other attempts to measure representational harms have focused on applications of algorithms in specific domains such as image captioning, the act of an algorithm generating a short description of an image. In a study on image captioning, researchers measured five types of representational harm. To quantify stereotyping, they measured the number of incorrect words included in the model-generated image caption when compared to a gold-standard caption. They manually reviewed each of the incorrectly included words, determining whether the incorrect word reflected a stereotype associated with the image or whether it was an unrelated error, which allowed them to have a proxy measure of the amount of stereotyping occurring in this caption generation. These researchers also attempted to measure demeaning representational harm. To measure this, they analyzed the frequency with which humans in the image were mentioned in the generated caption. It was hypothesized that if the individuals were not mentioned in the caption, then this was a form of dehumanization. == Examples == One of the most notorious examples of representational harm was committed by Google in 2015 when an algorithm in Google Photos classified Black people as gorillas. Developers at Google said that the problem was caused because there were not enough faces of Black people in the training dataset for the algorithm to learn the difference between Black people and gorillas. Google issued an apology and fixed the issue by blocking its algorithms from classifying anything as a primate. In 2023, Google's photos algorithm was still blocked from identifying gorillas in photos. Another prevalent example of representational harm is the possibility of stereotypes being encoded in word embeddings, which are trained using a wide range of text. These word embeddings are the representation of a word as an array of numbers in vector space, which allows an individual to calculate the relationships and similarities between words. However, recent studies have shown that these word embeddings may commonly encode harmful stereotypes, such as the common example that the phrase "computer programmer" is oftentimes more closely related to "man" than it is to "women" in vector space. This could be interpreted as a misrepresentation of computer programming as a profession that is better performed by men, which would be an example of representational harm. == Addressing representational harm == Initiatives to minimise representational harm include advertising for even more inclusive and accurate portrayals of marginalised teams in the media. Scholars and protestors recommend that the method to reducing representational injury depends on raising the selection of voices both behind and before the digital video camera. When marginalized groups are provided the chance to represent themselves, they can check traditional stereotypes and present their experiences additional authentically. Over the last few years, efforts to increase representation of people of color, women, and LGBTQ+ people in conventional media have made some progression. Films such as Selma, routed by Ava DuVernay, and tv series like Pose, developed by Ryan Murphy, have actually been extensively applauded for their nuanced and respectful representations of marginalised communities. These tasks existing complex individualities and stories that move past streamlined stereotypes. Self-representation is one more crucial method to addressing representational harm. By equipping marginalised locations to create their really own tales, media designers can effectively reduce the perpetuation of hazardous stereotypes. This procedure consists of both the manufacturing of media product by participants of these communities and proactively difficult typical media structures that have actually historically omitted them.

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  • Chainer

    Chainer

    Chainer is an open source deep learning framework written purely in Python on top of NumPy and CuPy Python libraries. The development is led by Japanese venture company Preferred Networks in partnership with IBM, Intel, Microsoft, and Nvidia. Chainer is notable for its early adoption of "define-by-run" scheme, as well as its performance on large scale systems. The first version was released in June 2015 and has gained large popularity in Japan since then. Furthermore, in 2017, it was listed by KDnuggets in top 10 open source machine learning Python projects. In December 2019, Preferred Networks announced the transition of its development effort from Chainer to PyTorch and it will only provide maintenance patches after releasing v7. == Define-by-run == Chainer was the first deep learning framework to introduce the define-by-run approach. The traditional procedure to train a network was in two phases: define the fixed connections between mathematical operations (such as matrix multiplication and nonlinear activations) in the network, and then run the actual training calculation. This is called the define-and-run or static-graph approach. Theano and TensorFlow are among the notable frameworks that took this approach. In contrast, in the define-by-run or dynamic-graph approach, the connection in a network is not determined when the training is started. The network is determined during the training as the actual calculation is performed. One of the advantages of this approach is that it is intuitive and flexible. If the network has complicated control flows such as conditionals and loops, in the define-and-run approach, specially designed operations for such constructs are needed. On the other hand, in the define-by-run approach, programming language's native constructs such as if statements and for loops can be used to describe such flow. This flexibility is especially useful to implement recurrent neural networks. Another advantage is ease of debugging. In the define-and-run approach, if an error (such as numeric error) has occurred in the training calculation, it is often difficult to inspect the fault, because the code written to define the network and the actual place of the error are separated. In the define-by-run approach, you can just suspend the calculation with the language's built-in debugger and inspect the data that flows on your code of the network. Define-by-run has gained popularity since the introduction by Chainer and is now implemented in many other frameworks, including PyTorch and TensorFlow. == Extension libraries == Chainer has four extension libraries, ChainerMN, ChainerRL, ChainerCV and ChainerUI. ChainerMN enables Chainer to be used on multiple GPUs with performance significantly faster than other deep learning frameworks. A supercomputer running Chainer on 1024 GPUs processed 90 epochs of ImageNet dataset on ResNet-50 network in 15 minutes, which is four times faster than the previous record held by Facebook. ChainerRL adds state of art deep reinforcement learning algorithms, and ChainerUI is a management and visualization tool. == Applications == Chainer is used as the framework for PaintsChainer, a service which does automatic colorization of black and white, line only, draft drawings with minimal user input.

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  • VoxForge

    VoxForge

    VoxForge is a free speech corpus and acoustic model repository for open source speech recognition engines. VoxForge was set up to collect transcribed speech to create a free GPL speech corpus in order to be uses with open source speech recognition engines. The speech audio files will be 'compiled' into acoustic models for use with open source speech recognition engines such as Julius, ISIP, and Sphinx and HTK (note: HTK has distribution restrictions). VoxForge has used LibriVox as a source of audio data since 2007.

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  • TD-Gammon

    TD-Gammon

    TD-Gammon is a computer backgammon program developed in the 1990s by Gerald Tesauro at IBM's Thomas J. Watson Research Center. Its name comes from the fact that it is an artificial neural net trained by a form of temporal-difference learning, specifically TD-Lambda. It explored strategies that humans had not pursued and led to advances in the theory of correct backgammon play. In 1993, TD-Gammon (version 2.1) was trained with 1.5 million games of self-play, and achieved a level of play just slightly below that of the top human backgammon players of the time. In 1998, during a 100-game series, it was defeated by the world champion by a mere margin of 8 points. Its unconventional assessment of some opening strategies had been accepted and adopted by expert players. TD-gammon is commonly cited as an early success of reinforcement learning and neural networks, and was cited in, for example, papers for deep Q-learning and AlphaGo. == Algorithm for play and learning == During play, TD-Gammon examines on each turn all possible legal moves and all their possible responses (lookahead search), feeds each resulting board position into its evaluation function, and chooses the move that leads to the board position that got the highest score. In this respect, TD-Gammon is no different than almost any other computer board-game program. TD-Gammon's innovation was in how it learned its evaluation function. TD-Gammon's learning algorithm consists of updating the weights in its neural net after each turn to reduce the difference between its evaluation of previous turns' board positions and its evaluation of the present turn's board position—hence "temporal-difference learning". The score of any board position is a set of four numbers reflecting the program's estimate of the likelihood of each possible game result: White wins normally, Black wins normally, White wins a gammon, Black wins a gammon. For the final board position of the game, the algorithm compares with the actual result of the game rather than its own evaluation of the board position. The core of TD-gammon is a neural network with 3 layers. The input layer has two types of neurons. One type codes for the board position. They are non-negative integers ranging from 0 to 15, indicating the number of White or Black checkers at each board location. There are 99 input neurons for each, totaling 198 neurons. Another type codes for hand-crafted features previously used in Neurogammon. These features encoded standard concepts used by human experts, such as "advanced anchor," "blockade strength," "home board strength" and the probability of a "blot" (single checker) being hit. The hidden layer contains hidden neurons. Later versions had more of these. The output layer contains 4 neurons, representing the network's estimate of the probability ("equity") that the current board would lead to. The 4 neurons code for: White normal win, White gammon win, Black normal win, Black gammon win. Backgammon win is so rare that Tesauro opted to not represent it. After each turn, the learning algorithm updates each weight in the neural net according to the following rule: w t + 1 − w t = α ( Y t + 1 − Y t ) ∑ k = 1 t λ t − k ∇ w Y k {\displaystyle w_{t+1}-w_{t}=\alpha (Y_{t+1}-Y_{t})\sum _{k=1}^{t}\lambda ^{t-k}\nabla _{w}Y_{k}} where: It was found that picking small λ {\displaystyle \lambda } offered performance roughly equally good, and large λ {\displaystyle \lambda } degraded performance. Because of this, after 1992, TD-Gammon was trained with λ = 0 {\displaystyle \lambda =0} , degenerating into standard TD-learning. This saved compute by a factor of 2. == Development history == Version 1.0 used simple 1-ply search: every next move is scored by the neural net, and the highest-scoring move is selected. Versions 2.0 and 2.1 used 2-ply search: Make a 1-ply analysis to remove unlikely moves ("forward pruning"). Make a 2-play minimax analysis for only the likely moves. Pick the best move, probability-weighted by each of the opponent's 21 possible dice rolls (weighting non-doubles twice as much as doubles). Versions 3.0 and 3.1 used 3-ply search, using 21 2 = 441 {\displaystyle 21^{2}=441} possible dice rolls instead of 21. The last version, 3.1, was trained specifically for an exhibition match against Malcolm Davis at the 1998 AAAI Hall of Champions. It lost at -8 points, mainly due to one blunder, where TD-Gammon opted to double and got gammoned at -32 points. == Experiments and stages of training == Unlike previous neural-net backgammon programs such as Neurogammon (also written by Tesauro), where an expert trained the program by supplying the "correct" evaluation of each position, TD-Gammon was at first programmed "knowledge-free". In early experimentation, using only a raw board encoding with no human-designed features, TD-Gammon reached a level of play comparable to Neurogammon: that of an intermediate-level human backgammon player. Even though TD-Gammon discovered insightful features on its own, Tesauro wondered if its play could be improved by using hand-designed features like Neurogammon's. Indeed, the self-training TD-Gammon with expert-designed features soon surpassed all previous computer backgammon programs. It stopped improving after about 1,500,000 games (self-play) using a three-layered neural network, with 198 input units encoding expert-designed features, 80 hidden units, and one output unit representing predicted probability of winning. == Advances in backgammon theory == TD-Gammon's exclusive training through self-play (rather than imitation learning) enabled it to explore strategies that humans previously had not considered or had ruled out erroneously. Its success with unorthodox strategies had a significant impact on the backgammon community. Late 1991, Bill Robertie, Paul Magriel, and Malcolm Davis, were invited to play against TD-Gammon (version 1.0). A total of 51 games were played, with TD-Gammon losing at -0.25 ppg. Robertie found TD-Gammon to be at the level of a competent advanced player, and better than any previous backgammon program. Robertie subsequently wrote about the use of TD-Gammon for backgammon study. For example, on the opening play, the conventional wisdom was that given a roll of 2-1, 4-1, or 5-1, White should move a single checker from point 6 to point 5. Known as "slotting", this technique trades the risk of a hit for the opportunity to develop an aggressive position. TD-Gammon found that the more conservative play of splitting 24-23 was superior. Tournament players began experimenting with TD-Gammon's move, and found success. Within a few years, slotting had disappeared from tournament play, replaced by splitting, though in 2006 it made a reappearance for 2-1. Backgammon expert Kit Woolsey found that TD-Gammon's positional judgement, especially its weighing of risk against safety, was superior to his own or any human's. TD-Gammon's excellent positional play was undercut by occasional poor endgame play. The endgame requires a more analytical approach, sometimes with extensive lookahead. TD-Gammon's limitation to two-ply lookahead put a ceiling on what it could achieve in this part of the game. TD-Gammon's strengths and weaknesses were the opposite of symbolic artificial intelligence programs and most computer software in general: it was good at matters that require an intuitive "feel" but bad at systematic analysis. It is also poor at doubling strategies. This is likely due to the fact that the neural network is trained without the doubling cube, with the doubling added by feeding the neural network's cubeless equity estimates into theoretically-based heuristic formulae. This was particularly the case in the 1998 exhibition match, where it played 100 games against Malcolm Davis. A single doubling blunder lost the match. TD-gammon was never commercialized or released to the public in some other form, but it inspired commercial backgammon programs based on neural networks, such as JellyFish (1994) and Snowie (1998).

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  • Mental mapping

    Mental mapping

    In behavioral geography, a mental map is a person's point-of-view perception of their area of interaction. Although this kind of subject matter would seem most likely to be studied by fields in the social sciences, this particular subject is most often studied by modern-day geographers. Researchers have also applied mental mapping to understand and define cognitive regions. They study it to determine subjective qualities from the public such as personal preference and practical uses of geography like driving directions. Mass media also have a virtually direct effect on a person's mental map of the geographical world. The perceived geographical dimensions of a foreign nation (relative to one's own nation) may often be heavily influenced by the amount of time and relative news coverage that the news media may spend covering news events from that foreign region. For instance, a person might perceive a small island to be nearly the size of a continent, merely based on the amount of news coverage that they are exposed to on a regular basis. In psychology, the term names the information maintained in the mind of an organism by means of which it may plan activities, select routes over previously traveled territories, etc. The rapid traversal of a familiar maze depends on this kind of mental map if scents or other markers laid down by the subject are eliminated before the maze is re-run. == Background == Mental maps are an outcome of the field of behavioral geography. The imagined maps are considered one of the first studies that intersected geographical settings with human action. The most prominent contribution and study of mental maps was in the writings of Kevin Lynch. In The Image of the City, Lynch used simple sketches of maps created from memory of an urban area to reveal five elements of the city; nodes, edges, districts, paths and landmarks. Lynch claimed that “Most often our perception of the city is not sustained, but rather partial, fragmentary, mixed with other concerns. Nearly every sense is in operation, and the image is the composite of them all.” (Lynch, 1960, p 2.) The creation of a mental map relies on memory as opposed to being copied from a preexisting map or image. In The Image of the City, Lynch asks a participant to create a map as follows: “Make it just as if you were making a rapid description of the city to a stranger, covering all the main features. We don’t expect an accurate drawing- just a rough sketch.” (Lynch 1960, p 141) In the field of human geography mental maps have led to an emphasizing of social factors and the use of social methods versus quantitative or positivist methods. Mental maps have often led to revelations regarding social conditions of a particular space or area. Haken and Portugali (2003) developed an information view, which argued that the face of the city is its information . Bin Jiang (2012) argued that the image of the city (or mental map) arises out of the scaling of city artifacts and locations. He addressed that why the image of city can be formed , and he even suggested ways of computing the image of the city, or more precisely the kind of collective image of the city, using increasingly available geographic information such as Flickr and Twitter . Using mental maps, we will be able to predict individual decision making and spatial selection, as well as evaluate their routing and navigation. A cognitive maps utility as a mnemonic and metaphorical device is precisely one of its other benefits as a shaper of the world and local attitudes. The first major field of study within the domain of memory maps is geography, spatial cognition and neurophysiology. This aims to understand how routes are drawn by subject from their set of subjects out into space which lead to memorization and internal representations. Overall these representations take the form of drawings, positioning in a graph, or oral/textual narratives, but are reflected as behavior is space that can be recorded as tracking items. == Research applications == Mental maps have been used in a collection of spatial research. Many studies have been performed that focus on the quality of an environment in terms of feelings such as fear, desire and stress. A study by Matei et al. in 2001 used mental maps to reveal the role of media in shaping urban space in Los Angeles. The study used Geographic Information Systems (GIS) to process 215 mental maps taken from seven neighborhoods across the city. The results showed that people's fear perceptions in Los Angeles are not associated with high crime rates but are instead associated with a concentration of certain ethnicities in a given area. The mental maps recorded in the study draw attention to these areas of concentrated ethnicities as parts of the urban space to avoid or stay away from. Mental maps have also been used to describe the urban experience of children. In a 2008 study by Olga den Besten mental maps were used to map out the fears and dislikes of children in Berlin and Paris. The study looked into the absence of children in today's cities and the urban environment from a child's perspective of safety, stress and fear. Peter Gould and Rodney White have performed prominent analyses in the book “Mental Maps.” This book is an investigation into people's spatial desires. The book asks of its participants: “Suppose you were suddenly given the chance to choose where you would like to live- an entirely free choice that you could make quite independently of the usual constraints of income or job availability. Where would you choose to go?” (Gould, 1974, p 15) Gould and White use their findings to create a surface of desire for various areas of the world. The surface of desire is meant to show people's environmental preferences and regional biases. In an experiment done by Edward C. Tolman, the development of a mental map was seen in rats. A rat was placed in a cross shaped maze and allowed to explore it. After this initial exploration, the rat was placed at one arm of the cross and food was placed at the next arm to the immediate right. The rat was conditioned to this layout and learned to turn right at the intersection in order to get to the food. When placed at different arms of the cross maze however, the rat still went in the correct direction to obtain the food because of the initial mental map it had created of the maze. Rather than just deciding to turn right at the intersection no matter what, the rat was able to determine the correct way to the food no matter where in the maze it was placed. The idea of mental maps is also used in strategic analysis. David Brewster, an Australian strategic analyst, has applied the concept to strategic conceptions of South Asia and Southeast Asia. He argues that popular mental maps of where regions begin and end can have a significant impact on the strategic behaviour of states. A collection of essays, documenting current geographical and historical research in mental maps is published by the Journal of Cultural Geography in 2018.

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