AI For Business Strategy Mit

AI For Business Strategy Mit — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Actionstep

    Actionstep

    Actionstep is a cloud-based legal practice management software for law firms and compliance-focused businesses. Actionstep is built to be a comprehensive practice management software with features for workflow automation as well as automatic document generation == History == Actionstep was created by Ted Jordan, CEO of Actionstep, in 2004. It was first used commercially in 2005 by a New Zealand construction franchise as well as a law firm. Actionstep soon expanded into central government and a wider range of small business users (mainly in New Zealand and Australia). After a few years the expanse of their legal client base prompted the company to add key legal specific features to the product with the aim of further expanding their legal market. Through Actionstep's tenure as a practice management software they have gradually expanded from their headquarters in New Zealand and offices located in the United Kingdom and the United States of America. In October 2020, private equity firm Serent Capital Partners purchased 84.25% stake in Actionstep. In April 2022, the company announced unlimited annual leave to its staff == Product == The premise of Actionstep is that it saves companies from having to purchase software tailored to their work flow and instead allows companies to modify the program without additional coding.{{Citation needed}} The founder and CEO Ted Jordan used cloud technology to allow the software to be continuously updated without the need to purchase or redesign new software. This theoretically allows businesses to remain current all the time and cut external I.T. costs.{{Citation needed}} Actionstep also integrates with software from other companies, such as Xero accounting, Microsoft Office & Office 365, Gmail, Google Drive, Dropbox, NetDocuments, QuickBooks, LawPay, BundleDocs, Box, HotDocs, Infotrack, GlobalX, PEXA, JOSEF and Zapier. Actionstep contains workflow automation features aimed at increasing office efficiency. These automated processes include automatic task assignment, information collection, document generation & automation, cataloguing, and matter generation. == Awards == Actionstep was named First International Best of SaaS Showplace Award Winner in 2009. Actionstep has also been a finalist in the ComputerWorld Excellence Awards (2007), and the Vero Excellence in Business Support (2010).

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  • DONE

    DONE

    The Data-based Online Nonlinear Extremumseeker (DONE) algorithm is a black-box optimization algorithm. DONE models the unknown cost function and attempts to find an optimum of the underlying function. The DONE algorithm is suitable for optimizing costly and noisy functions and does not require derivatives. An advantage of DONE over similar algorithms, such as Bayesian optimization, is that the computational cost per iteration is independent of the number of function evaluations. == Methods == The DONE algorithm was first proposed by Hans Verstraete and Sander Wahls in 2015. The algorithm fits a surrogate model based on random Fourier features and then uses a well-known L-BFGS algorithm to find an optimum of the surrogate model. == Applications == DONE was first demonstrated for maximizing the signal in optical coherence tomography measurements, but has since then been applied to various other applications. For example, it was used to help extending the field of view in light sheet fluorescence microscopy.

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  • Higuchi dimension

    Higuchi dimension

    In fractal geometry, the Higuchi dimension (or Higuchi fractal dimension (HFD)) is an approximate value for the box-counting dimension of the graph of a real-valued function or time series. This value is obtained via an algorithmic approximation so one also talks about the Higuchi method. It has many applications in science and engineering and has been applied to subjects like characterizing primary waves in seismograms, clinical neurophysiology and analyzing changes in the electroencephalogram in Alzheimer's disease. == Formulation of the method == The original formulation of the method is due to T. Higuchi. Given a time series X : { 1 , … , N } → R {\displaystyle X:\{1,\dots ,N\}\to \mathbb {R} } consisting of N {\displaystyle N} data points and a parameter k m a x ≥ 2 {\displaystyle k_{\mathrm {max} }\geq 2} the Higuchi Fractal dimension (HFD) of X {\displaystyle X} is calculated in the following way: For each k ∈ { 1 , … , k m a x } {\displaystyle k\in \{1,\dots ,k_{\mathrm {max} }}\} and m ∈ { 1 , … , k } {\displaystyle m\in \{1,\dots ,k}\} define the length L m ( k ) {\displaystyle L_{m}(k)} by L m ( k ) = N − 1 ⌊ N − m k ⌋ k 2 ∑ i = 1 ⌊ N − m k ⌋ | X N ( m + i k ) − X N ( m + ( i − 1 ) k ) | . {\displaystyle L_{m}(k)={\frac {N-1}{\lfloor {\frac {N-m}{k}}\rfloor k^{2}}}\sum _{i=1}^{\lfloor {\frac {N-m}{k}}\rfloor }|X_{N}(m+ik)-X_{N}(m+(i-1)k)|.} The length L ( k ) {\displaystyle L(k)} is defined by the average value of the k {\displaystyle k} lengths L 1 ( k ) , … , L k ( k ) {\displaystyle L_{1}(k),\dots ,L_{k}(k)} , L ( k ) = 1 k ∑ m = 1 k L m ( k ) . {\displaystyle L(k)={\frac {1}{k}}\sum _{m=1}^{k}L_{m}(k).} The slope of the best-fitting linear function through the data points { ( log ⁡ 1 k , log ⁡ L ( k ) ) } {\displaystyle \left\{\left(\log {\frac {1}{k}},\log L(k)\right)\right\}} is defined to be the Higuchi fractal dimension of the time-series X {\displaystyle X} . == Application to functions == For a real-valued function f : [ 0 , 1 ] → R {\displaystyle f:[0,1]\to \mathbb {R} } one can partition the unit interval [ 0 , 1 ] {\displaystyle [0,1]} into N {\displaystyle N} equidistantly intervals [ t j , t j + 1 ) {\displaystyle [t_{j},t_{j+1})} and apply the Higuchi algorithm to the times series X ( j ) = f ( t j ) {\displaystyle X(j)=f(t_{j})} . This results into the Higuchi fractal dimension of the function f {\displaystyle f} . It was shown that in this case the Higuchi method yields an approximation for the box-counting dimension of the graph of f {\displaystyle f} as it follows a geometrical approach (see Liehr & Massopust 2020). == Robustness and stability == Applications to fractional Brownian functions and the Weierstrass function reveal that the Higuchi fractal dimension can be close to the box-dimension. On the other hand, the method can be unstable in the case where the data X ( 1 ) , … , X ( N ) {\displaystyle X(1),\dots ,X(N)} are periodic or if subsets of it lie on a horizontal line (see Liehr & Massopust 2020).

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  • Query rewriting

    Query rewriting

    Query rewriting is a typically automatic transformation that takes a set of database tables, views, and/or queries, usually indices, often gathered data and query statistics, and other metadata, and yields a set of different queries, which produce the same results but execute with better performance (for example, faster, or with lower memory use). Query rewriting can be based on relational algebra or an extension thereof (e.g. multiset relational algebra with sorting, aggregation and three-valued predicates i.e. NULLs as in the case of SQL). The equivalence rules of relational algebra are exploited, in other words, different query structures and orderings can be mathematically proven to yield the same result. For example, filtering on fields A and B, or cross joining R and S can be done in any order, but there can be a performance difference. Multiple operations may be combined, and operation orders may be altered. The result of query rewriting may not be at the same abstraction level or application programming interface (API) as the original set of queries (though often is). For example, the input queries may be in relational algebra or SQL, and the rewritten queries may be closer to the physical representation of the data, e.g. array operations. Query rewriting can also involve materialization of views and other subqueries; operations that may or may not be available to the API user. The query rewriting transformation can be aided by creating indices from which the optimizer can choose (some database systems create their own indexes if deemed useful), mandating the use of specific indices, creating materialized and/or denormalized views, or helping a database system gather statistics on the data and query use, as the optimality depends on patterns in data and typical query usage. Query rewriting may be rule based or optimizer based. Some sources discuss query rewriting as a distinct step prior to optimization, operating at the level of the user accessible algebra API (e.g. SQL). There are other, largely unrelated concepts also named similarly, for example, query rewriting by search engines.

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  • Screenpal

    Screenpal

    ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

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  • Affective computing

    Affective computing

    Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the modern idea originated with Rosalind Picard's 1995 paper entitled "Affective Computing" and her 1997 book of the same name published by MIT Press. One motivation for researching affective computing is the ability to give machines emotional intelligence, including simulating empathy. The goal is that a machine should interpret the emotional state of humans and adapt its behavior to those emotions, responding appropriately. Recent experimental research has shown that subtle affective haptic feedback can shape human reward learning and mobile interaction behavior, suggesting that affective computing systems may not only interpret emotional states but also actively modulate user actions through emotion-laden outputs. == Areas == === Detecting and recognizing emotional information === Detecting emotional information usually begins with passive sensors that capture data about the user's physical state or behavior without interpreting the input. The data gathered is analogous to the cues humans use to perceive emotions in others. For example, a video camera might capture facial expressions, body posture, and gestures, while a microphone might capture speech. Other sensors detect emotional cues by directly measuring physiological data, such as skin temperature and galvanic resistance. Recognizing emotional information requires the extraction of meaningful patterns from the gathered data. This is done using machine learning techniques that process different modalities, such as speech recognition, natural language processing, or facial expression detection. The goal of most of these techniques is to produce labels that would match the labels a human would give in the same situation. For example, if a person makes a facial expression furrowing their brow, then the computer vision system might be trained to label their face as appearing "confused" or as "concentrating" or "slightly negative" (as opposed to positive, which it might say if they were smiling in a happy-appearing way). This response is based on the data used to train the system. These labels may or may not correspond to what the person is actually feeling. === Emotion in machines === Another area within affective computing is the design of computational devices proposed to exhibit either innate emotional capabilities or that are capable of convincingly simulating emotions. A more practical approach, based on current technological capabilities, is the simulation of emotions in conversational agents in order to enrich and facilitate interactivity between human and machine. Marvin Minsky, one of the pioneering computer scientists in artificial intelligence, relates emotions to the broader issues of machine intelligence stating in The Emotion Machine that emotion is "not especially different from the processes that we call 'thinking.'" The innovative approach "digital humans" or virtual humans includes an attempt to give these programs, which simulate humans, an emotional dimension as well, including reactions, facial expressions, and gestures in accordance with the reaction that a real person would have in certain emotionally stimulating situations. Emotion in machines often refers to emotion in computational, often AI-based, systems. As a result, the terms 'emotional AI' is being used. Some modern large language models simulate emotions in their chats with humans. ChatGPT's simulated emotion leans more positive than that of most human responses. == Technologies == In psychology, cognitive science, and in neuroscience, there have been two main approaches for describing how humans perceive and classify emotion: continuous or categorical. The continuous approach tends to use dimensions such as negative vs. positive, calm vs. aroused. The categorical approach tends to use discrete classes such as happy, sad, angry, fearful, surprise, and disgust. Different kinds of machine learning regression and classification models are used for machines to produce continuous or discrete labels. Sometimes, models are also built that allow combinations across the categories (e.g. a happy-surprised face or a fearful-surprised face). The following sections consider many of the kinds of input data used for the task of emotion recognition. === Emotional speech === Various changes in the autonomic nervous system can indirectly alter a person's speech, and affective technologies can leverage this information to recognize emotion. For example, speech produced in a state of fear, anger, or joy becomes fast, loud, and precisely enunciated, with a higher and wider range in pitch, whereas emotions such as tiredness, boredom, or sadness tend to generate slow, low-pitched, and slurred speech. Some emotions have been found to be more easily computationally identified, such as anger or approval. Emotional speech processing technologies recognize the user's emotional state using computational analysis of speech features. Vocal parameters and prosodic features such as pitch variables and speech rate can be analyzed through pattern recognition techniques. Speech analysis is an effective method of identifying affective state, having an average reported accuracy of 70-80% in research from 2003 and 2006. These systems tend to outperform average human accuracy (approximately 60%) but are less accurate than systems which employ other modalities for emotion detection, such as physiological states or facial expressions. However, since many speech characteristics are independent of semantics or culture, this technique is considered to be a promising route for further research. ==== Algorithms ==== The process of speech/text affect detection requires the creation of a reliable database, knowledge base, or vector space model, broad enough to fit every need for its application, as well as the selection of a successful classifier which will allow for quick and accurate emotion identification. As of 2010, the most frequently used classifiers were linear discriminant classifiers (LDC), k-nearest neighbor (k-NN), Gaussian mixture model (GMM), support vector machines (SVM), artificial neural networks (ANN), decision tree algorithms, and hidden Markov models (HMMs). Various studies showed that choosing the appropriate classifier can significantly enhance the overall performance of the system. The list below gives a brief description of each algorithm: LDC – Classification happens based on the value obtained from the linear combination of the feature values, which are usually provided in the form of vector features. k-NN – Classification happens by locating the object in the feature space, and comparing it with the k nearest neighbors (training examples). The majority vote decides on the classification. GMM – A probabilistic model used for representing the existence of subpopulations within the overall population. Each sub-population is described using the mixture distribution, which allows for classification of observations into the sub-populations. SVM – A type of (usually binary) linear classifier which decides in which of the two (or more) possible classes, each input may fall into. ANN – is a mathematical model, inspired by biological neural networks, that can better grasp possible non-linearities of the feature space. Decision tree algorithms – work based on following a decision tree in which leaves represent the classification outcome, and branches represent the conjunction of subsequent features that lead to the classification. HMMs – a statistical Markov model in which the states and state transitions are not directly available to observation. Instead, the series of outputs dependent on the states are visible. In the case of affect recognition, the outputs represent the sequence of speech feature vectors, which allow the deduction of states' sequences through which the model progressed. The states can consist of various intermediate steps in the expression of an emotion, and each of them has a probability distribution over the possible output vectors. The states' sequences allow us to predict the affective state which we are trying to classify, and this is one of the most commonly used techniques within the area of speech affect detection. It has been proven that having enough acoustic evidence available the emotional state of a person can be classified by a set of majority voting classifiers. The proposed set of classifiers is based on three main classifiers: kNN, C4.5 and SVM-RBF Kernel. This set achieves better performance than each basic classifier taken separately. It is compared with two other sets of classifiers: one-against-all (OAA) multiclass SVM with Hybrid kernels and th

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  • Recording format

    Recording format

    A recording format is a format for encoding data for storage on a storage medium. The format can be container information such as sectors on a disk, or user/audience information (content) such as analog stereo audio. Multiple levels of encoding may be achieved in one format. For example, a text encoded page may contain HTML and XML encoding, combined in a plain text file format, using either EBCDIC or ASCII character encoding, on a UDF digitally formatted disk. In electronic media, the primary format is the encoding that requires hardware to interpret (decode) data; while secondary encoding is interpreted by secondary signal processing methods, usually computer software. == Recording container formats == A container format is a system for dividing physical storage space or virtual space for data. Data space can be divided evenly by a system of measurement, or divided unevenly with meta data. A grid may divide physical or virtual space with physical or virtual (dividers) borders, evenly or unevenly. Just as a physical container (such as a file cabinet) is divided by physical borders (such as drawers and file folders), data space is divided by virtual borders. Meta data such as a unit of measurement, address, or meta tags act as virtual borders in a container format. A template may be considered an abstract format for containing a solution as well as the content itself. Systems of measurement Metric system Geographic coordinate system Page grid Film formats Audio data format Video tape format Disk format File format Meta data Text formatting Template Data structure == Raw content formats == A raw content format is a system of converting data to displayable information. Raw content formats may either be recorded in secondary signal processing methods such as a software container format (e.g. digital audio, digital video) or recorded in the primary format. A primary raw content format may be directly observable (e.g. image, sound, motion, smell, sensation) or physical data which only requires hardware to display it, such as a phonographic needle and diaphragm or a projector lamp and magnifying glass.

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  • DPVweb

    DPVweb

    DPVweb is a database for virologists working on plant viruses combining taxonomic, bioinformatic and symptom data. == Description == DPVweb is a central web-based source of information about viruses, viroids and satellites of plants, fungi and protozoa. It provides comprehensive taxonomic information, including brief descriptions of each family and genus, and classified lists of virus sequences. It makes use of a large database that also holds detailed, curated, information for all sequences of viruses, viroids and satellites of plants, fungi and protozoa that are complete or that contain at least one complete gene. There are currently about 10,000 such sequences. For comparative purposes, DPVweb also contains a representative sequence of all other fully sequenced virus species with an RNA or single-stranded DNA genome. For each curated sequence the database contains the start and end positions of each feature (gene, non-translated region, etc.), and these have been checked for accuracy. As far as possible, the nomenclature for genes and proteins are standardized within genera and families. Sequences of features (either as DNA or amino acid sequences) can be directly downloaded from the website in FASTA format. The sequence information can also be accessed via client software for personal computers. == History == The Descriptions of Plant Viruses (DPVs) were first published by the Association of Applied Biologists in 1970 as a series of leaflets, each one written by an expert describing a particular plant virus. In 1998 all of the 354 DPVs published in paper were scanned, and converted into an electronic format in a database and distributed on CDROM. In 2001 the descriptions were made available on the new DPVweb site, providing open access to the now 400+ DPVs (currently 415) as well as taxonomic and sequence data on all plant viruses. == Uses == DPVweb is an aid to researchers in the field of plant virology as well as an educational resource for students of virology and molecular biology. The site provides a single point of access for all known plant virus genome sequences making it easy to collect these sequences together for further analysis and comparison. Sequence data from the DPVweb database have proved valuable for a number of projects: survey of codon usage bias amongst all plant viruses, two-way comparisons between comprehensive sets of sequences from the families Flexiviridae and Potyviridae that have helped inform taxonomy and clarify genus and species discrimination criteria, a survey and verification of the polyprotein cleavage sites within the family Potyviridae.

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  • Research software engineering

    Research software engineering

    Research software engineering is the application of software engineering practices, methods and techniques for research software, i.e. software that was made for and is mainly used within research projects. As usual for software engineering, this also includes knowledge of other (and in this case varying) research fields as well as open science that need to be incorporated into a software development process. The term was proposed in a research paper in 2010 in response to an empirical survey on tools used for software development in research projects. It started to be used in United Kingdom in 2012, when it was needed to define the type of software development needed in research. This focuses on reproducibility, reusability, and accuracy of data analysis and applications created for research. == Support == Various type of associations and organisations have been created around this role to support the creation of posts in universities and research institutes. In 2014 a Research Software Engineer Association was created in UK, which attracted 160 members in the first three months and which lead to the creation of the Society of Research Software Engineering in 2019. Other countries like the Netherlands, Germany, and the USA followed creating similar communities and there are similar efforts being pursued in Asia, Australia, Canada, New Zealand, the Nordic countries, and Belgium. In January 2021 the International Council of RSE Associations was introduced. UK counts over 40 universities and institutes with groups that provide access to software expertise to different areas of research. Additionally, the Engineering and Physical Sciences Research Council created a Research Software Engineer fellowship to promote this role and help the creation of RSE groups across UK, with calls in 2015, 2017, and 2020. The world first RSE conference took place in UK in September 2016 and it has been repeated annually (except for a gap in 2020) since. In 2019 the first national RSE conferences in Germany and the Netherlands were held, next editions were planned for 2020 and then cancelled. US-RSE held its first national conference in 2023. The Research Software Alliance was formed in 2019 to advance the global research software ecosystem by collaborating with decision makers and key influencers. The SORSE (A Series of Online Research Software Events) community was established in late‑2020 in response to the COVID-19 pandemic and ran its first online event in September 2020.

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  • Algorithmic logic

    Algorithmic logic

    Algorithmic logic is a calculus of programs that allows the expression of semantic properties of programs by appropriate logical formulas. It provides a framework that enables proving the formulas from the axioms of program constructs such as assignment, iteration and composition instructions and from the axioms of the data structures in question see Mirkowska & Salwicki (1987), Banachowski et al. (1977). The following diagram helps to locate algorithmic logic among other logics. [ P r o p o s i t i o n a l l o g i c o r S e n t e n t i a l c a l c u l u s ] ⊂ [ P r e d i c a t e c a l c u l u s o r F i r s t o r d e r l o g i c ] ⊂ [ C a l c u l u s o f p r o g r a m s o r Algorithmic logic ] {\displaystyle \qquad \left[{\begin{array}{l}\mathrm {Propositional\ logic} \\or\\\mathrm {Sentential\ calculus} \end{array}}\right]\subset \left[{\begin{array}{l}\mathrm {Predicate\ calculus} \\or\\\mathrm {First\ order\ logic} \end{array}}\right]\subset \left[{\begin{array}{l}\mathrm {Calculus\ of\ programs} \\or\\{\mbox{Algorithmic logic}}\end{array}}\right]} The formalized language of algorithmic logic (and of algorithmic theories of various data structures) contains three types of well formed expressions: Terms - i.e. expressions denoting operations on elements of data structures, formulas - i.e. expressions denoting the relations among elements of data structures, programs - i.e. algorithms - these expressions describe the computations. For semantics of terms and formulas consult pages on first-order logic and Tarski's semantics. The meaning of a program K {\displaystyle K} is the set of possible computations of the program. Algorithmic logic is one of many logics of programs. Another logic of programs is dynamic logic, see dynamic logic, Harel, Kozen & Tiuryn (2000).

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  • Living lab

    Living lab

    The concept of the living lab has been defined in multiple ways. A definition from the European Network of Living Labs (ENoLL) is used most widely, describing them as "user-centred open innovation ecosystems” that integrate research and innovation through co-creation in real-world environments.[1] Emerging at the intersection of ambient intelligence research and user experience methodologies in the late 1990s, the concept was pioneered at the Massachusetts Institute of Technology (MIT) as a way to study human interaction with new technologies in natural settings. Over time, living labs have evolved beyond their origins as controlled research environments, becoming dynamic platforms for participatory design, collaborative experimentation, and iterative innovation across various domains, including urban development, healthcare, sustainability, and digital technology. Characterized by principles such as real-world experimentation, active user involvement, and multi-stakeholder collaboration, living labs enable the continuous adaptation and validation of solutions in everyday contexts. Today, they are implemented globally, supported by networks like the European Network of Living Labs (ENoLL), and increasingly recognized as vital tools for addressing local and global transformation agendas. == Background == The term "living lab" has emerged in parallel from the ambient intelligence (AmI) research communities context and from the discussion on experience and application research (EAR). The emergence of the term is based on the concept of user experience and ambient intelligence. The term dates back to the late 1990s when Professor William J. Mitchell, Kent Larson, and Alex (Sandy) Pentland at the Massachusetts Institute of Technology were credited with first exploring the concept of a living laboratory. It was first associated with MIT's Media Lab as a concept for studying real-life contexts, where they described a living lab as a controlled environment designed to test new information and communication technology (ICT) innovations in a simulated home setting. This was also when some of the key characteristics often assigned to living labs today began to take shape. They argued that a living lab represents a user-centric research methodology for sensing, prototyping, validating and refining complex solutions in multiple and evolving real-life contexts. Research on living labs has expanded since the 1990s, especially in the 2010s, with growing interest in co-creation and participatory design. Particularly in Europe, the living lab evolved into a model that focused on studying user interactions with technology in real-world environments. This shift was influenced by earlier experiences in participatory design and social experiments with ICT. As interest grew, the term began to encompass a broader array of initiatives and projects, leading to variations in its interpretation and implementation. Today, living labs are used in various fields, such as technology, healthcare, and urban sustainability, showing a transition from a narrow focus on their role as controlled environments to a more wide-ranging understanding of collaborative innovation addressing real societal challenges, while also being referred to with various descriptions and definitions available from different sources. == Description == The ENoLL definition that refers to living labs as "user-centred open innovation ecosystems” that integrate research and innovation through co-creation in real-world environments is the most widely accepted description of living labs in academic literature. In simple terms, living labs can be described as an organization or experimental space, that can be both virtually or physically located, bringing different stakeholders from research, business, government, and citizens together to design and test solutions to be implemented in a real world environment. A common definition for the living lab term still does not exist to this day, which is due to the fact that living labs are interpreted and implemented across different contexts and can cover a wide range of activities and organizations, leading to different understandings of how living labs should function. Living labs also often operate in various territorial contexts (e.g. city, agglomeration, region, campus), and can vary in their methodological approach integrating concurrent research and innovation processes within a public-private-people partnership. Despite these variations, common characteristics include user-centricity, real-world experimentation, multi-stakeholder collaboration, and iterative innovation processes. The systematic user co-creation approach refers to integrating research and innovation processes through the co-creation, exploration, experimentation and evaluation of innovative ideas, scenarios, concepts and related technological artefacts in real life use cases. Such use cases involve user communities, not only as observed subjects but also as a source of creation. This approach allows all involved stakeholders to concurrently consider both the global performance of a product or service and its potential adoption by users. This consideration may be made at the earlier stage of research and development and through all elements of the product life-cycle, from design up to recycling. User-centred research methods, such as action research, community informatics, contextual design, user-centered design, participatory design, empathic design, emotional design, and other usability methods, already exist but fail to sufficiently empower users for co-creating into open development environments. More recently, the Web 2.0 has demonstrated the positive impact of involving user communities in new product development (NPD) such as mass collaboration projects (e.g. crowdsourcing, Wisdom of Crowds) in collectively creating new contents and applications. Real-world experimentation emphasizes conducting activities in real-life settings to ensure that the results of the projects and solutions are applicable to actual market conditions. Multi-stakeholder collaboration refers to an approach that involved various stakeholders, such as users, businesses, researchers, and government entities, working together towards a common goal. This is an important characteristics of living lab because collaboration of these diverse groups allows for exchange of ideas and perspectives, which are thought to enhance innovation processes. Iterative innovation processes involve a cyclical method of developing products or services, where stages such as research, development, testing, and implementation are revisited multiple times based on feedback and evaluation. This process allows for continuous improvement of the innovation, product, or service being developed. In particular, the ongoing involvement of the user creates feedback mechanisms that are ultimately key to successful development and implementation of products and services. A living lab is not similar to a testbed as its philosophy is to turn users, from being traditionally considered as observed subjects for testing modules against requirements, into value creation in contributing to the co-creation and exploration of emerging ideas, breakthrough scenarios, innovative concepts and related artefacts. Hence, a living lab rather constitutes an experiential environment, which could be compared to the concept of experiential learning, where users are immersed in a creative social space for designing and experiencing their own future. Living labs could also be used by policy makers and users/citizens for designing, exploring, experiencing and refining new policies and regulations in real-life scenarios for evaluating their potential impacts before their implementations. == European Network of Living Labs (ENoLL) == The European Network of Living Labs (ENoLL) is an international, non-profit, independent association of certified living labs, which popularized the living lab concept in the aim to increase user involvement in innovation. Formed in November 2006 under the guidance of the Finnish European Presidency, ENoLL is composed of a variety of stakeholders, including municipalities and research institutes, businesses, and users. Its primary role is to support the collaboration among living labs across Europe and includes many living labs focused on user-driven innovation across sectors. ENoLL focuses on facilitating knowledge exchange, joint actions and project partnerships among its historically labelled +/- 500 members, influencing EU policies, promoting living labs and enabling their implementation worldwide. ENoLL serves as a platform for linking living labs around the globe, which enables knowledge sharing and collaborative learning among diverse cultural environments. Membership to the platform is open to organizations worldwide, and ENoLL has expanded beyond Europe to include global members. ENoLL follows an application and accreditation pro

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  • Read–write conflict

    Read–write conflict

    In computer science, in the field of databases, read–write conflict, also known as unrepeatable reads, is a computational anomaly associated with interleaved execution of transactions. Specifically, a read–write conflict occurs when a "transaction requests to read an entity for which an unclosed transaction has already made a write request." Given a schedule S S = [ T 1 T 2 R ( A ) R ( A ) W ( A ) C o m . R ( A ) W ( A ) C o m . ] {\displaystyle S={\begin{bmatrix}T1&T2\\R(A)&\\&R(A)\\&W(A)\\&Com.\\R(A)&\\W(A)&\\Com.&\end{bmatrix}}} In this example, T1 has read the original value of A, and is waiting for T2 to finish. T2 also reads the original value of A, overwrites A, and commits. However, when T1 reads from A, it discovers two different versions of A, and T1 would be forced to abort, because T1 would not know what to do. This is an unrepeatable read. This could never occur in a serial schedule, in which each transaction executes in its entirety before another begins. Strict two-phase locking (Strict 2PL) or Serializable Snapshot Isolation (SSI) prevent this conflict. == Real-world example == Alice and Bob are using a website to book tickets for a specific show. Only one ticket is left for the specific show. Alice signs on first to see that only one ticket is left, and finds it expensive. Alice takes time to decide. Bob signs on and also finds one ticket left, and orders it instantly. Bob purchases and logs off. Alice decides to buy a ticket, to find there are no tickets. This is a typical read–write conflict situation.

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  • Lenny (chatbot)

    Lenny (chatbot)

    Lenny is a chatbot designed to scam bait telemarketers, scammers, and other unwanted incoming calls using messages. == Background == Telemarketers may be perceived by some as annoying and wasting people's time, and some deliberately attempt to scam or defraud people. In April 2018, stats published by YouMail estimated the United States received over three billion robocalls that month. Attempts to block the callers have been hindered by Caller ID spoofing. == Features == The bot was written in 2011, and development taken over by an Alberta-based programmer known as "Mango" two years later. It is driven by sixteen pre-recorded audio clips, spoken in a soft and slow Australian accent in the manner of an elderly man. The bot's original creator stated on Reddit that in building the character he asked himself the question "What would be a telemarketer's worst nightmare?" He answered with this being a lonely old man who is up for a chat, proud of his family and can't focus on the telemarketer's goal. There is no speech recognition or artificial intelligence, and the bot's software is simple and straightforward. The first four clips are played sequentially in order to grab the telemarketer's interest and begin their sales pitch to Lenny, then the remaining twelve are played sequentially on loop until the telemarketer hangs up. The program waits for a gap of 1.5 seconds of silence before playing the next audio clip, to simulate natural breaks in the conversation. The messages are purposefully vague and open-ended so they can be applied to as many conversations as possible. They include references to Lenny's children, the state of the economy, and being interrupted by some ducks outside. According to research into the bot, around 75% of callers realise they are talking to a computer program within two minutes; however, some calls have lasted around an hour. == Distribution == Though other chatbots had been developed earlier, Lenny was the first one to be released for free on a public server and could be accessed by anyone. Recordings of conversations with the bot are widely shared online on websites such as Reddit and YouTube. Though "Mango" only intended Lenny to be used against dishonest telemarketers, such as scammers, he does not mind it being used against callers who are merely annoying. The bot has also been used against political campaigners, such as a supporter of Pierre Poilievre in the 2015 Canadian federal election.

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  • Synthetic data

    Synthetic data

    Synthetic data are artificially generated data not produced by real-world events. Typically created using algorithms, synthetic data can be deployed to validate mathematical models and to train machine learning models. Data generated by a computer simulation can be seen as synthetic data. This encompasses most applications of physical modeling, such as music synthesizers or flight simulators. The output of such systems approximates the real thing, but is fully algorithmically generated. Synthetic data is used in a variety of fields as a filter for information that would otherwise compromise the confidentiality of particular aspects of the data. In many sensitive applications, datasets theoretically exist but cannot be released to the general public; synthetic data sidesteps the privacy issues that arise from using real consumer information without permission or compensation. == Usefulness == Synthetic data is generated to meet specific needs or certain conditions that may not be found in the original, real data. One of the hurdles in applying up-to-date machine learning approaches for complex scientific tasks is the scarcity of labeled data, a gap effectively bridged by the use of synthetic data, which closely replicates real experimental data. This can be useful when designing many systems, from simulations based on theoretical value, to database processors, etc. This helps detect and solve unexpected issues such as information processing limitations. Synthetic data are often generated to represent the authentic data and allows a baseline to be set. Another benefit of synthetic data is to protect the privacy and confidentiality of authentic data, while still allowing for use in testing systems. Computer security experts claim generated synthetic data "... enables us to create realistic behavior profiles for users and attackers. The data is used to train the fraud detection system itself, thus creating the necessary adaptation of the system to a specific environment." In defense and military contexts, synthetic data is seen as a potentially valuable tool to develop and improve complex AI systems, particularly in contexts where high-quality real-world data is scarce. At the same time, synthetic data together with the testing approach can give the ability to model real-world scenarios. == History == Scientific modelling of physical systems has a long history that runs concurrent with the history of physics. For example, research into synthesis of audio and voice can be traced back to the 1930s and before, driven forward by the developments of the telephone and audio recording technologies. Digitization gave rise to software synthesizers from the 1970s onwards. In the context of privacy-preserving statistical analysis, in 1993, the idea of original fully synthetic data was created by Donald Rubin. Rubin originally designed this to synthesize the Decennial Census long form responses for the short form households. He then released samples that did not include any actual long form records - in this he preserved anonymity of the household. Later that year, the idea of original partially synthetic data was created by Little. Little used this idea to synthesize the sensitive values on the public use file. A 1993 work fitted a statistical model to 60,000 MNIST digits, then it was used to generate over 1 million examples. Those were used to train a LeNet-4 to reach state of the art performance. In 1994, Stephen Fienberg introduced 'critical refinement', in which a parametric posterior predictive distribution (instead of a Bayes bootstrap) is used to do the sampling. Later, other important contributors to the development of synthetic data generation were Trivellore Raghunathan, Jerry Reiter, Donald Rubin, John M. Abowd, and Jim Woodcock. Collectively they came up with a solution for how to treat partially synthetic data with missing data. Similarly, they developed the technique of Sequential Regression Multivariate Imputation. == Calculations == Researchers test the framework on synthetic data, which is "the only source of ground truth on which they can objectively assess the performance of their algorithms". Synthetic data can be generated through the use of random lines, having different orientations and starting positions. Datasets can get fairly complicated. A more complicated dataset can be generated by using a synthesizer build. To create a synthesizer build, first use the original data to create a model or equation that fits the data the best. This model or equation will be called a synthesizer build. This build can be used to generate more data. Constructing a synthesizer build involves constructing a statistical model. In a linear regression line example, the original data can be plotted, and a best fit linear line can be created from the data. This line is a synthesizer created from the original data. The next step will be generating more synthetic data from the synthesizer build or from this linear line equation. In this way, the new data can be used for studies and research, and it protects the confidentiality of the original data. David Jensen from the Knowledge Discovery Laboratory explains how to generate synthetic data: "Researchers frequently need to explore the effects of certain data characteristics on their data model." To help construct datasets exhibiting specific properties, such as auto-correlation or degree disparity, proximity can generate synthetic data having one of several types of graph structure: random graphs that are generated by some random process; lattice graphs having a ring structure; lattice graphs having a grid structure, etc. In all cases, the data generation process follows the same process: Generate the empty graph structure. Generate attribute values based on user-supplied prior probabilities. Since the attribute values of one object may depend on the attribute values of related objects, the attribute generation process assigns values collectively. == Applications == === Fraud detection and confidentiality systems === Testing and training fraud detection and confidentiality systems are devised using synthetic data. Specific algorithms and generators are designed to create realistic data, which then assists in teaching a system how to react to certain situations or criteria. For example, intrusion detection software is tested using synthetic data. This data is a representation of the authentic data and may include intrusion instances that are not found in the authentic data. The synthetic data allows the software to recognize these situations and react accordingly. If synthetic data was not used, the software would only be trained to react to the situations provided by the authentic data and it may not recognize another type of intrusion. === Scientific research === Researchers doing clinical trials or any other research may generate synthetic data to aid in creating a baseline for future studies and testing. Real data can contain information that researchers may not want released, so synthetic data is sometimes used to protect the privacy and confidentiality of a dataset. Using synthetic data reduces confidentiality and privacy issues since it holds no personal information and cannot be traced back to any individual. Beyond privacy protection, synthetic data is also being explored for methodological innovation in drug development. For instance, synthetic data may be used to construct synthetic control arms as an alternative to conventional external control arms based on real-world data (RWD) or randomized controlled trials (RCTs). Collectively, regulatory agencies such as the FDA and EMA appear to be at various stages of recognizing and integrating AI-generated synthetic data into their methodologies. While there is growing consensus on the potential of such data to support model development and the broader lifecycle of medicinal products, to date no drug or medical device has been approved using solely or predominantly synthetic data—particularly not as a comparator arm generated entirely via data-driven algorithms. The quality and statistical handling of synthetic data are expected to become more prominent in future regulatory discussions, particularly in contexts such as predictive modeling (e.g., digital twins), where innovative approaches have already been referenced. === Machine learning === Synthetic data is increasingly being used for machine learning applications: a model is trained on a synthetically generated dataset with the intention of transfer learning to real data. Efforts have been made to enable more data science experiments via the construction of general-purpose synthetic data generators, such as the Synthetic Data Vault. In general, synthetic data has several natural advantages: once the synthetic environment is ready, it is fast and cheap to produce as much data as needed; synthetic data can have perfectly accurate labels, including labeling that may be very expensive or impo

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  • Predictor–corrector method

    Predictor–corrector method

    In numerical analysis, predictor–corrector methods belong to a class of algorithms designed to integrate ordinary differential equations – to find an unknown function that satisfies a given differential equation. All such algorithms proceed in two steps: The initial, "prediction" step, starts from a function fitted to the function-values and derivative-values at a preceding set of points to extrapolate ("anticipate") this function's value at a subsequent, new point. The next, "corrector" step refines the initial approximation by using the predicted value of the function and another method to interpolate that unknown function's value at the same subsequent point. == Predictor–corrector methods for solving ODEs == When considering the numerical solution of ordinary differential equations (ODEs), a predictor–corrector method typically uses an explicit method for the predictor step and an implicit method for the corrector step. === Example: Euler method with the trapezoidal rule === A simple predictor–corrector method (known as Heun's method) can be constructed from the Euler method (an explicit method) and the trapezoidal rule (an implicit method). Consider the differential equation y ′ = f ( t , y ) , y ( t 0 ) = y 0 , {\displaystyle y'=f(t,y),\quad y(t_{0})=y_{0},} and denote the step size by h {\displaystyle h} . First, the predictor step: starting from the current value y i {\displaystyle y_{i}} , calculate an initial guess value y ~ i + 1 {\displaystyle {\tilde {y}}_{i+1}} via the Euler method, y ~ i + 1 = y i + h f ( t i , y i ) . {\displaystyle {\tilde {y}}_{i+1}=y_{i}+hf(t_{i},y_{i}).} Next, the corrector step: improve the initial guess using trapezoidal rule, y i + 1 = y i + 1 2 h ( f ( t i , y i ) + f ( t i + 1 , y ~ i + 1 ) ) . {\displaystyle y_{i+1}=y_{i}+{\tfrac {1}{2}}h{\bigl (}f(t_{i},y_{i})+f(t_{i+1},{\tilde {y}}_{i+1}){\bigr )}.} That value is used as the next step. === PEC mode and PECE mode === There are different variants of a predictor–corrector method, depending on how often the corrector method is applied. The Predict–Evaluate–Correct–Evaluate (PECE) mode refers to the variant in the above example: y ~ i + 1 = y i + h f ( t i , y i ) , y i + 1 = y i + 1 2 h ( f ( t i , y i ) + f ( t i + 1 , y ~ i + 1 ) ) . {\displaystyle {\begin{aligned}{\tilde {y}}_{i+1}&=y_{i}+hf(t_{i},y_{i}),\\y_{i+1}&=y_{i}+{\tfrac {1}{2}}h{\bigl (}f(t_{i},y_{i})+f(t_{i+1},{\tilde {y}}_{i+1}){\bigr )}.\end{aligned}}} It is also possible to evaluate the function f only once per step by using the method in Predict–Evaluate–Correct (PEC) mode: y ~ i + 1 = y i + h f ( t i , y ~ i ) , y i + 1 = y i + 1 2 h ( f ( t i , y ~ i ) + f ( t i + 1 , y ~ i + 1 ) ) . {\displaystyle {\begin{aligned}{\tilde {y}}_{i+1}&=y_{i}+hf(t_{i},{\tilde {y}}_{i}),\\y_{i+1}&=y_{i}+{\tfrac {1}{2}}h{\bigl (}f(t_{i},{\tilde {y}}_{i})+f(t_{i+1},{\tilde {y}}_{i+1}){\bigr )}.\end{aligned}}} Additionally, the corrector step can be repeated in the hope that this achieves an even better approximation to the true solution. If the corrector method is run twice, this yields the PECECE mode: y ~ i + 1 = y i + h f ( t i , y i ) , y ^ i + 1 = y i + 1 2 h ( f ( t i , y i ) + f ( t i + 1 , y ~ i + 1 ) ) , y i + 1 = y i + 1 2 h ( f ( t i , y i ) + f ( t i + 1 , y ^ i + 1 ) ) . {\displaystyle {\begin{aligned}{\tilde {y}}_{i+1}&=y_{i}+hf(t_{i},y_{i}),\\{\hat {y}}_{i+1}&=y_{i}+{\tfrac {1}{2}}h{\bigl (}f(t_{i},y_{i})+f(t_{i+1},{\tilde {y}}_{i+1}){\bigr )},\\y_{i+1}&=y_{i}+{\tfrac {1}{2}}h{\bigl (}f(t_{i},y_{i})+f(t_{i+1},{\hat {y}}_{i+1}){\bigr )}.\end{aligned}}} The PECEC mode has one fewer function evaluation than PECECE mode. More generally, if the corrector is run k times, the method is in P(EC)k or P(EC)kE mode. If the corrector method is iterated until it converges, this could be called PE(CE)∞.

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