AI For Business Hkbu

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  • Scikit-learn

    Scikit-learn

    scikit-learn (formerly scikits.learn and also known as sklearn) is a free and open-source machine learning library for the Python programming language. It features various classification, regression and clustering algorithms including support-vector machines, random forests, gradient boosting, k-means and DBSCAN, and is designed to interoperate with the Python numerical and scientific libraries NumPy and SciPy. Scikit-learn is a NumFOCUS fiscally sponsored project. == Overview == The scikit-learn project started as scikits.learn, a Google Summer of Code project by French data scientist David Cournapeau. The name of the project derives from its role as a "scientific toolkit for machine learning", originally developed and distributed as a third-party extension to SciPy. The original codebase was later rewritten by other developers. In 2010, contributors Fabian Pedregosa, Gaël Varoquaux, Alexandre Gramfort and Vincent Michel, from the French Institute for Research in Computer Science and Automation in Saclay, France, took leadership of the project and released the first public version of the library on February 1, 2010. In November 2012, scikit-learn as well as scikit-image were described as two of the "well-maintained and popular" scikits libraries. In 2019, it was noted that scikit-learn is one of the most popular machine learning libraries on GitHub. At that time, the project had over 1,400 contributors and the documentation received 42 million visits in 2018. According to a 2022 Kaggle survey of nearly 24,000 respondents from 173 countries, scikit-learn was identified as the most widely used machine learning framework. == Features == Large catalogue of well-established machine learning algorithms and data pre-processing methods (i.e. feature engineering) Utility methods for common data-science tasks, such as splitting data into train and test sets, cross-validation and grid search Consistent way of running machine learning models (estimator.fit() and estimator.predict()), which libraries can implement Declarative way of structuring a data science process (the Pipeline), including data pre-processing and model fitting == Examples == Fitting a random forest classifier: == Implementation == scikit-learn is largely written in Python, and uses NumPy extensively for high-performance linear algebra and array operations. Furthermore, some core algorithms are written in Cython to improve performance. Support vector machines are implemented by a Cython wrapper around LIBSVM; logistic regression and linear support vector machines by a similar wrapper around LIBLINEAR. In such cases, extending these methods with Python may not be possible. scikit-learn integrates well with many other Python libraries, such as Matplotlib and plotly for plotting, NumPy for array vectorization, Pandas dataframes, SciPy, and many more. == History == scikit-learn was initially developed by David Cournapeau as a Google Summer of Code project in 2007. Later that year, Matthieu Brucher joined the project and started to use it as a part of his thesis work. In 2010, INRIA, the French Institute for Research in Computer Science and Automation, got involved and the first public release (v0.1 beta) was published in late January 2010. The project released its first stable version, 1.0.0, on September 24, 2021. The release was the result of over 2,100 merged pull requests, approximately 800 of which were dedicated to improving documentation. Development continues to focus on bug fixes, efficiency and feature expansion. The latest version, 1.8, was released on December 10, 2025. This update introduced native Array API support, enabling the library to perform GPU computations by directly using PyTorch and CuPy arrays. This version also included bug fixes, improvements and new features, such as efficiency improvements to the fit time of linear models. == Applications == Scikit-learn is widely used across industries for a variety of machine learning tasks such as classification, regression, clustering, and model selection. The following are real-world applications of the library: === Finance and Insurance === AXA uses scikit-learn to speed up the compensation process for car accidents and to detect insurance fraud. Zopa, a peer-to-peer lending platform, employs scikit-learn for credit risk modelling, fraud detection, marketing segmentation, and loan pricing. BNP Paribas Cardif uses scikit-learn to improve the dispatching of incoming mail and manage internal model risk governance through pipelines that reduce operational and overfitting risks. J.P. Morgan reports broad usage of scikit-learn across the bank for classification tasks and predictive analytics in financial decision-making. === Retail and E-Commerce === Booking.com uses scikit-learn for hotel and destination recommendation systems, fraudulent reservation detection, and workforce scheduling for customer support agents. HowAboutWe uses it to predict user engagement and preferences on a dating platform. Lovely leverages the library to understand user behaviour and detect fraudulent activity on its platform. Data Publica uses it for customer segmentation based on the success of past partnerships. Otto Group integrates scikit-learn throughout its data science stack, particularly in logistics optimization and product recommendations. === Media, Marketing, and Social Platforms === Spotify applies scikit-learn in its recommendation systems. Betaworks uses the library for both recommendation systems (e.g., for Digg) and dynamic subspace clustering applied to weather forecasting data. PeerIndex used scikit-learn for missing data imputation, tweet classification, and community clustering in social media analytics. Bestofmedia Group employs it for spam detection and ad click prediction. Machinalis utilizes scikit-learn for click-through rate prediction and relational information extraction for content classification and advertising optimization. Change.org applies scikit-learn for targeted email outreach based on user behaviour. === Technology === AWeber uses scikit-learn to extract features from emails and build pipelines for managing large-scale email campaigns. Solido applies it to semiconductor design tasks such as rare-event estimation and worst-case verification using statistical learning. Evernote, Dataiku, and other tech companies employ scikit-learn in prototyping and production workflows due to its consistent API and integration with the Python ecosystem. === Academia === Télécom ParisTech integrates scikit-learn in hands-on coursework and assignments as part of its machine learning curriculum. == Awards == 2019 Inria-French Academy of Sciences-Dassault Systèmes Innovation Prize: Awarded in recognition of scikit-learn's impact as a major free software breakthrough in machine learning and its role in the digital transformation of science and industry. 2022 Open Science Award for Open Source Research Software: Awarded by the French Ministry of Higher Education and Research as part of the second National Plan for Open Science. The project was recognized in the "Community" category for its technical quality, its large international contributor network, and the quality of its documentation.

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  • AI-driven design automation

    AI-driven design automation

    AI-driven design automation is the use of artificial intelligence (AI) to automate and improve different parts of the electronic design automation (EDA) process. It is particularly important in the design of integrated circuits (chips) and complex electronic systems, where it can potentially increase productivity, decrease costs, and speed up design cycles. AI Driven Design Automation uses several methods, including machine learning, expert systems, and reinforcement learning. These are used for many tasks, from planning a chip's architecture and logic synthesis to its physical design and final verification. == History == === 1980s–1990s: Expert systems and early experiments === The use of AI for design automation originated in the 1980s and 1990s, mainly with the creation of expert systems. These systems tried to capture the knowledge and practical rules used by human design experts, and used these rules, along with reasoning engines, to direct the design process. A notable early project was the ULYSSES system from Carnegie Mellon University. ULYSSES was a CAD tool integration environment that let expert designers turn their design methods into scripts that could be run automatically. It treated design tools as sources of knowledge that a scheduler could manage. Another example was the ADAM (Advanced Design AutoMation) system at the University of Southern California, which used an expert system called the Design Planning Engine. This engine figured out design strategies on the fly and handled different design jobs by organizing specialized knowledge into structured formats called frames. Other systems like DAA (Design Automation Assistant) used a rule-based approach for specific jobs, such as register transfer level (RTL) design for systems like the IBM 370. Researchers at Carnegie Mellon University also created TALIB, an expert system for mask layout that used over 1200 rules, and EMUCS/DAA for CPU architectural design which used about 70 rules. These projects showed that AI worked better for problems where relatively few rules were required to describe much larger amounts of data. At the same time, there was a surge of tools called silicon compilers like MacPitts, Arsenic, and Palladio. They used algorithms and search techniques to explore different design paradigms. This was another way to automate design, even if it was not always based on expert systems. Early tests with neural networks in VLSI design also happened during this time, although they were not as common as systems based on rules. === 2000s: Introduction of machine learning === In the 2000s, interest in AI for design automation increased. This was mostly because of better machine learning (ML) algorithms and more available data from design and manufacturing. For example, they were used to model and reduce the effects of small manufacturing differences in semiconductor devices. This became very important as the size of components on chips became smaller. The large amount of data created during chip design provided the foundation needed to train smarter ML models. This allowed for predicting outcomes and optimizing in areas that were hard to automate before. === 2016–2020: Reinforcement learning and large scale initiatives === A major turning point happened in the mid to late 2010s, sparked by successes in other areas of AI. The success of DeepMind's AlphaGo in mastering the game of Go inspired researchers. They began to apply reinforcement learning (RL) to difficult EDA problems. These problems often require searching through many options and making a series of decisions. In 2018, the U.S. DARPA started the Intelligent Design of Electronic Assets (IDEA) program. A main goal of IDEA was to create a fully automated layout generator that required no human intervention, able to produce a chip design ready for manufacturing from RTL specifications in 24 hours. Another big initiative was the OpenROAD project, a large effort under IDEA led by UC San Diego with industry and university partners, aimed to build an open source, independent toolchain. It used machine learning, parallelization and divide and conquer approaches. A much-publicized but controversial demonstration of RL's potential came from Google researchers between 2020 and 2021. They created a deep reinforcement learning method for planning the layout of a chip, known as floorplanning. They reported that this method created layouts that were as good as or better than those made by human experts, and it did so in less than six hours. This method used a type of network called a graph convolutional neural network. It showed that it could learn general patterns that could be applied to new problems, getting better as it saw more chip designs. The technology was later used to design Google's Tensor Processing Unit (TPU) accelerators. However, in the original paper, the improvement (if any) from AI was not demonstrated. There was no comparison with existing non-AI tools performing the same task, and since the data is proprietary, no ability for anyone else to perform this comparison. Various efforts to reproduce the AI algorithm, and compare its results with various commercial and academic tools, have yielded mixed results with no conclusive advantage to AI. === 2020s: Autonomous systems and agents === Entering the 2020s, the industry saw the commercial launch of autonomous AI driven EDA systems. For example, Synopsys launched DSO.ai (Design Space Optimization AI) in early 2020, calling it the first autonomous artificial intelligence application for chip design in the industry. This system uses reinforcement learning to search for the best ways to optimize a design within the huge number of possible solutions, trying to improve power, performance, and area (PPA). By 2023, DSO.ai had been used to produce over 100 commercial chips, showing mainstream adoption. Synopsys later grew its AI tools into a suite called Synopsys.ai. The goal was to use AI in the entire EDA workflow, including verification and testing. These advancements, which combine modern AI methods with cloud computing and large data resources, have led to talks about a new phase in EDA. Industry experts and participants sometimes call this 'EDA 4.0'. This new era is defined by the widespread use of AI and machine learning to deal with growing design complexity, automate more of the design process, and help engineers handle the huge amounts of data that EDA tools create. The purpose of EDA 4.0 is to optimize product performance, get products to market faster and make development and manufacturing smoother through intelligent automation. == Applications == Artificial intelligence (AI) is now used in many stages of the electronic design workflow. It aims to improve productivity, get better results, and handle the growing complexity of modern integrated circuits. AI helps designers from the very first ideas about architecture all the way to manufacturing and testing. === High level synthesis and architectural exploration === In the first phases of chip design, AI helps with High Level Synthesis (HLS) and exploring different system level design options (DSE). These processes are key for turning general ideas into detailed hardware plans. AI algorithms, often using supervised learning, are used to build simpler, substitute models. These models can quickly guess important design measurements like area, performance, and power for many different architectural options or HLS settings. For example, the Ithemal tool uses deep neural networks to estimate how fast basic code blocks will run, which helps in making processor architecture decisions. Similarly, PRIMAL uses machine learning estimate power use at the register transfer level (RTL), giving early information about how much power the chip will use. Reinforcement learning (RL) and Bayesian optimization are also used to guide the DSE process. They help search through the many parameters to find the best HLS settings or architectural details like cache sizes. LLMs are also being tested for creating architectural plans or initial C code for HLS, as seen with GPT4AIGChip. === Logic synthesis and optimization === Logic synthesis starts from a high level hardware description and generates an optimized list of electronic gates, known as a gate level netlist, that is ready for placement, routing, and then construction in a specific manufacturing process. AI methods help with different parts of this process, including logic optimization, technology mapping, and making improvements after mapping. Supervised learning, especially with Graph Neural Networks (GNNs), is good at handling data or problems that can be represented as graphs. Since circuit diagrams are instances of directed graphs, supervised learning can help create models that predict design properties like power or error rates in circuits. In logic synthesis and optimization reinforcement learning is used to perform logic optimization directly. In some cases ag

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  • Vinberg's algorithm

    Vinberg's algorithm

    In mathematics, Vinberg's algorithm is an algorithm, introduced by Ernest Borisovich Vinberg, for finding a fundamental domain of a hyperbolic reflection group. Conway (1983) used Vinberg's algorithm to describe the automorphism group of the 26-dimensional even unimodular Lorentzian lattice II25,1 in terms of the Leech lattice. == Description of the algorithm == Let Γ < I s o m ( H n ) {\displaystyle \Gamma <\mathrm {Isom} (\mathbb {H} ^{n})} be a hyperbolic reflection group. Choose any point v 0 ∈ H n {\displaystyle v_{0}\in \mathbb {H} ^{n}} ; we shall call it the basic (or initial) point. The fundamental domain P 0 {\displaystyle P_{0}} of its stabilizer Γ v 0 {\displaystyle \Gamma _{v_{0}}} is a polyhedral cone in H n {\displaystyle \mathbb {H} ^{n}} . Let H 1 , . . . , H m {\displaystyle H_{1},...,H_{m}} be the faces of this cone, and let a 1 , . . . , a m {\displaystyle a_{1},...,a_{m}} be outer normal vectors to it. Consider the half-spaces H k − = { x ∈ R n , 1 | ( x , a k ) ≤ 0 } . {\displaystyle H_{k}^{-}=\{x\in \mathbb {R} ^{n,1}|(x,a_{k})\leq 0\}.} There exists a unique fundamental polyhedron P {\displaystyle P} of Γ {\displaystyle \Gamma } contained in P 0 {\displaystyle P_{0}} and containing the point v 0 {\displaystyle v_{0}} . Its faces containing v 0 {\displaystyle v_{0}} are formed by faces H 1 , . . . , H m {\displaystyle H_{1},...,H_{m}} of the cone P 0 {\displaystyle P_{0}} . The other faces H m + 1 , . . . {\displaystyle H_{m+1},...} and the corresponding outward normals a m + 1 , . . . {\displaystyle a_{m+1},...} are constructed by induction. Namely, for H j {\displaystyle H_{j}} we take a mirror such that the root a j {\displaystyle a_{j}} orthogonal to it satisfies the conditions (1) ( v 0 , a j ) < 0 {\displaystyle (v_{0},a_{j})<0} ; (2) ( a i , a j ) ≤ 0 {\displaystyle (a_{i},a_{j})\leq 0} for all i < j {\displaystyle i Read more →

  • User-subjective approach

    User-subjective approach

    The user-subjective approach is the first interaction design approach dedicated specifically to personal information management (PIM). The approach offers design principles with which PIM systems (e.g. operating systems, email applications and web browsers) can make systematic use of subjective (i.e. user-dependent) attributes. The approach evolved in three stages: (a) theoretical foundations first published in a Journal of the American Society for Information Science and Technology during 2003. The paper introduces the approach and its design principles (b) evidence and implementation was published in another JASIST paper in 2008. The paper gives empirical evidence in support of the approach as well as seven novel design schemes that derives from it. It has won the Best JASIST paper award in 2009.(c) specific design evaluation this stage has already begun with evaluation of the first user-subjective design prototype called GrayArea in a Conference on Human Factors in Computing Systems paper published in 2009. == Theoretical foundations == The user-subjective approach takes advantage of the fact that in PIM the person who retrieves the information is the same person who had previously stored it. PIM can be seen as a communication between the person and him\her self at two different times: the time of storage and the time of retrieval. The PIM system design should help facilitate that unique communication by allowing the user use subjective (user-dependent) attributes in addition to the standard objective ones. PIM systems should capture these subjective attributes when the user interacts with the information item (either automatically or by using direct manipulation interface) in order to help the user retrieve the item later on. The user-subjective approach identifies three subjective attributes – the project which the item was classified to, its degree of importance to the user, and the context in which the item was used during the interaction with it. The approach also assigns a design principle for each. The principles (discussed below) are deliberately abstract to allow for a variety of different implementations. === The subjective project classification principle === The subjective project classification principle suggests that PIM systems design should allow all information items related to a project be classified under the same category regardless of whether they are files, emails, Web Favorites or of any other format. This stands in sharp contrast with the present PIM system design where there are distinct folder hierarchies for each of these formats. The current design forces the user to store information related to a single project in separate locations depending on their format causing the project fragmentation problem. === The subjective importance principle === The subjective importance principle suggests that the subjective importance of information should affect its degree of visual salience and accessibility: important information items should be highly visible and accessible as they are more likely to be retrieved (the promotion principle) and those of lower importance should be demoted (i.e. making them less visible) so as not to distract the user (the demotion principle). While the promotion principle is not new and has been widely applied in PIM system design, the demotion principle is novel and has been applied only sporadically in these systems. Currently these systems allow only two options: keeping information (where unneeded information items could clutter folders and obscure the target item) and deleting it (where there is a risk that the item will not be there when needed). Demotion suggests a third option where the item is less visible so it doesn’t distract the user but is kept within its original context in case the user would need it after all. === The subjective context principle === The subjective context principle suggests that PIM systems should allow users retrieve their information items in the same context that they had previously used in order to bridge the time gap between these two events. By "context" the approach refers to other information items that were used at the time of interaction with the item, thoughts that the users may have regarding the item, the phase the user got to in the interaction with the item and other people the user collaborates with regarding the information item. == Evidence and implementations == === Evidence === The user-subjective approach was evaluated in a multioperational designed study which used questionnaires, screen shots and in-depth interviews (N = 84). The research tested the use of subjective attributes in current PIM systems and its dependency on design. Results show that participants used subjective attributes whenever design allowed them to. When it didn't, they either used their own alternative ways to use these attributes or avoided using subjective attributes at all. Regarding the subjective project classification principle – many of the participants' recent files, emails and web pages related to the same projects (indicating that they were working on the same project using different formats), and they had saved files of different format in the same project folders. However, as design does not suggest storing emails and web favorites with files, users avoid doing so. Regarding the subjective importance principle – users tended to retrieve their important information from highly visible and accessible locations offered by current design (e.g. by using the desktop), however since current systems offers no way to demote files of low subjective importance participants tended to use their own walk around ways for doing so (e.g. by moving them to a folder called "old" inside their original folder). Regarding the subjective context principle – participants tended to talk spontaneously about the context of their information items during the interview. These evidence imply that current PIM systems could possibly be improved if it would allow users to make more use of subjective attributes of their personal information. === Implementations === Each of the user-subjective design principles can be implemented in various ways. Moreover, as the approach is generative it offers PIM designers to use these principles in order to create their own user subjective designs. Below are design schemes that demonstrate an implementation of each of the principles. A more complete set of implementation examples can be found in the user-subjective website Archived 2011-02-01 at the Wayback Machine. The single hierarchy solution – addresses the project fragmentation problem (the current situation where the users stores and retrieve their project-related files, emails and web favorites at different hierarchies) and implements the subjective classification principle by offering the user a single folder hierarchy for all information items. At the operation system level the users would navigate to a folder and find there all project related files, emails, web favorites, tasks, contacts and notes. This would allow them to retrieve all their project-related information items from a single location regardless of their formats. When looking at these folders at their mail box the users would see only their emails and only web favorites through their browser. The single hierarchy design scheme has not been evaluated yet. GrayArea – implements the demotion principle by allowing users to move subjectively unimportant files to a gray area at the bottom end of their folders. This clears the upper part of the folder from file that are unlikely to be retrieved while allowing the users to retrieve these unimportant file in their original context in case they are needed after all. GrayArea design scheme was positively evaluated (see next section). ItemHistory – is an implementation of the subjective context principle. It allows users to reach all information items that were previously retrieved while that information item was open. This design scheme has not been evaluated to date. == Specific design evaluation == The evaluation of specific designs is the third and final step of the approach development. It had begun with the assessment of GrayArea. === GrayArea evaluation === GrayArea was evaluated by using a prototype that simulated the participants' folders but included a gray area where they could drag & drop their subjectively unimportant files. In the study 96 participants were asked to clean up their folders from unimportant files once with GrayArea and once without it. Results show that the use of GrayArea reduced the clutter in folders, that it was easier for participants to demote files than to delete them and that they would use it if provided in their next operating system. These results encourage commercial implementation of GrayArea and the development and testing of other user-subjective designs. == Chronological development == The user-subjective approach was developed by

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  • Physical information security

    Physical information security

    Physical information security is the intersection or common ground between physical security and information security. It primarily concerns the protection of tangible information-related assets such as computer systems and storage media against physical, real-world threats such as unauthorized physical access, theft, fire and flood. It typically involves physical controls such as protective barriers and locks, uninterruptible power supplies, and shredders. Information security controls in the physical domain complement those in the logical domain (such as encryption), and procedural or administrative controls (such as information security awareness and compliance with policies and laws). == Background == Asset are inherently valuable and yet vulnerable to a wide variety of threats, both malicious (e.g. theft, arson) and accidental/natural (e.g. lost property, bush fire). If threats materialize and exploit those vulnerabilities causing incidents, there are likely to be adverse impacts on the organizations or individuals who legitimately own and utilize the assets, varying from trivial to devastating in effect. Security controls are intended to reduce the probability or frequency of occurrence and/or the severity of the impacts arising from incidents, thus protecting the value of the assets. Physical security involves the use of controls such as smoke detectors, fire alarms and extinguishers, along with related laws, regulations, policies and procedures concerning their use. Barriers such as fences, walls and doors are obvious physical security controls, designed to deter or prevent unauthorized physical access to a controlled area, such as a home or office. The moats and battlements of Mediaeval castles are classic examples of physical access controls, as are bank vaults and safes. Information security controls protect the value of information assets, particularly the information itself (i.e. the intangible information content, data, intellectual property, knowledge etc.) but also computer and telecommunications equipment, storage media (including papers and digital media), cables and other tangible information-related assets (such as computer power supplies). The corporate mantra "Our people are our greatest assets" is literally true in the sense that so-called knowledge workers qualify as extremely valuable, perhaps irreplaceable information assets. Health and safety measures and even medical practice could therefore also be classed as physical information security controls since they protect humans against injuries, diseases and death. This perspective exemplifies the ubiquity and value of information. Modern human society is heavily reliant on information, and information has importance and value at a deeper, more fundamental level. In principle, the subcellular biochemical mechanisms that maintain the accuracy of DNA replication could even be classed as vital information security controls, given that genes are 'the information of life'. Malicious actors who may benefit from physical access to information assets include computer crackers, corporate spies, and fraudsters. The value of information assets is self-evident in the case of, say, stolen laptops or servers that can be sold-on for cash, but the information content is often far more valuable, for example encryption keys or passwords (used to gain access to further systems and information), trade secrets and other intellectual property (inherently valuable or valuable because of the commercial advantages they confer), and credit card numbers (used to commit identity fraud and further theft). Furthermore, the loss, theft or damage of computer systems, plus power interruptions, mechanical/electronic failures and other physical incidents prevent them being used, typically causing disruption and consequential costs or losses. Unauthorized disclosure of confidential information, and even the coercive threat of such disclosure, can be damaging as we saw in the Sony Pictures Entertainment hack at the end of 2014 and in numerous privacy breach incidents. Even in the absence of evidence that disclosed personal information has actually been exploited, the very fact that it is no longer secured and under the control of its rightful owners is itself a potentially harmful privacy impact. Substantial fines, adverse publicity/reputational damage and other noncompliance penalties and impacts that flow from serious privacy breaches are best avoided, regardless of cause! == Examples of physical attacks to obtain information == There are several ways to obtain information through physical attacks or exploitations. A few examples are described below. === Dumpster diving === Dumpster diving is the practice of searching through trash in the hope of obtaining something valuable such as information carelessly discarded on paper, computer disks or other hardware. === Overt access === Sometimes attackers will simply go into a building and take the information they need. Frequently when using this strategy, an attacker will masquerade as someone who belongs in the situation. They may pose as a copy room employee, remove a document from someone's desk, copy the document, replace the original, and leave with the copied document. Individuals pretending to building maintenance may gain access to otherwise restricted spaces. They might walk right out of the building with a trash bag containing sensitive documents, carrying portable devices or storage media that were left out on desks, or perhaps just having memorized a password on a sticky note stuck to someone's computer screen or called out to a colleague across an open office. == Examples of Physical Information Security Controls == Shredding paper documents prior to their disposal can prevent unintended information leakage. Digital data can be encrypted or securely wiped. Offices may require visitors to present valid identification cards or valid access keys. Office workers may be required to obey "clear desk" policies, protecting documents and other storage media (including portable IT devices) by tidying them away out of sight (for example in locked drawers, filing cabinets, safes or a Bank vault). Workers may be required to memorize their passwords or use a password manager instead of writing passwords on paper. Computers are vulnerable to outages caused by power cuts, accidental disconnection, flat batteries, brown-outs, surges, spikes, electrical interference and electronic failures. Physical information security controls to address the associated risks include: fuses, no-break battery-backed power supplies, electrical generators, redundant power sources and cabling, "Do not remove" warning signs on plugs, surge protectors, power quality monitoring, spare batteries, professional design and installation of power circuits plus regular inspections/tests and preventive maintenance.

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  • ArchiMate

    ArchiMate

    ArchiMate ( AR-ki-mayt) is an open and independent enterprise architecture modeling language to support the description, analysis and visualization of architecture within and across business domains in an unambiguous way. ArchiMate is a technical standard from The Open Group and is based on concepts from the now superseded IEEE 1471 standard. It is supported by various tool vendors and consulting firms. ArchiMate is also a registered trademark of The Open Group. The Open Group has a certification program for ArchiMate users, software tools and courses. ArchiMate distinguishes itself from other languages such as Unified Modeling Language (UML) and Business Process Modeling and Notation (BPMN) by its enterprise modelling scope. Also, UML and BPMN are meant for a specific use and they are quite heavy – containing about 150 (UML) and 250 (BPMN) modeling concepts whereas ArchiMate works with just about 50 (in version 2.0). The goal of ArchiMate is to be ”as small as possible”, not to cover every edge scenario imaginable. To be easy to learn and apply, ArchiMate was intentionally restricted “to the concepts that suffice for modeling the proverbial 80% of practical cases". == Overview == ArchiMate offers a common language for describing the construction and operation of business processes, organizational structures, information flows, IT systems, and technical infrastructure. This insight helps the different stakeholders to design, assess, and communicate the consequences of decisions and changes within and between these business domains. The main concepts and relationships of the ArchiMate language can be seen as a framework, the so-called Archimate Framework: It divides the enterprise architecture into a business, application and technology layer. In each layer, three aspects are considered: active elements, an internal structure and elements that define use or communicate information. One of the objectives of the ArchiMate language is to define the relationships between concepts in different architecture domains. The concepts of this language therefore hold the middle between the detailed concepts, which are used for modeling individual domains (for example, the Unified Modeling Language (UML) for modeling software products), and Business Process Model and Notation (BPMN), which is used for business process modeling. == History == ArchiMate is partly based on the now superseded IEEE 1471 standard. It was developed in the Netherlands by a project team from the Telematica Instituut in cooperation with several Dutch partners from government, industry and academia. Among the partners were Ordina NV, Radboud Universiteit Nijmegen, the Leiden Institute for Advanced Computer Science (LIACS) and the Centrum Wiskunde & Informatica (CWI). Later, tests were performed in organizations such as ABN AMRO, the Dutch Tax and Customs Administration and the ABP. The development process lasted from July 2002 to December 2004, and took about 35 person years and approximately 4 million euros. The development was funded by the Dutch government (Dutch Tax and Customs Administration), and business partners, including ABN AMRO and the ABP Pension Fund. In 2008 the ownership and stewardship of ArchiMate was transferred to The Open Group. It is now managed by the ArchiMate Forum within The Open Group. In February 2009 The Open Group published the ArchiMate 1.0 standard as a formal technical standard. In January 2012 the ArchiMate 2.0 standard, and in 2013 the ArchiMate 2.1 standard was released. In June 2016, the Open Group released version 3.0 of the ArchiMate Specification. An update to Archimate 3.0.1 came out in August 2017. Archimate 3.1 was published 5 November 2019. The latest version of the ArchiMate Specification is version 3.2 released October 2022. Version 3.0 adds enhanced support for capability-oriented strategic modelling, new entities representing physical resources (for modelling the ingredients, equipment and transport resources used in the physical world) and a generic metamodel showing the entity types and the relationships between them. == ArchiMate framework == === Core framework === The main concepts and elements of the ArchiMate language are being presented as ArchiMate core framework. It consists of three layers and three aspects. This creates a matrix of combinations. Every layer has its passive structure, behavior and active structure aspects. ==== Layers ==== ArchiMate has a layered and service-oriented look on architectural models. The higher layers make use of services that are provided by the lower layers. Although, at an abstract level, the concepts that are used within each layer are similar, we define more concrete concepts that are specific for a certain layer. In this context, we distinguish three main layers: The business layer is about business processes, services, functions and events of business units. This layer "offers products and services to external customers, which are realized in the organization by business processes performed by business actors and roles". The application layer is about software applications that "support the components in the business with application services". The technology layer deals "with the hardware and communication infrastructure to support the application layer. This layer offers infrastructural services needed to run applications, realized by computer and communication hardware and system software". Each of these main layers can be further divided in sub-layers. For example, in the business layer, the primary business processes realising the products of a company may make use of a layer of secondary (supporting) business processes; in the application layer, the end-user applications may make use of generic services offered by supporting applications. On top of the business layer, a separate environment layer may be added, modelling the external customers that make use of the services of the organisation (although these may also be considered part of the business layer). In line with service orientation, the most important relation between layers is formed by use relations, which show how the higher layers make use of the services of lower layers. However, a second type of link is formed by realisation relations: elements in lower layers may realise comparable elements in higher layers; e.g., a ‘data object’ (application layer) may realise a ‘business object’ (business layer); or an ‘artifact’ (technology layer) may realise either a ‘data object’ or an ‘application component’ (application layer). ==== Aspects ==== Passive structure is the set of entities on which actions are conducted. In the business layer the example would be information objects, in the application layer data objects and in the technology layer, they could include physical objects. Behavior refers to the processes and functions performed by the actors. "Structural elements are assigned to behavioral elements, to show who or what displays the behavior". Active structure is the set of entities that display some behavior, e.g. business actors, devices, or application components. === Full framework === The Full ArchiMate framework is enriched by the physical layer, which was added to allow modeling of “physical equipment, materials, and distribution networks” and was not present in the previous version. The implementation and migration layer adds elements that allow architects to model a state of transition, to mark parts of the architecture that are temporary for the purpose, as the name says, of implementation and migration. Strategy layer adds three elements: resource, capability and course of action. These elements help to incorporate strategic dimension to the ArchiMate language by allowing it to depict the usage of resources and capabilities in order to achieve some strategic goals. Finally, there is a motivation aspect that allows different stakeholders to describe the motivation of specific actors or domains, which can be quite important when looking at one thing from several different angles. It adds several elements like stakeholder, value, driver, goal, meaning etc. == ArchiMate language == The ArchiMate language is formed as a top-level and is hierarchical. On the top, there is a model. A model is a collection of concepts. A concept can be either an element or a relationship. An element can be either of behavior type, structure, motivation or a so-called composite element (which means that it does not fit just one aspect of the framework, but two or more). The functionality of all concepts without a dependency on a specific layer is described by the generic metamodel. This layer-independent description of concepts is useful when trying to understand the mechanics of the Archimate language. === Concepts === ==== Elements ==== The generic elements are distributed into the same categories as the layers: Active structure elements Behavior elements Passive structure elements Motivation elements Active structure e

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  • Information architecture

    Information architecture

    Information architecture is the structural design of shared information environments, in particular the organisation of websites and software to support usability and findability. The term information architecture was coined by Richard Saul Wurman. Since its inception, information architecture has become an emerging community of practice focused on applying principles of design, architecture and information science in digital spaces. Typically, a model or concept of information is used and applied to activities which require explicit details of complex information systems. These activities include library systems and database development. == Definition == The term information architecture has different meanings in different branches of information systems or information technology. === User experience === In user experience design, information architecture has been described as the structural design of shared information environments, comprising the study and practice of organising and labelling web sites, intranets, online communities, and software to support user experience, in particular, the findability and usability of information. It has also been described as an emerging community of practice focused on bringing principles of design and architecture to the digital landscape. === Information systems === Technically speaking, information architecture comprises the combination of organization, labeling, search and navigation systems within websites and intranets, serving as a navigational aid to the content of information-rich systems. === Data architecture === Information architecture can be described as a subset of data architecture where usable data is constructed, designed, and arranged in a fashion most useful to the users of data. === Systems design === In the field of systems design, for example, information architecture is a component of enterprise architecture that deals with the information component when describing the structure of an enterprise. Some system design practitioners regard information architecture as strictly the application of information science to web design, which considers such issues as classification and information retrieval, and not factors like user experience and information design. == Principles == Principles of information architecture include the following: The principle of objects The principle of choices The principle of disclosure The principle of exemplars The principle of front doors The principle of multiple classification The principle of focused navigation The principle of growth == History == Richard Saul Wurman is credited with coining the term information architecture in relation to the design of information. From 1998 to 2015, Peter Morville and Louis Rosenfeld were co-authors of Information Architecture for the World Wide Web. Other authors include Jesse James Garrett and Christina Wodtke.

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  • Semantic heterogeneity

    Semantic heterogeneity

    Semantic heterogeneity is when database schema or datasets for the same domain are developed by independent parties, resulting in differences in meaning and interpretation of data values. Beyond structured data, the problem of semantic heterogeneity is compounded due to the flexibility of semi-structured data and various tagging methods applied to documents or unstructured data. Semantic heterogeneity is one of the more important sources of differences in heterogeneous datasets. Yet, for multiple data sources to interoperate with one another, it is essential to reconcile these semantic differences. Decomposing the various sources of semantic heterogeneities provides a basis for understanding how to map and transform data to overcome these differences. == Classification == One of the first known classification schemes applied to data semantics is from William Kent in the late 80s. Kent's approach dealt more with structural mapping issues than differences in meaning, which he pointed to data dictionaries as potentially solving. One of the most comprehensive classifications is from Pluempitiwiriyawej and Hammer, "Classification Scheme for Semantic and Schematic Heterogeneities in XML Data Sources". They classify heterogeneities into three broad classes: Structural conflicts arise when the schema of the sources representing related or overlapping data exhibit discrepancies. Structural conflicts can be detected when comparing the underlying schema. The class of structural conflicts includes generalization conflicts, aggregation conflicts, internal path discrepancy, missing items, element ordering, constraint and type mismatch, and naming conflicts between the element types and attribute names. Domain conflicts arise when the semantics of the data sources that will be integrated exhibit discrepancies. Domain conflicts can be detected by looking at the information contained in the schema and using knowledge about the underlying data domains. The class of domain conflicts includes schematic discrepancy, scale or unit, precision, and data representation conflicts. Data conflicts refer to discrepancies among similar or related data values across multiple sources. Data conflicts can only be detected by comparing the underlying sources. The class of data conflicts includes ID-value, missing data, incorrect spelling, and naming conflicts between the element contents and the attribute values. Moreover, mismatches or conflicts can occur between set elements (a "population" mismatch) or attributes (a "description" mismatch). Michael Bergman expanded upon this schema by adding a fourth major explicit category of language, and also added some examples of each kind of semantic heterogeneity, resulting in about 40 distinct potential categories . This table shows the combined 40 possible sources of semantic heterogeneities across sources: A different approach toward classifying semantics and integration approaches is taken by Sheth et al. Under their concept, they split semantics into three forms: implicit, formal and powerful. Implicit semantics are what is either largely present or can easily be extracted; formal languages, though relatively scarce, occur in the form of ontologies or other description logics; and powerful (soft) semantics are fuzzy and not limited to rigid set-based assignments. Sheth et al.'s main point is that first-order logic (FOL) or description logic is inadequate alone to properly capture the needed semantics. == Relevant applications == Besides data interoperability, relevant areas in information technology that depend on reconciling semantic heterogeneities include data mapping, semantic integration, and enterprise information integration, among many others. From the conceptual to actual data, there are differences in perspective, vocabularies, measures and conventions once any two data sources are brought together. Explicit attention to these semantic heterogeneities is one means to get the information to integrate or interoperate. A mere twenty years ago, information technology systems expressed and stored data in a multitude of formats and systems. The Internet and Web protocols have done much to overcome these sources of differences. While there is a large number of categories of semantic heterogeneity, these categories are also patterned and can be anticipated and corrected. These patterned sources inform what kind of work must be done to overcome semantic differences where they still reside.

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  • Globetrooper

    Globetrooper

    Globetrooper is a free travel app known for assisting travelers in finding partners for group trips and world adventures. Globetrooper offers a free social travel platform that helps people find travel partners. == History == Globetrooper was developed and released in 2010 by a couple; Todd Sullivan and Lauren McLeod who are two travel-minded individuals that wanted to make it easier for travelers to plan a journey and see the world. With their backgrounds in business, software & design, and a love for travel, both left the corporate world and launched Globetrooper on Lauren’s birthday 28 March 2010. Globetrooper was first launched as an information portal with a view to making it more social, but after some months, the content quickly grew and changed to the ‘travel partner’ concept.

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  • Navigational database

    Navigational database

    A navigational database is a type of database in which records or objects are found primarily by following references from other objects. The term was popularized by the title of Charles Bachman's 1973 Turing Award paper, The Programmer as Navigator. This paper emphasized the fact that the new disk-based database systems allowed the programmer to choose arbitrary navigational routes following relationships from record to record, contrasting this with the constraints of earlier magnetic-tape and punched card systems where data access was strictly sequential. One of the earliest navigational databases was Integrated Data Store (IDS), which was developed by Bachman for General Electric in the 1960s. IDS became the basis for the CODASYL database model in 1969. Although Bachman described the concept of navigation in abstract terms, the idea of navigational access came to be associated strongly with the procedural design of the CODASYL Data Manipulation Language. Writing in 1982, for example, Tsichritzis and Lochovsky state that "The notion of currency is central to the concept of navigation." By the notion of currency, they refer to the idea that a program maintains (explicitly or implicitly) a current position in any sequence of records that it is processing, and that operations such as GET NEXT and GET PRIOR retrieve records relative to this current position, while also changing the current position to the record that is retrieved. Navigational database programming thus came to be seen as intrinsically procedural; and moreover to depend on the maintenance of an implicit set of global variables (currency indicators) holding the current state. As such, the approach was seen as diametrically opposed to the declarative programming style used by the relational model. The declarative nature of relational languages such as SQL offered better programmer productivity and a higher level of data independence (that is, the ability of programs to continue working as the database structure evolves.) Navigational interfaces, as a result, were gradually eclipsed during the 1980s by declarative query languages. During the 1990s it started becoming clear that for certain applications handling complex data (for example, spatial databases and engineering databases), the relational calculus had limitations. At that time, a reappraisal of the entire database market began, with several companies describing the new systems using the marketing term NoSQL. Many of these systems introduced data manipulation languages which, while far removed from the CODASYL DML with its currency indicators, could be understood as implementing Bachman's "navigational" vision. Some of these languages are procedural; others (such as XPath) are entirely declarative. Offshoots of the navigational concept, such as the graph database, found new uses in modern transaction processing workloads. == Description == Navigational access is traditionally associated with the network model and hierarchical model of database, and conventionally describes data manipulation APIs in which records (or objects) are processed one at a time, iteratively. The essential characteristic as described by Bachman, however, is finding records by virtue of their relationship to other records: so an interface can still be navigational if it has set-oriented features. From this viewpoint, the key difference between navigational data manipulation languages and relational languages is the use of explicit named relationships rather than value-based joins: for department with name="Sales", find all employees in set department-employees versus find employees, departments where employee.department-code = department.code and department.name="Sales". In practice, however, most navigational APIs have been procedural: the above query would be executed using procedural logic along the lines of the following pseudo-code: On this viewpoint, the key difference between navigational APIs and the relational model (implemented in relational databases) is that relational APIs use "declarative" or logic programming techniques that ask the system what to fetch, while navigational APIs instruct the system in a sequence of steps how to reach the required records. Most criticisms of navigational APIs fall into one of two categories: Usability: application code quickly becomes unreadable and difficult to debug Data independence: application code needs to change whenever the data structure changes For many years the primary defence of navigational APIs was performance. Database systems that support navigational APIs often use internal storage structures that contain physical links or pointers from one record to another. While such structures may allow very efficient navigation, they have disadvantages because it becomes difficult to reorganize the physical placement of data. It is quite possible to implement navigational APIs without low-level pointer chasing (Bachman's paper envisaged logical relationships being implemented just as in relational systems, using primary keys and foreign keys), so the two ideas should not be conflated. But without the performance benefits of low-level pointers, navigational APIs become harder to justify. Hierarchical models often construct primary keys for records by concatenating the keys that appear at each level in the hierarchy. Such composite identifiers are found in computer file names (/usr/david/docs/index.txt), in URIs, in the Dewey decimal system, and for that matter in postal addresses. Such a composite key can be considered as representing a navigational path to a record; but equally, it can be considered as a simple primary key allowing associative access. As relational systems came to prominence in the 1980s, navigational APIs (and in particular, procedural APIs) were criticized and fell out of favour. The 1990s, however, brought a new wave of object-oriented databases that often provided both declarative and procedural interfaces. One explanation for this is that they were often used to represent graph-structured information (for example spatial data and engineering data) where access is inherently recursive: the mathematics originally underpinning SQL (specifically, first-order predicate calculus) does not have sufficient power to support recursive queries, even those as simple as a transitive closure. More recent SQL implementations do support hierarchical and recursive queries. A current example of a popular navigational API can be found in the Document Object Model (DOM) often used in web browsers and closely associated with JavaScript. The DOM is essentially an in-memory hierarchical database with an API that is both procedural and navigational. By contrast, the same data (XML or HTML) can be accessed using XPath, which can be categorized as declarative and navigational: data is accessed by following relationships, but the calling program does not issue a sequence of instructions to be followed in order. Languages such as SPARQL used to retrieve Linked Data from the Semantic Web are also simultaneously declarative and navigational. == Examples == IBM Information Management System IDMS

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  • Emotion recognition

    Emotion recognition

    Emotion recognition is the process of identifying human emotion. People vary widely in their accuracy at recognizing the emotions of others. Use of technology to help people with emotion recognition is a relatively nascent research area. Generally, the technology works best if it uses multiple modalities in context. To date, the most work has been conducted on automating the recognition of facial expressions from video, spoken expressions from audio, written expressions from text, and physiology as measured by wearables. == Human == Humans show a great deal of variability in their abilities to recognize emotion. A key point to keep in mind when learning about automated emotion recognition is that there are several sources of "ground truth", or truth about what the real emotion is. Suppose we are trying to recognize the emotions of Alex. One source is "what would most people say that Alex is feeling?" In this case, the 'truth' may not correspond to what Alex feels, but may correspond to what most people would say it looks like Alex feels. For example, Alex may actually feel sad, but he puts on a big smile and then most people say he looks happy. If an automated method achieves the same results as a group of observers it may be considered accurate, even if it does not actually measure what Alex truly feels. Another source of 'truth' is to ask Alex what he truly feels. This works if Alex has a good sense of his internal state, and wants to tell you what it is, and is capable of putting it accurately into words or a number. However, some people are alexithymic and do not have a good sense of their internal feelings, or they are not able to communicate them accurately with words and numbers. In general, getting to the truth of what emotion is actually present can take some work, can vary depending on the criteria that are selected, and will usually involve maintaining some level of uncertainty. == Automatic == Decades of scientific research have been conducted developing and evaluating methods for automated emotion recognition. There is now an extensive literature proposing and evaluating hundreds of different kinds of methods, leveraging techniques from multiple areas, such as signal processing, machine learning, computer vision, and speech processing. Different methodologies and techniques may be employed to interpret emotion such as Bayesian networks. , Gaussian Mixture models and Hidden Markov Models and deep neural networks. === Approaches === The accuracy of emotion recognition is usually improved when it combines the analysis of human expressions from multimodal forms such as texts, physiology, audio, or video. Different emotion types are detected through the integration of information from facial expressions, body movement and gestures, and speech. The technology is said to contribute in the emergence of the so-called emotional or emotive Internet. The existing approaches in emotion recognition to classify certain emotion types can be generally classified into three main categories: knowledge-based techniques, statistical methods, and hybrid approaches. ==== Knowledge-based techniques ==== Knowledge-based techniques (sometimes referred to as lexicon-based techniques), utilize domain knowledge and the semantic and syntactic characteristics of text and potentially spoken language in order to detect certain emotion types. In this approach, it is common to use knowledge-based resources during the emotion classification process such as WordNet, SenticNet, ConceptNet, and EmotiNet, to name a few. One of the advantages of this approach is the accessibility and economy brought about by the large availability of such knowledge-based resources. A limitation of this technique on the other hand, is its inability to handle concept nuances and complex linguistic rules. Knowledge-based techniques can be mainly classified into two categories: dictionary-based and corpus-based approaches. Dictionary-based approaches find opinion or emotion seed words in a dictionary and search for their synonyms and antonyms to expand the initial list of opinions or emotions. Corpus-based approaches on the other hand, start with a seed list of opinion or emotion words, and expand the database by finding other words with context-specific characteristics in a large corpus. While corpus-based approaches take into account context, their performance still vary in different domains since a word in one domain can have a different orientation in another domain. ==== Statistical methods ==== Statistical methods commonly involve the use of different supervised machine learning algorithms in which a large set of annotated data is fed into the algorithms for the system to learn and predict the appropriate emotion types. Machine learning algorithms generally provide more reasonable classification accuracy compared to other approaches, but one of the challenges in achieving good results in the classification process, is the need to have a sufficiently large training set. Some of the most commonly used machine learning algorithms include Support Vector Machines (SVM), Naive Bayes, and Maximum Entropy. Deep learning, which is under the unsupervised family of machine learning, is also widely employed in emotion recognition. Well-known deep learning algorithms include different architectures of Artificial Neural Network (ANN) such as Convolutional Neural Network (CNN), Long Short-term Memory (LSTM), and Extreme Learning Machine (ELM). The popularity of deep learning approaches in the domain of emotion recognition may be mainly attributed to its success in related applications such as in computer vision, speech recognition, and Natural Language Processing (NLP). ==== Hybrid approaches ==== Hybrid approaches in emotion recognition are essentially a combination of knowledge-based techniques and statistical methods, which exploit complementary characteristics from both techniques. Some of the works that have applied an ensemble of knowledge-driven linguistic elements and statistical methods include sentic computing and iFeel, both of which have adopted the concept-level knowledge-based resource SenticNet. The role of such knowledge-based resources in the implementation of hybrid approaches is highly important in the emotion classification process. Since hybrid techniques gain from the benefits offered by both knowledge-based and statistical approaches, they tend to have better classification performance as opposed to employing knowledge-based or statistical methods independently. A downside of using hybrid techniques however, is the computational complexity during the classification process. === Datasets === Data is an integral part of the existing approaches in emotion recognition and in most cases it is a challenge to obtain annotated data that is necessary to train machine learning algorithms. For the task of classifying different emotion types from multimodal sources in the form of texts, audio, videos or physiological signals, the following datasets are available: HUMAINE: provides natural clips with emotion words and context labels in multiple modalities Belfast database: provides clips with a wide range of emotions from TV programs and interview recordings SEMAINE: provides audiovisual recordings between a person and a virtual agent and contains emotion annotations such as angry, happy, fear, disgust, sadness, contempt, and amusement IEMOCAP: provides recordings of dyadic sessions between actors and contains emotion annotations such as happiness, anger, sadness, frustration, and neutral state eNTERFACE: provides audiovisual recordings of subjects from seven nationalities and contains emotion annotations such as happiness, anger, sadness, surprise, disgust, and fear DEAP: provides electroencephalography (EEG), electrocardiography (ECG), and face video recordings, as well as emotion annotations in terms of valence, arousal, and dominance of people watching film clips DREAMER: provides electroencephalography (EEG) and electrocardiography (ECG) recordings, as well as emotion annotations in terms of valence, dominance of people watching film clips MELD: is a multiparty conversational dataset where each utterance is labeled with emotion and sentiment. MELD provides conversations in video format and hence suitable for multimodal emotion recognition and sentiment analysis. MELD is useful for multimodal sentiment analysis and emotion recognition, dialogue systems and emotion recognition in conversations. MuSe: provides audiovisual recordings of natural interactions between a person and an object. It has discrete and continuous emotion annotations in terms of valence, arousal and trustworthiness as well as speech topics useful for multimodal sentiment analysis and emotion recognition. UIT-VSMEC: is a standard Vietnamese Social Media Emotion Corpus (UIT-VSMEC) with about 6,927 human-annotated sentences with six emotion labels, contributing to emotion recognition research in Vietnamese

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  • External memory algorithm

    External memory algorithm

    In computing, external memory algorithms or out-of-core algorithms are algorithms that are designed to process data that are too large to fit into a computer's main memory at once. Such algorithms must be optimized to efficiently fetch and access data stored in slow bulk memory (auxiliary memory) such as hard drives or tape drives, or when memory is on a computer network. External memory algorithms are analyzed in the external memory model. == Model == External memory algorithms are analyzed in an idealized model of computation called the external memory model (or I/O model, or disk access model). The external memory model is an abstract machine similar to the RAM machine model, but with a cache in addition to main memory. The model captures the fact that read and write operations are much faster in a cache than in main memory, and that reading long contiguous blocks is faster than reading randomly using a disk read-and-write head. The running time of an algorithm in the external memory model is defined by the number of reads and writes to memory required. The model was introduced by Alok Aggarwal and Jeffrey Vitter in 1988. The external memory model is related to the cache-oblivious model, but algorithms in the external memory model may know both the block size and the cache size. For this reason, the model is sometimes referred to as the cache-aware model. The model consists of a processor with an internal memory or cache of size M, connected to an unbounded external memory. Both the internal and external memory are divided into blocks of size B. One input/output or memory transfer operation consists of moving a block of B contiguous elements from external to internal memory, and the running time of an algorithm is determined by the number of these input/output operations. == Algorithms == Algorithms in the external memory model take advantage of the fact that retrieving one object from external memory retrieves an entire block of size B. This property is sometimes referred to as locality. Searching for an element among N objects is possible in the external memory model using a B-tree with branching factor B. Using a B-tree, searching, insertion, and deletion can be achieved in O ( log B ⁡ N ) {\displaystyle O(\log _{B}N)} time (in Big O notation). Information theoretically, this is the minimum running time possible for these operations, so using a B-tree is asymptotically optimal. External sorting is sorting in an external memory setting. External sorting can be done via distribution sort, which is similar to quicksort, or via a M B {\displaystyle {\tfrac {M}{B}}} -way merge sort. Both variants achieve the asymptotically optimal runtime of O ( N B log M B ⁡ N B ) {\displaystyle O\left({\frac {N}{B}}\log _{\frac {M}{B}}{\frac {N}{B}}\right)} to sort N objects. This bound also applies to the fast Fourier transform in the external memory model. The permutation problem is to rearrange N elements into a specific permutation. This can either be done either by sorting, which requires the above sorting runtime, or inserting each element in order and ignoring the benefit of locality. Thus, permutation can be done in O ( min ( N , N B log M B ⁡ N B ) ) {\displaystyle O\left(\min \left(N,{\frac {N}{B}}\log _{\frac {M}{B}}{\frac {N}{B}}\right)\right)} time. == Applications == The external memory model captures the memory hierarchy, which is not modeled in other common models used in analyzing data structures, such as the random-access machine, and is useful for proving lower bounds for data structures. The model is also useful for analyzing algorithms that work on datasets too big to fit in internal memory. A typical example is geographic information systems, especially digital elevation models, where the full data set easily exceeds several gigabytes or even terabytes of data. This methodology extends beyond general purpose CPUs and also includes GPU computing as well as classical digital signal processing. In general-purpose computing on graphics processing units (GPGPU), powerful graphics cards (GPUs) with little memory (compared with the more familiar system memory, which is most often referred to simply as RAM) are utilized with relatively slow CPU-to-GPU memory transfer (when compared with computation bandwidth). == History == An early use of the term "out-of-core" as an adjective is in 1962 in reference to devices that are other than the core memory of an IBM 360. An early use of the term "out-of-core" with respect to algorithms appears in 1971.

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  • Kai's Power Tools

    Kai's Power Tools

    Kai's Power Tools (KPT) are a set of API plugins created by the German computer scientist Kai Krause in 1992 that were designed for use with Adobe Photoshop and Corel Photo-Paint. Kai's Power Tools were sold to Corel in 2000 when MetaCreations was closed. There are various versions of Kai's Power Tools. KPT 3, 5, 6, and X sets are compilations of different filters. The program interface features a reward-based function in which a bonus function is revealed as the user moves towards more complex aspects of the tool. == Filters == The KPT Convolver is a mathematics based filter; the level of precision and varying effects can be achieved by using numerical values of colour, tint, hue, saturation, contrast, brightness, luminosity, and posterize. The KPT Projector takes the current image or selection and offers a number of interactive perspective warp effects. To a large extent, with its draggable distortion handles and its moving, scaling and rotating options, this simply duplicates Adobe Photoshop's Free Transform capabilities. What is completely different is the ability to rotate the bitmap image in 3D space and to tile the results if desired. It can also animate the distortions by dragging keyframes from the preview window into an animation palette. KPT 6 will then preview the animation and output it to various sizes in avi or mov format. This animation capability is even more useful with the KPT Turbulence filter. This is another distortion filter, but one that treats the image as if it was completely liquid. The preview panel shows the animation in real time. The KPT Goo filter is used to produce a single frame freeform liquid distortion. This filter is available both with KPT 6 and the standalone version. It works by effectively turning a bitmap image into a liquid that can be interactively smeared, smudged, twirled, and pinched with the range of tools on offer. The obvious use is to distort photographic portraits into caricatures. KPT Materializer can create advanced surface textures based on bump maps that define troughs and peaks. It can use any external image for the basis of the bump map or alternatively the user can pick out the hue, saturation, luminance or red, green, or blue channel of the current image. It can then offset, scale and rotate the texture map, control its lighting, and even blend in a reflection map. The filter can be used for anything from providing an oil-painting feel to an entire image, to giving the illusion of depth to a selection. Also producing the impression of depth is the KPT Gel filter which uses various paint tools to synthesize photo-realistic 3D materials such as metals, liquids, or plastics. Gel painting is very different from traditional 2D painting as the brush strokes pool together when they touch and refract the underlying image. It can also manipulate 3D paint—once it has been added—by twirling, pinching, and carving it. The opposite is true of the Equalizer filter, which is used for applying variations on sharpening effects. The filter has three modes. The first mode, Equalizer, looks and works rather like the graphic equalizer on a stereo system, enabling adjustment of the level of pixel contrast within nine bands of different visual frequencies. The second mode, Contrast Sharpen, allows for increasing the contrast between light and dark areas in an image. The third mode, Bounded Sharpen, can sharpen an image without causing oversharpening, which can lead to halo effects. This feature is particularly useful when pulling out the detail in an image softened by resizing. KPT SceneBuilder is used for producing photorealistic 3D scenes by importing and rendering 3DS files. The main image window offers three tabs for editing in 2D and 3D mode and for setting up the object's final texture. Many users regard this filter as being the most impressive because it acts as a standalone 3D rendering tool and provides control over everything from transparency, reflection, refraction, bump mapping through to multiple light sources, and so on but without the ability to create or edit objects. The final filter, KPT SkyEffects, also has its roots in Metacreations' experience with 3D programs such as Bryce and RayDream. This filter is designed to simulate the interaction between the light from the sun or moon with no less than six atmospheric layers of haze, fog and cloud. The filter is typical of the KPT 6 collection as a whole: at times the interface is inspired and offers the ability to create beautiful reddening sunsets simply by interactively dragging the sun toward the horizon, producing realistic sunsets and moonscapes. == Other effects == Kai's Power Tools 6 features a lens flare effect for precisely managing the type of glow, halo, streaks, and reflection. The addition of a library of preset effects helps to overcome this by allowing the user to choose a standard effect and then interactively position the flare in the image preview. KPT 6 provides a new engine in the form of the KPT Reaction, which takes a reaction seed and turns it into a seamlessly tiling pattern based on a reaction diffusion process. It offers random noise, regular dots or reticulated voronoi patterns or a bitmap image itself as the seed. Corel has no plans for any updates.

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  • Agentic commerce

    Agentic commerce

    Agentic commerce (also referred to as agent-based commerce) describes an emerging form of e-commerce in which autonomous artificial intelligence (AI) agents independently execute purchasing and payment processes on behalf of users or organizations. Unlike conventional digital commerce systems, which require direct human interaction at key decision points, agentic commerce systems are designed to search for products or services, evaluate options, make purchasing decisions, and complete payments without real-time human involvement. An emerging development within the broader fields of e-commerce, fintech, and artificial intelligence; agentic commerce combines advances in generative AI, autonomous agents, application programming interfaces (APIs), and digital payment infrastructures to direct transactions with no direct human interaction. == Characteristics == A defining feature of agentic commerce is the delegation of end-to-end commercial activities to software agents. These agents typically operate according to predefined user preferences, rules, or constraints, such as price limits, quality criteria, delivery times, or preferred payment methods. Based on these parameters, an agent can autonomously perform tasks including product discovery, price comparison, contract selection, order placement, and payment execution. In contrast to decision-support systems, which provide recommendations to human users, agentic commerce systems are designed to act independently. Human involvement may be limited to initial configuration, periodic supervision, or exception handling. == Comparison with traditional and AI-assisted commerce == Traditional e-commerce requires users to manually browse products, select offers, and authorize payments. Generative AI systems used in commerce commonly assist users by answering questions or suggesting options, and do not complete transactions autonomously. Agentic commerce differs in that decision-making authority is partially or fully transferred to AI agents. As a result, the conventional customer journey, characterized by conscious decision points, may be replaced by continuous, automated micro-decisions performed by software. == Applications and business use cases == Potential applications of agentic commerce include recurring purchases, subscription management, business-to-business procurement, inventory replenishment, and price monitoring. In such contexts, transactions are often predictable and standardized, making them suitable for automation. From a business perspective, agentic commerce systems may be used to optimize supply chains, manage inventory levels, negotiate prices algorithmically, or execute transactions across multiple platforms. Enterprises adopting the new technology include retailers Walmart, Home Depot, Wayfair and Urban Outfitters, and ad tech DSPs, including Google Ads, Amazon, and Yahoo. Chinese tech firms are using apps to provide full-service shopping and payment tools. These includes Alibaba, Tencent, and ByteDance who are currently developing AI powered shopping apps. The Qwen AI chatbot allows users to complete transactions directly within its interface. US firms are still leading in developing AI models but integration is slower due to privacy restrictions. == Payments and technical infrastructure == Agentic commerce relies on digital payment systems capable of supporting automated, machine-initiated transactions, including API-based payment processing, tokenization, real-time authorization, and continuous risk monitoring. Typical user interfaces, such as shopping carts, may be replaced by backend integrations between AI agents, merchants, and payment service providers. For example, Iike 2025, Alibaba launched Alipay AI Pay, which grew and began operating as an application for different retailers. In December 2025, Alipay teamed up with Rokid to enable developers to integrate AI payments into AI agents on Rokid's Lingzhu platform. In January 2025, Alipay unveiled the Agentic Commerce Trust Protocol in partnership with Alibaba's consumer AI applications, such as the Qwen App and Taobao Instant Commerce. Qwen adopted the platform first, connecting it to Taobao Instant Commerce and Alipay AI Pay. Users could use Qwen's agentic feature to place food and drink orders within the application instead of having to click outside to an external browser. For merchants, participation in agentic commerce may require products and services to be presented in structured, machine-readable formats to ensure discoverability and interoperability with autonomous agents. == Universal Commerce Protocol (UCP) == In January 2026, Google announced the Universal Commerce Protocol (UCP), an open-source web standard intended to enable interoperability between AI agents and retail systems across the shopping journey, from discovery and checkout to post-purchase support. UCP makes use of REST, JSON-RPC transports, and support for Agent Payments Protocol (AP2), Agent2Agent (A2A), and Model Context Protocol (MCP). == Legal, regulatory, and security considerations == The use of autonomous agents in commerce raises legal and regulatory questions, particularly regarding authorization, liability, consumer protection, and fraud prevention. Existing payment and contract frameworks are generally based on human decision-makers, and their applicability to autonomous agents remains an area of active discussion. Open issues include responsibility for unauthorized or erroneous transactions, mechanisms for dispute resolution, standards for agent authentication, and compliance with data protection and financial regulations. Continuous, automated transaction patterns may also require new approaches to security and risk assessment. Traditional fraud models centered on identity verification may be insufficient for agentic commerce, and that merchants may need intent-based detection methods using machine learning and behavioral analysis to distinguish legitimate AI agents from malicious automation. === Governance frameworks === The deployment of autonomous AI agents in commercial environments has prompted the development of dedicated governance frameworks. These aim to define operational boundaries, decision authority, oversight mechanisms, and accountability structures for agentic systems. The Agentic Commerce Framework (ACF), created in 2025 by Vincent Dorange, is a governance standard that structures the deployment of autonomous AI agents around four founding principles (Decision Sovereignty, Governance by Design, Ultimate Human Control, Traceable Accountability), four operational layers, and 18 governance KPIs. In January 2026, Singapore's Infocomm Media Development Authority (IMDA) published the Model AI Governance Framework for Agentic AI, extending its existing AI governance guidelines to address agent-specific risks including delegation chains and multi-agent coordination. The Cloud Security Alliance (CSA) has also proposed an Agentic Trust Framework applying zero-trust principles to AI agent governance. == Ecosystem and implementation == The adoption of agentic commerce typically requires changes in commerce architecture, data modeling, identity and permissions, and API-based orchestration of checkout and post-purchase workflows. Management consultancies have identified agentic commerce as a structural evolution of digital commerce, emphasizing the role of AI-driven agents in automating discovery, decision-making, and transaction processes across commerce systems. McKinsey & Company has described agentic commerce as a significant shift in how consumers interact with brands and how enterprises design their commerce operating models. In Europe, this ecosystem also includes digital commerce consultancies specializing in the adoption of agentic commerce. Consulting firms such as Horrea support brands in understanding and implementing the technological and organizational shifts associated with agentic commerce. == Market development and outlook == Agentic commerce is generally regarded as an early-stage development. Industry analysts have projected that AI-driven agents could account for a small but growing share of digital payment transactions within the coming years. Due to the scale of global digital commerce, even limited adoption could represent substantial transaction volumes. Analysts expect that by 2029, AI agents could handle between 1% and 4% of all digital payment transactions. With a projected total transaction volume of over $36 trillion a year, even a small share translates into a market worth up to $1.47 trillion. According to a McKinsey study from October 2025, agentic commerce projects that by 2030, the U.S. business-to-consumer retail market alone could see up to $1 trillion in revenue orchestrated through agentic commerce. On a global scale, the opportunity could range from $3 trillion to $5 trillion. Early experiments and pilot projects have demonstrated both the potential and current limitations of the

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  • Information school

    Information school

    Information school (sometimes abbreviated I-school or iSchool) is a university-level institution committed to understanding the role of information in nature and human endeavors. Synonyms include school of information, department of information studies, or information department. Information schools faculty conduct research into the fundamental aspects of information and related technologies. In addition to granting academic degrees, information schools educate information professionals, researchers, and scholars for an increasingly information-driven world. Information school can also refer, in a more restricted sense, to the members of the iSchools organization (formerly the "iSchools Project"), as governed by the iCaucus. Members of this group share a fundamental interest in the relationships between people, information, technology, and science. These schools, colleges, and departments have been either newly established or have evolved from programs focused on information systems, library science, informatics, computer science, library and information science and information science. Information schools promote an interdisciplinary approach to understanding the opportunities and challenges of information management, with a core commitment to concepts like universal access and user-centered organization of information. The field is concerned broadly with questions of design and preservation across information spaces, from digital and virtual spaces like online communities, the World Wide Web, and databases to physical spaces such as libraries, museums, archives, and other repositories. Information school degree programs include course offerings in areas such as data science, information architecture, design, economics, policy, retrieval, security, and telecommunications; knowledge management, user experience design, and usability; conservation and preservation, including digital preservation; librarianship and library administration; the sociology of information; and human–computer interaction.

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