AI For College Students Free

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  • Eat App

    Eat App

    Eat App is a global restaurant technology company that provides a cloud-based management platform for restaurants, hotels, and other venues. The platform enables venues to accept online reservations seamlessly, manage tables, and enhance customer relationship management (CRM). It utilizes AI to improve operational efficiency, provides marketing automation, and helps build a comprehensive guestbook. The company also offers a consumer app and website for discovering and booking restaurant tables online. According to the company, the system has seated over 100 million guests, and the number continues to grow. Eat was founded by Nezar Kadhem and David Feuillard in 2015 and has raised $13M to date from Silicon Valley's 500 startups, Middle East Venture Partners (MEVP), Derayah VC, amongst other business angels. The company is currently operational across the world, with offices in Dubai and the United States. == Product overview == === For restaurants === Eat App’s reservation system allows for a digital record of all reservations, all guests that have previously visited the restaurant, as well as analytics on the performance of the restaurant. The table management feature simplifies traditional restaurant operations by providing a live snapshot of current status, seating optimization, and shift management. The CRM and analytics suite gathers and monitors data to build a segmented guestbook for personalized marketing and provides dashboards for data-driven decision-making. Additionally, the review feature makes it easy for restaurants to automatically collect reviews from their guests. Additionally, Eat App includes a chit printer function that seamlessly prints reservation details at host stands and a review management feature that allows restaurants to manage online reviews directly within the platform. == History == In February 2015, Eat App raised $300k from Bahrain-based business angel group TENMOU. In June 2018, Eat raised $1.2 million from Dubai-based Middle East Venture Partners (MEVP). In February 2020, Eat App raised $5 million in a Series B funding round led by 500 Startups, Derayah Venture Fund, and MEVP, with participation from a few angel investors and family members. In February 2021, Eat App launched its technology with The Emaar Hospitality Group, implementing it across over 50 restaurants in Emaar properties and hotels. The cloud-based system runs natively on iPads in each restaurant, providing Emaar staff access to reservations and guest information, and integrates with the U by Emaar loyalty app to personalize service. On September 28, 2022, Eat App announced the closing of an $11 million Series B funding round. The investment was led by Middle East Venture Partners (MEVP), 500 Startups, Derayah Venture Capital, Dallah Albaraka, Ali Zaid Al Quraishi & Brothers Company, and Rasameel Investment Company, with participation from existing investors.

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  • List of artificial intelligence projects

    List of artificial intelligence projects

    The following is a list of current and past, non-classified notable artificial intelligence projects. == Specialized projects == === Brain-inspired === Blue Brain Project, an attempt to create a synthetic brain by reverse-engineering the mammalian brain down to the molecular level. Google Brain, a deep learning project part of Google X attempting to have intelligence similar or equal to human-level. Human Brain Project, ten-year scientific research project, based on exascale supercomputers. === Cognitive architectures === 4CAPS, developed at Carnegie Mellon University under Marcel A. Just ACT-R, developed at Carnegie Mellon University under John R. Anderson. AIXI, Universal Artificial Intelligence developed by Marcus Hutter at IDSIA and ANU. CALO, a DARPA-funded, 25-institution effort to integrate many artificial intelligence approaches (natural language processing, speech recognition, machine vision, probabilistic logic, planning, reasoning, many forms of machine learning) into an AI assistant that learns to help manage your office environment. CHREST, developed under Fernand Gobet at Brunel University and Peter C. Lane at the University of Hertfordshire. CLARION, developed under Ron Sun at Rensselaer Polytechnic Institute and University of Missouri. CoJACK, an ACT-R inspired extension to the JACK multi-agent system that adds a cognitive architecture to the agents for eliciting more realistic (human-like) behaviors in virtual environments. Copycat, by Douglas Hofstadter and Melanie Mitchell at the Indiana University. DUAL, developed at the New Bulgarian University under Boicho Kokinov. FORR developed by Susan L. Epstein at The City University of New York. IDA and LIDA, implementing Global Workspace Theory, developed under Stan Franklin at the University of Memphis. OpenCog Prime, developed using the OpenCog Framework. Procedural Reasoning System (PRS), developed by Michael Georgeff and Amy L. Lansky at SRI International. Psi-Theory developed under Dietrich Dörner at the Otto-Friedrich University in Bamberg, Germany. Soar, developed under Allen Newell and John Laird at Carnegie Mellon University and the University of Michigan. Society of Mind and its successor The Emotion Machine proposed by Marvin Minsky. Subsumption architectures, developed e.g. by Rodney Brooks (though it could be argued whether they are cognitive). === Games === AlphaGo, software developed by Google that plays the Chinese board game Go. Chinook, a computer program that plays English draughts; the first to win the world champion title in the competition against humans. Deep Blue, a chess-playing computer developed by IBM which beat Garry Kasparov in 1997. Halite, an artificial intelligence programming competition created by Two Sigma in 2016. Libratus, a poker AI that beat world-class poker players in 2017, intended to be generalisable to other applications. The Matchbox Educable Noughts and Crosses Engine (sometimes called the Machine Educable Noughts and Crosses Engine or MENACE) was a mechanical computer made from 304 matchboxes designed and built by artificial intelligence researcher Donald Michie in 1961. Quick, Draw!, an online game developed by Google that challenges players to draw a picture of an object or idea and then uses a neural network to guess what the drawing is. The Samuel Checkers-playing Program (1959) was among the world's first successful self-learning programs, and as such a very early demonstration of the fundamental concept of artificial intelligence (AI). Stockfish AI, an open source chess engine currently ranked the highest in many computer chess rankings. TD-Gammon, a program that learned to play world-class backgammon partly by playing against itself (temporal difference learning with neural networks). === Internet activism === Serenata de Amor, project for the analysis of public expenditures and detect discrepancies. === Knowledge and reasoning === Alice (Microsoft), a project from Microsoft Research Lab aimed at improving decision-making in Economics Braina, an intelligent personal assistant application with a voice interface for Windows OS. Cyc, an attempt to assemble an ontology and database of everyday knowledge, enabling human-like reasoning. Eurisko, a language by Douglas Lenat for solving problems which consists of heuristics, including some for how to use and change its heuristics. Google Now, an intelligent personal assistant with a voice interface in Google's Android and Apple Inc.'s iOS, as well as Google Chrome web browser on personal computers. Holmes a new AI created by Wipro. Microsoft Cortana, an intelligent personal assistant with a voice interface in Microsoft's various Windows 10 editions. MindsDB, is an AI automation platform for building AI/ML powered features and applications. Mycin, an early medical expert system. Open Mind Common Sense, a project based at the MIT Media Lab to build a large common sense knowledge base from online contributions. Siri, an intelligent personal assistant and knowledge navigator with a voice-interface in Apple Inc.'s iOS and macOS. SNePS, simultaneously a logic-based, frame-based, and network-based knowledge representation, reasoning, and acting system. Viv (software), a new AI by the creators of Siri. Wolfram Alpha, an online service that answers queries by computing the answer from structured data. === Motion and manipulation === AIBO, the robot pet for the home, grew out of Sony's Computer Science Laboratory (CSL). Cog, a robot developed by MIT to study theories of cognitive science and artificial intelligence, now discontinued. === Music === Melomics, a bioinspired technology for music composition and synthesization of music, where computers develop their own style, rather than mimic musicians. === Natural language processing === AIML, an XML dialect for creating natural language software agents. Apache Lucene, a high-performance, full-featured text search engine library written entirely in Java. Apache OpenNLP, a machine learning based toolkit for the processing of natural language text. It supports the most common NLP tasks, such as tokenization, sentence segmentation, part-of-speech tagging, named entity extraction, chunking and parsing. Artificial Linguistic Internet Computer Entity (A.L.I.C.E.), a natural language processing chatterbot. ChatGPT, a chatbot built on top of OpenAI's GPT-3.5 and GPT-4 family of large language models. Claude, a family of large language models developed by Anthropic and launched in 2023. Claude LLMs achieved high coding scores in several recognized LLM benchmarks. Cleverbot, successor to Jabberwacky, now with 170m lines of conversation, Deep Context, fuzziness and parallel processing. Cleverbot learns from around 2 million user interactions per month. DeepSeek: Chinese chatbot funded by hedge fund High-Flyer. DBRX, 136 billion parameter open sourced large language model developed by Mosaic ML and Databricks. ELIZA, a famous 1966 computer program by Joseph Weizenbaum, which parodied person-centered therapy. FreeHAL, a self-learning conversation simulator (chatterbot) which uses semantic nets to organize its knowledge to imitate a very close human behavior within conversations. Gemini, a family of multimodal large language model developed by Google's DeepMind. Drives the Gemini chatbot, formerly known as Bard. GigaChat, a chatbot by Russian Sberbank. GPT-3, a 2020 language model developed by OpenAI that can produce text difficult to distinguish from that written by a human. Jabberwacky, a chatbot by Rollo Carpenter, aiming to simulate natural human chat. LaMDA, a family of conversational neural language models developed by Google. LLaMA, a 2023 language model family developed by Meta that includes 7, 13, 33 and 65 billion parameter models.[1] Mycroft, a free and open-source intelligent personal assistant that uses a natural language user interface. PARRY, another early chatterbot, written in 1972 by Kenneth Colby, attempting to simulate a paranoid schizophrenic. SHRDLU, an early natural language processing computer program developed by Terry Winograd at MIT from 1968 to 1970. SYSTRAN, a machine translation technology by the company of the same name, used by Yahoo!, AltaVista and Google, among others. === Speech recognition === CMU Sphinx, a group of speech recognition systems developed at Carnegie Mellon University. DeepSpeech, an open-source Speech-To-Text engine based on Baidu's deep speech research paper. Whisper, an open-source speech recognition system developed at OpenAI. === Speech synthesis === 15.ai, a real-time artificial intelligence text-to-speech tool developed by an anonymous researcher from MIT. Amazon Polly, a speech synthesis software by Amazon. Festival Speech Synthesis System, a general multi-lingual speech synthesis system developed at the Centre for Speech Technology Research (CSTR) at the University of Edinburgh. WaveNet, a deep neural network for generating raw audio. === Video === CapCut is a video editor tool, developed

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  • Upper ontology

    Upper ontology

    In information science, an upper ontology (also known as a top-level ontology, upper model, or foundation ontology) is an ontology (in the sense used in information science) that consists of very general terms (such as "object", "property", "relation") that are common across all domains. An important function of an upper ontology is to support broad semantic interoperability among a large number of domain-specific ontologies by providing a common starting point for the formulation of definitions. Terms in the domain ontology are ranked under the terms in the upper ontology, e.g., the upper ontology classes are superclasses or supersets of all the classes in the domain ontologies. A number of upper ontologies have been proposed, each with its own proponents. Library classification systems predate upper ontology systems. Though library classifications organize and categorize knowledge using general concepts that are the same across all knowledge domains, neither system is a replacement for the other. == Development == Any standard foundational ontology is likely to be contested among different groups, each with its own idea of "what exists". One factor exacerbating the failure to arrive at a common approach has been the lack of open-source applications that would permit the testing of different ontologies in the same computational environment. The differences have thus been debated largely on theoretical grounds, or are merely the result of personal preferences. Foundational ontologies can however be compared on the basis of adoption for the purposes of supporting interoperability across domain ontologies. No particular upper ontology has yet gained widespread acceptance as a de facto standard. Different organizations have attempted to define standards for specific domains. The 'Process Specification Language' (PSL) created by the National Institute of Standards and Technology (NIST) is one example. Another important factor leading to the absence of wide adoption of any existing upper ontology is the complexity. Some upper ontologies—Cyc is often cited as an example in this regard—are very large, ranging up to thousands of elements (classes, relations), with complex interactions among them and with a complexity similar to that of a human natural language, and the learning process can be even longer than for a natural language because of the unfamiliar format and logical rules. The motivation to overcome this learning barrier is largely absent because of the paucity of publicly accessible examples of use. As a result, those building domain ontologies for local applications tend to create the simplest possible domain-specific ontology, not related to any upper ontology. Such domain ontologies may function adequately for the local purpose, but they are very time-consuming to relate accurately to other domain ontologies. To solve this problem, some genuinely top level ontologies have been developed, which are deliberately designed to have minimal overlap with any domain ontologies. Examples are Basic Formal Ontology and the DOLCE (see below). === Arguments for the infeasibility of an upper ontology === Historically, many attempts in many societies have been made to impose or define a single set of concepts as more primal, basic, foundational, authoritative, true or rational than all others. A common objection to such attempts points out that humans lack the sort of transcendent perspective — or God's eye view — that would be required to achieve this goal. Humans are bound by language or culture, and so lack the sort of objective perspective from which to observe the whole terrain of concepts and derive any one standard. Thomasson, under the headline "1.5 Skepticism about Category Systems", wrote: "category systems, at least as traditionally presented, seem to presuppose that there is a unique true answer to the question of what categories of entity there are – indeed the discovery of this answer is the goal of most such inquiries into ontological categories. [...] But actual category systems offered vary so much that even a short survey of past category systems like that above can undermine the belief that such a unique, true and complete system of categories may be found. Given such a diversity of answers to the question of what the ontological categories are, by what criteria could we possibly choose among them to determine which is uniquely correct?" Another objection is the problem of formulating definitions. Top level ontologies are designed to maximize support for interoperability across a large number of terms. Such ontologies must therefore consist of terms expressing very general concepts, but such concepts are so basic to our understanding that there is no way in which they can be defined, since the very process of definition implies that a less basic (and less well understood) concept is defined in terms of concepts that are more basic and so (ideally) more well understood. Very general concepts can often only be elucidated, for example by means of examples, or paraphrase. There is no self-evident way of dividing the world up into concepts, and certainly no non-controversial one There is no neutral ground that can serve as a means of translating between specialized (or "lower" or "application-specific") ontologies Human language itself is already an arbitrary approximation of just one among many possible conceptual maps. To draw any necessary correlation between English words and any number of intellectual concepts, that we might like to represent in our ontologies, is just asking for trouble. (WordNet, for instance, is successful and useful, precisely because it does not pretend to be a general-purpose upper ontology; rather, it is a tool for semantic / syntactic / linguistic disambiguation, which is richly embedded in the particulars and peculiarities of the English language.) Any hierarchical or topological representation of concepts must begin from some ontological, epistemological, linguistic, cultural, and ultimately pragmatic perspective. Such pragmatism does not allow for the exclusion of politics between persons or groups, indeed it requires they be considered as perhaps more basic primitives than any that are represented. Those who doubt the feasibility of general purpose ontologies are more inclined to ask "what specific purpose do we have in mind for this conceptual map of entities and what practical difference will this ontology make?" This pragmatic philosophical position surrenders all hope of devising the encoded ontology version of "The world is everything that is the case." (Wittgenstein, Tractatus Logico-Philosophicus). Finally, there are objections similar to those against artificial intelligence. Technically, the complex concept acquisition and the social / linguistic interactions of human beings suggest any axiomatic foundation of "most basic" concepts must be cognitive biological or otherwise difficult to characterize since we don't have axioms for such systems. Ethically, any general-purpose ontology could quickly become an actual tyranny by recruiting adherents into a political program designed to propagate it and its funding means, and possibly defend it by violence. Historically, inconsistent and irrational belief systems have proven capable of commanding obedience to the detriment or harm of persons both inside and outside a society that accepts them. How much more harmful would a consistent rational one be, were it to contain even one or two basic assumptions incompatible with human life? === Arguments for the feasibility of an upper ontology === Many of those who doubt the possibility of developing wide agreement on a common upper ontology fall into one of two traps: they assert that there is no possibility of universal agreement on any conceptual scheme; but they argue that a practical common ontology does not need to have universal agreement, it only needs a large enough user community (as is the case for human languages) to make it profitable for developers to use it as a means to general interoperability, and for third-party developer to develop utilities to make it easier to use; and they point out that developers of data schemes find different representations congenial for their local purposes; but they do not demonstrate that these different representations are in fact logically inconsistent. In fact, different representations of assertions about the real world (though not philosophical models), if they accurately reflect the world, must be logically consistent, even if they focus on different aspects of the same physical object or phenomenon. If any two assertions about the real world are logically inconsistent, one or both must be wrong, and that is a topic for experimental investigation, not for ontological representation. In practice, representations of the real world are created as and known to be approximations to the basic reality, and their use is circumscribed by the limits of e

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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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  • Collabora Online

    Collabora Online

    Collabora Online (often abbreviated as COOL) is an open-source online office suite developed by Collabora, based on LibreOffice Online, the web-based edition of the LibreOffice office suite. It enables real-time collaborative editing of documents, spreadsheets, presentations, and vector graphics in a web browser. Optional applications are available for offline use on Android, ChromeOS, iOS, iPadOS, Linux distributions, macOS, and Windows. It supports the OpenDocument format and is compatible with other major formats, including those used by Microsoft Office. The Document Foundation (TDF), the nonprofit organization behind LibreOffice, states that a majority of the LibreOffice software development is done by its partners like Collabora. Collabora Online is an open-source alternative to proprietary cloud office platforms such as Google Workspace and Microsoft 365. Unlike these services, it can be self-hosted or hosted by third-party providers. The platform is marketed particularly toward enterprises and public institutions seeking greater digital sovereignty and independence from U.S.-based "big tech" companies. Collabora also develops Collabora Office, a standalone desktop and mobile app suite based on LibreOffice. Although Collabora Online has increasingly taken on a central role, both products may be used in parallel, similar to Microsoft Office and Microsoft 365. In November 2025, Collabora released Collabora Office Desktop and renamed the previous product Collabora Office Classic. The new product shares code with Collabora Online and brings the same user interface to the desktop on Linux, Windows and MacOS. A separate version, the Collabora Online Development Edition (CODE), is offered free of charge and is recommended for individuals, small teams, and developers. CODE provides early access to new features and serves as a testing and development platform for open-source community contributors. As TDF does not offer a free version of LibreOffice Online, CODE represents the primary freely available option for organizations and individuals interested in deploying LibreOffice in a web-based, collaborative setting. == Applications == Collabora Online includes several applications for document editing, available through the web-based interface and optional desktop and mobile apps: Collabora Writer – A word processor based on LibreOffice Writer, comparable to Microsoft Word and Google Docs. It supports WYSIWYG editing, styles, formatting tools, comment threads, and change tracking. Collabora Calc – A spreadsheet editor based on LibreOffice Calc, similar to Microsoft Excel and Google Sheets. Features include pivot tables, formulas, data validation, conditional formatting, advanced sorting and filtering, charts, and support for up to 16,000 columns. Compatible with some macros written in VBA. Collabora Impress – A presentation program based on LibreOffice Impress, comparable to Microsoft PowerPoint and Google Slides. It supports master slides, transitions, speaker notes, and multimedia elements. Collabora Draw is not a separate application, most of the functionality of the Draw application is now integrated in Writer and Impress – vector graphics editor based on LibreOffice Draw, comparable to Microsoft Visio and Google Drawings. == Features == Collabora Online can be accessed from modern web browsers without the need for plug-ins or add-ons. It supports real-time collaborative editing of word processing documents, spreadsheets, presentations, and vector graphics. Collaboration features include commenting, version tracking with document comparison and restoration, and integration with communication tools such as chat or video calls. These functions are often enabled through integration with enterprise open-source cloud platforms like Nextcloud, ownCloud, Seafile, EGroupware, GroupOffice and others. Collabora Online can also be embedded or integrated into a variety of third-party applications. Although client apps are not required to use the web-based suite, optional applications are available for offline use on Android, ChromeOS, iOS, iPadOS, Linux distributions, macOS, and Windows. These apps share the same LibreOffice-based core as the server version, ensuring document compatibility across platforms. Development of the LibreOffice core benefits both the online server and the client applications simultaneously. The mobile apps offer touch-optimized interfaces that adapt to different screen sizes and can be used offline, with optional integration into cloud storage services. Collabora Online supports OpenDocument formats (ODF; .odt, .odp, .ods, .odg) in accordance with ISO/IEC 26300. It is also compatible with Microsoft Office formats, including Office Open XML (.docx, .pptx, .xlsx) and legacy binary formats (.doc, .ppt, .xls). Additional supported formats include PDF, PNG, CSV, TSV, RTF, EPUB, and others. The suite can import a range of formats supported by LibreOffice, including Microsoft Visio and Publisher files, Apple Keynote, Numbers, and Pages files, as well as legacy formats used by Lotus 1-2-3, Microsoft Works, and Quattro Pro. The core of Collabora Online is written in C++ and utilizes LibreOfficeKit, a programming interface that enables reuse of much of LibreOffice's existing code for document saving, loading, and rendering. Collabora Online operates on the principle that documents remain on the server, with users viewing tile-rendered images of the document and sending their edits back to the server. The user interface is implemented in JavaScript. For file access and authentication with file hosting services, Collabora Online uses Microsoft's WOPI protocol, allowing compatibility with any service supporting Microsoft 365 integration. == Server == The server component can be self-hosted or deployed through third-party enterprise open-source cloud platforms, allowing organizations to maintain control over data and infrastructure. It is available for various Linux distributions and as a Docker image. The server enables features such as in-browser document editing, file synchronization, and real-time communication. These third-party cloud platforms typically offer additional functionality comparable to services such as Dropbox, Google Workspace, Microsoft 365, or Zoom, including file sharing, calendars, email, contacts, chat, and video conferencing. Collabora Online can be integrated into these applications, as well as with other services such as learning management systems and enterprise content platforms, through open APIs and an SDK. == Reception == Various online and print publications have discussed Collabora Online. In December 2016 the technology website Softpedia mentioned the availability of collaborative editing in version 2.0 and the integration with ownCloud, Nextcloud, and other file synchronization and sharing solutions. In June 2020, ZDNET reported that Collabora Online would be included as the standard office suite in Nextcloud version 19, noting that direct document editing was added to the native video conferencing software Talk. The technology blog OMG! Ubuntu! covered the release of Collabora's Android and iOS apps, emphasizing their offline functionality. In September 2020, Linux Magazine compared Collabora Online with OnlyOffice, noting the flexibility and platform independence of both tools and highlighting Collabora's extensive feature set derived from LibreOffice. === Digital sovereignty === Collabora Online's open-source design and support for self-hosting have made it notable in discussions about digital sovereignty—the ability of users and organizations to control their own data. This is particularly relevant in Europe, where concerns about dependence on U.S.-based "big tech" companies and data privacy have grown in recent years. On 10th June 2025, Microsoft executives under oath in the French Senate admitted that they cannot guarantee data sovereignty and would be compelled to pass French (and by implication the wider European Union) information to the US administration if requested via a warrant or subpoena. The Cloud Act is a law that gives the US government authority to obtain digital data held by US-based tech corporations, irrespective of whether that data is stored on servers at home or on foreign soil. A 2020 briefing by the European Parliament highlighted risks associated with reliance on major technology companies that collect and exploit user data. Legal decisions such as the Schrems II ruling have further underscored these concerns. Several European government agencies have adopted private cloud solutions using Collabora Online and related platforms to enhance data security and maintain control over sensitive information. == History == The former LibreOffice development team from SUSE joined Collabora in September 2013, forming the subsidiary Collabora Productivity. In 2015 Collabora and IceWarp announced the development of an enterprise-ready version of LibreOffice Online to compete wi

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  • Irish logarithm

    Irish logarithm

    The Irish logarithm was a system of number manipulation invented by Percy Ludgate for machine multiplication. The system used a combination of mechanical cams as lookup tables and mechanical addition to sum pseudo-logarithmic indices to produce partial products, which were then added to produce results. The technique is similar to Zech logarithms (also known as Jacobi logarithms), but uses a system of indices original to Ludgate. == Concept == Ludgate's algorithm compresses the multiplication of two single decimal numbers into two table lookups (to convert the digits into indices), the addition of the two indices to create a new index which is input to a second lookup table that generates the output product. Because both lookup tables are one-dimensional, and the addition of linear movements is simple to implement mechanically, this allows a less complex mechanism than would be needed to implement a two-dimensional 10×10 multiplication lookup table. Ludgate stated that he deliberately chose the values in his tables to be as small as he could make them; given this, Ludgate's tables can be simply constructed from first principles, either via pen-and-paper methods, or a systematic search using only a few tens of lines of program code. They do not correspond to either Zech logarithms, Remak indexes or Korn indexes. == Pseudocode == The following is an implementation of Ludgate's Irish logarithm algorithm in the Python programming language: Table 1 is taken from Ludgate's original paper; given the first table, the contents of Table 2 can be trivially derived from Table 1 and the definition of the algorithm. Note since that the last third of the second table is entirely zeros, this could be exploited to further simplify a mechanical implementation of the algorithm.

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  • Artificial empathy

    Artificial empathy

    Artificial empathy or computational empathy is the development of AI systems—such as companion robots or virtual agents—that can detect emotions and respond to them in an empathic way. Although such technology can be perceived as scary or threatening, it could also have a significant advantage over humans for roles in which emotional expression can be important, such as in the health care sector. An October 2025 review and meta-analysis in the British Medical Bulletin found that AI chatbots were rated as showing more empathy than human healthcare professionals in 13 of 15 studies that compared them. Care-givers who perform emotional labor above and beyond the requirements of paid labor can experience chronic stress or burnout, and can become desensitized to patients. Artificial empathy could also help the socialization of care-givers, or serve as role model for emotional detachment. A broader definition of artificial empathy is "the ability of nonhuman models to predict a person's internal state (e.g., cognitive, affective, physical) given the signals (s)he emits (e.g., facial expression, voice, gesture) or to predict a person's reaction (including, but not limited to internal states) when he or she is exposed to a given set of stimuli (e.g., facial expression, voice, gesture, graphics, music, etc.)". A 2025 study reported that some multimodal large language models can recognize basic facial expressions with human-level accuracy on a commonly used research dataset of posed facial expressions. == Areas of research == There are a variety of philosophical, theoretical, and applicative questions related to artificial empathy. For example: Which conditions would have to be met for a robot to respond competently to a human emotion? What models of empathy can or should be applied to Social and Assistive Robotics? Must the interaction of humans with robots imitate affective interaction between humans? Can a robot help science learn about affective development of humans? Would robots create unforeseen categories of inauthentic relations? What relations with robots can be considered authentic? How can we assess artificial empathy in AI systems? == Examples of artificial empathy research and practice == People often communicate and make decisions based on inferences about each other's internal states (e.g., emotional, cognitive, and physical states) that are in turn based on signals emitted by the person such as facial expression, body gesture, voice, and words. Broadly speaking, artificial empathy focuses on developing non-human models that achieve similar objectives using similar data. === Streams of artificial empathy research === Artificial empathy has been applied in various research disciplines, including artificial intelligence and business. Two main streams of research in this domain are: the use of nonhuman models to predict a person's internal state (e.g., cognitive, affective, physical) given the signals he or she emits (e.g., facial expression, voice, gesture) the use of nonhuman models to predict a person's reaction when he or she is exposed to a given set of stimuli (e.g., facial expression, voice, gesture, graphics, music, etc.). Research on affective computing, such as emotional speech recognition and facial expression detection, falls within the first stream of artificial empathy. Contexts that have been studied include oral interviews, call centers, human-computer interaction, sales pitches, and financial reporting. The second stream of artificial empathy has been researched more in marketing contexts, such as advertising, branding, customer reviews, in-store recommendation systems, movies, and online dating. === Artificial empathy applications in practice === With the increasing volume of visual, audio, and text data in commerce, many business applications for artificial empathy have followed. For example, Affectiva analyses viewers' facial expressions from video recordings while they are watching video advertisements in order to optimize the content design of video ads. Software like HireVue, BarRaiser, a hiring intelligence firm, helps firms make recruitment decisions by analyzing audio and video information from candidates' video interviews. Lapetus Solutions develops a model to estimate an individual's longevity, health status, and disease susceptibility from a face photo. Their technology has been applied in the insurance industry. == Artificial empathy and human services == Although artificial intelligence cannot yet replace social workers themselves, the technology has been deployed in that field. Florida State University published a study about Artificial Intelligence being used in the human services field. The research used computer algorithms to analyze health records for combinations of risk factors that could predict a future suicide attempt. The article reports, "machine learning—a future frontier for artificial intelligence—can predict with 80% to 90% accuracy whether someone will attempt suicide as far off as two years into the future. The algorithms become even more accurate as a person's suicide attempt gets closer. For example, the accuracy climbs to 92% one week before a suicide attempt when artificial intelligence focuses on general hospital patients". Such algorithmic machines can help social workers. Social work operates on a cycle of engagement, assessment, intervention, and evaluation with clients. Earlier assessment for risk of suicide can lead to earlier interventions and prevention, therefore saving lives. The system would learn, analyze, and detect risk factors, alerting the clinician of a patient's suicide risk score (analogous to a patient's cardiovascular risk score). Then, social workers could step in for further assessment and preventive intervention.

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  • Knowledge organization

    Knowledge organization

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

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  • Ibotta

    Ibotta

    Ibotta, Inc. is an American mobile technology company headquartered in Denver, Colorado. Founded in 2011, the company offers cash back rewards on various purchases through its Ibotta Performance Network and direct to consumer app. Ibotta partners with CPG (consumer packaged goods) brands and network publishers to provide these rewards. As of 2024, the company operates solely in the United States. The company's rewards-as-a-service offering, the Ibotta Performance Network, went live in 2022. In August 2019, Ibotta received a $1 billion valuation after its Series D funding, and in 2023, the company surpassed $1.5 billion cash rewards paid to over 50 million consumers since the company's founding. Ibotta became a publicly traded company in April 2024 with a listing on the New York Stock Exchange. As of September 2025, Ibotta is trading at approximately $27.13 per share, marking a 69% decline from its initial public offering price of $88 per share on April 18, 2024. == History == === Founding through early 2019 === Ibotta was founded by current CEO Bryan Leach. The company was incorporated in 2011 and the app launched to both the App Store and Google Play stores in 2012. Early investors included entrepreneur and computer scientist Jim Clark and Tom “TJ” Jermoluk, Chairman of @Home Network. In 2015, Ibotta expanded beyond item level grocery, adding the ability to get cash back on in-store retail purchases. In 2016, in-app mobile commerce began, allowing users to navigate from the Ibotta app to its partners' apps to earn cash back on purchases. In 2016 with a Series C investment, Ibotta had raised over $73 million in funding. In March of that year, Ibotta partnered with Anheuser-Busch to offer cash back for adults who purchased its products. In May, the company partnered with LiveRamp so that companies could use their CRM data to create segmented, personalized campaigns. At the time, the company had around 200 full- and part-time employees and moved from offices in Lower Downtown Denver (LoDo) to a 40,000-square-foot office in the central Denver business district. A year later, the company had to expand to a second floor as it added almost another 100 employees. In 2017, Ibotta added cash back for Uber to its app as well as cash back rewards for online and mobile purchases. In 2018, Ibotta was listed on the Inc. 5,000 list as one of the fastest growing private companies in the U.S. A year later, in January 2019, the Ibotta app had been downloaded more than 30 million times with users receiving a reported $500 million in cash back rewards. That year, Ibotta was the largest mobile company in Colorado with six million monthly active users. === August 2019 to present === In August 2019, Ibotta was valued at $1 billion, following a Series D round of funding. The round was led by Koch Disruptive Technologies, a subsidiary of Koch Industries. 2019 was also the year the company introduced Pay with Ibotta, which allowed users to complete purchases at key retailers on the Ibotta app and earn instant cash back in the process. With that new service, users were able to enter their purchase total and use a QR code to checkout and receive immediate cash back. In 2020, the company partnered with Trees for the Future to plant up to 1 million trees as part of an Earth Month campaign to raise awareness about the waste of unused paper coupons. In response to the COVID-19 pandemic, Ibotta partnered with CPG brands in their “Here to Help” campaign and together committed over $10 million in cash back to American consumers. The company added the ability to earn cash back from online grocery pick-up and delivery orders. Later that year, Ibotta started its free Thanksgiving program, providing users with 100% cash back on select groceries needed for a Thanksgiving meal. By 2022, the company had provided approximately 10 million Thanksgiving meals. In 2021, Ibotta acquired the company OctoShop (originally InStok), a shopping browser extension company. The OctoShop app enables users to compare prices across stores and set restock and price-drop alerts. In April 2022, the Ibotta Performance Network (IPN) was launched. The IPN allows brands to deliver digital offers to consumers through third party publishers. Retailers including Walmart, Dollar General and Family Dollar, food delivery services including Instacart, and convenience stores including Shell are all part of the Ibotta Performance Network. This pay-per-sales or success-based performance network reaches over 200 million consumers. On April 18, 2024, Ibotta had its initial public offering (IPO), trading on the New York Stock Exchange (NYSE) under the ticker symbol IBTA. It was the largest technology IPO in Colorado history. In October 2025, Ibotta announced a partnership with technology and analytics company Circana, integrating Circana's Household Lift measurement into Ibotta campaigns to give CPG brands an increased understanding of the impact of their promotional campaigns. On November 3, 2025, Ibotta launched LiveLift, a tool for companies to measure the return on investment of digital promotions, in order to optimize performance marketing goals. === Athletic partnerships === Ibotta became the official jersey patch partner of the New Orleans Pelicans, a professional men's basketball team in the National Basketball Association (NBA), for the 2020–2021 and 2023–2024 seasons. Ibotta became the official jersey patch partner of the 2023 NBA champion Denver Nuggets baskeetball team beginning in the 2023–2024 season. In March 2023, F1 driver Logan Sargeant, the first U.S. racer to compete in F1 since 2015, partnered with Ibotta. The Ibotta logo was displayed on Sargeant's racing helmet throughout his F1 career. In June 2023, UConn Huskies women's basketball player Paige Bueckers entered into a "name, image, and likeness" (NIL) promotional agreement with Ibotta. According to a press release by Ibotta, the company has agreements with The Brandr Group, which finds NIL opportunities for women college athletes, and the Pearpop social media marketing platform to promote Ibotta. == Legal issues == In April 2025, shareholders filed a class action lawsuit—Fortune v. Ibotta, Inc., in the U.S. District Court for the District of Colorado (Case No. 25-cv-01213)—alleging that the registration statement in connection with Ibotta’s April 2024 initial public offering omitted material information. The complaint claims that, although Ibotta disclosed detailed terms for its contract with Walmart Inc., it failed to warn investors that its agreement with The Kroger Co., its second-largest client, was terminable at will and thus could be canceled without warning, creating a misleading impression of stability.

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  • Artificial intelligence industry in Taiwan

    Artificial intelligence industry in Taiwan

    The artificial intelligence (AI) industry in Taiwan refers to the development, application, and commercialization of artificial intelligence technologies within Taiwan. The industry has grown alongside Taiwan's established strengths in semiconductor manufacturing and information and communications technology (ICT), and is supported by government policy, research institutions, and private sector participation. AI development in Taiwan has focused on integrating hardware capabilities with software applications across sectors such as manufacturing, healthcare, and smart infrastructure. Artificial intelligence has been identified as a strategic area of development in Taiwan since the late 2010s. While Taiwan has historically played a limited role in early theoretical and expert-system phases of AI development, its position in global electronics manufacturing has provided a foundation for participation in the contemporary era of machine learning and data-driven AI systems. Taiwan's AI industry is characterized by a strong hardware base, particularly in semiconductor production and AI server manufacturing, combined with increasing investment in software, data infrastructure, and applied AI services. The sector has been shaped by global demand for computing power, advances in deep learning, and the expansion of AI applications in industrial and commercial contexts. == Government policy and development == The Taiwanese government has promoted AI development through a series of national strategies. In 2017, the Ministry of Science and Technology launched the "AI Grand Strategy for a Small Country" initiative, investing approximately US$517 million between 2017 and 2021 to support research, infrastructure, and talent development. This initiative aimed to build a domestic AI ecosystem by funding research centers, expanding data infrastructure, and supporting industrial adoption. The Executive Yuan also introduced the AI Taiwan Action Plan 1.0 (2018–2021), which focused on integrating AI technologies into existing industries and strengthening research and development capabilities. A subsequent plan, AI Taiwan Action Plan 2.0 (2023–2026), expanded the focus to include ethical governance, regulatory frameworks, and risk management in response to the growth of generative AI technologies. In 2023, the Taiwan AI Center of Excellence (Taiwan AICoE), a government-backed hub, was established by the National Science and Technology Council to accelerate AI development, foster international collaboration, and train talent in Taiwan. It acts as a specialized think tank focusing on creating a "smart technology island" by integrating AI resources and developing trusted, human-centric AI technologies. In 2024, the Taiwan Chip-based Industrial Innovation Program (CbI) was launched by the Executive Yuan as a 10-year, NT$300 billion (US$9.3 billion) initiative to leverage Taiwan's semiconductor dominance, driving innovation in AI, smart mobility, manufacturing, and healthcare. It aims to combine generative AI with IC technology, cultivate talent, and attract global startups to build a "Silicon Island". In parallel, the Taiwanese government has explored legislative frameworks such as a proposed Artificial Intelligence Fundamental Act in December 2025, addressing issues including data protection, safety standards, and intellectual property. == Industrial structure == === Semiconductor and hardware foundation === Taiwan's AI industry is closely linked to its semiconductor sector. In 2020, Taiwan accounted for approximately 77.3% of the global wafer foundry market and 57.7% of packaging and testing, with a 20.1% share in integrated circuit (IC) design. These capabilities provide critical infrastructure for AI systems, which rely on high-performance computing hardware. Taiwanese firms are also involved in the production of AI servers and related components, contributing significantly to global supply chains for data centers and cloud computing. The integration of chip design, manufacturing, and assembly has enabled Taiwan to play a central role in providing the computational resources required for AI development. On 20 November 2025, Google established the "Google Taiwan AI Infrastructure R&D Center", second only to its US headquarters and largest AI hardware infrastructure engineering center outside of the United States. === Software and services === Compared to its hardware capabilities, Taiwan's AI software sector is less developed. The absence of large-scale global AI platform companies has been noted as a structural limitation. As a result, much of Taiwan's AI industry focuses on applied solutions, including customization of existing AI models for specific industries. Therefore, efforts to strengthen software capabilities have included investment in research institutions, startup ecosystems, and collaborations between academia and industry. == Applications == === Smart manufacturing === AI has been widely applied in Taiwan's manufacturing sector, which is a major component of the economy. Applications include process automation, predictive maintenance, quality control, and fault detection. AI-enabled smart manufacturing systems aim to improve efficiency, reduce production costs, and enhance product quality. Taiwan's manufacturing industry has incorporated AI technologies into production lines, particularly in electronics and machinery sectors. === Healthcare === The use of AI in healthcare in Taiwan has expanded in areas such as medical imaging, diagnostics, and drug development. AI systems are used to analyze CT scans, MRI data, and other clinical information to support diagnosis and treatment planning. Taiwan's healthcare sector, which includes medical devices, pharmaceuticals, and medical services, has benefited from the integration of AI technologies, particularly in precision medicine and clinical decision support systems. A notable example of AI healthcare deployment in Taiwan is the collaboration between Siemens Healthineers, Ever Fortune AI, and Asia University Hospital. === Edge computing and IoT === AI applications in Taiwan increasingly involve edge computing, where data processing occurs near the source rather than in centralized cloud systems. This approach reduces latency and bandwidth requirements and is used in smart devices, sensors, and industrial equipment. Edge AI technologies are applied in areas such as smart appliances, industrial automation, and transportation systems. == Education and talent development == Human capital development has been a key focus of Taiwan's AI strategy. The Taiwan AI Academy, established in 2018 with support from Academia Sinica and industry partners, provides training programs for professionals and students aimed at accelerating the adoption of artificial intelligence technologies across industries. The academy offers a range of courses, including executive-level programs, technical training, and specialized tracks in areas such as smart manufacturing, smart healthcare, and edge AI. These programs are designed to provide intensive and practical instruction over relatively short periods. A notable component of the curriculum is project-based learning, in which participants are required to complete proof-of-concept (POC) projects addressing real-world industrial problems. These projects are often developed further for implementation within companies, facilitating technology transfer and commercialization. Between 2018 and 2021, more than 8,000 individuals completed AI training programs across campuses in Taipei, Hsinchu, Taichung, and Tainan. Graduates of the academy have contributed to the introduction of AI systems in sectors such as manufacturing, healthcare, and finance, supporting broader industrial transformation efforts. In addition to the Taiwan AI Academy, universities and research institutions in Taiwan play a significant role in AI education and research. Leading universities have expanded programs in computer science, data science, and machine learning, while research institutes conduct applied and fundamental studies in artificial intelligence. Collaboration between academia, government, and industry is a common feature of Taiwan's AI ecosystem, with joint research projects, internship programs, and technology incubation initiatives supporting talent development. Government-supported initiatives have also sought to attract and retain AI talent, including funding for graduate education, international collaboration programs, and incentives for industry–academic partnerships. These efforts aim to address talent shortages and strengthen Taiwan's capacity in both applied and foundational AI research. == Regulation and governance == Taiwan has developed guidelines and policy frameworks to address the risks associated with AI technologies. In 2023, the Executive Yuan issued guidelines for the use of generative AI in government agencies, focusing on data security and privacy. Ongoing policy discussions hav

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  • Friendly artificial intelligence

    Friendly artificial intelligence

    Friendly artificial intelligence (friendly AI or FAI) is hypothetical artificial general intelligence (AGI) that would have a positive (benign) effect on humanity or at least align with human interests such as fostering the improvement of the human species. It is a part of the ethics of artificial intelligence and is closely related to machine ethics. While machine ethics is concerned with how an artificially intelligent agent should behave, friendly artificial intelligence research is focused on how to practically bring about this behavior and ensuring it is adequately constrained. == Etymology and usage == The term was coined by Eliezer Yudkowsky, who is best known for popularizing the idea, to discuss superintelligent artificial agents that reliably implement human values. Stuart J. Russell and Peter Norvig's leading artificial intelligence textbook, Artificial Intelligence: A Modern Approach, describes the idea: Yudkowsky (2008) goes into more detail about how to design a Friendly AI. He asserts that friendliness (a desire not to harm humans) should be designed in from the start, but that the designers should recognize both that their own designs may be flawed, and that the robot will learn and evolve over time. Thus the challenge is one of mechanism design—to define a mechanism for evolving AI systems under a system of checks and balances, and to give the systems utility functions that will remain friendly in the face of such changes. "Friendly" is used in this context as technical terminology, and picks out agents that are safe and useful, not necessarily ones that are "friendly" in the colloquial sense. The concept is primarily invoked in the context of discussions of recursively self-improving artificial agents that rapidly explode in intelligence, on the grounds that this hypothetical technology would have a large, rapid, and difficult-to-control impact on human society. == Risks of unfriendly AI == The roots of concern about artificial intelligence are very old. Kevin LaGrandeur showed that the dangers specific to AI can be seen in ancient literature concerning artificial humanoid servants such as the golem, or the proto-robots of Gerbert of Aurillac and Roger Bacon. In those stories, the extreme intelligence and power of these humanoid creations clash with their status as slaves (which by nature are seen as sub-human), and cause disastrous conflict. By 1942 these themes prompted Isaac Asimov to create the "Three Laws of Robotics"—principles hard-wired into all the robots in his fiction, intended to prevent them from turning on their creators, or allowing them to come to harm. In modern times as the prospect of superintelligent AI looms nearer, philosopher Nick Bostrom has said that superintelligent AI systems with goals that are not aligned with human ethics are intrinsically dangerous unless extreme measures are taken to ensure the safety of humanity. He put it this way: Basically we should assume that a 'superintelligence' would be able to achieve whatever goals it has. Therefore, it is extremely important that the goals we endow it with, and its entire motivation system, is 'human friendly.' In 2008, Eliezer Yudkowsky called for the creation of "friendly AI" to mitigate existential risk from advanced artificial intelligence. He explains: "The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else." Steve Omohundro says that a sufficiently advanced AI system will, unless explicitly counteracted, exhibit a number of basic "drives", such as resource acquisition, self-preservation, and continuous self-improvement, because of the intrinsic nature of any goal-driven systems and that these drives will, "without special precautions", cause the AI to exhibit undesired behavior. Alexander Wissner-Gross says that AIs driven to maximize their future freedom of action (or causal path entropy) might be considered friendly if their planning horizon is longer than a certain threshold, and unfriendly if their planning horizon is shorter than that threshold. Luke Muehlhauser, writing for the Machine Intelligence Research Institute, recommends that machine ethics researchers adopt what Bruce Schneier has called the "security mindset": Rather than thinking about how a system will work, imagine how it could fail. For instance, he suggests even an AI that only makes accurate predictions and communicates via a text interface might cause unintended harm. In 2014, Luke Muehlhauser and Nick Bostrom underlined the need for 'friendly AI'; nonetheless, the difficulties in designing a 'friendly' superintelligence, for instance via programming counterfactual moral thinking, are considerable. == Coherent extrapolated volition == Yudkowsky advances the Coherent Extrapolated Volition (CEV) model. According to him, our coherent extrapolated volition is "our wish if we knew more, thought faster, were more the people we wished we were, had grown up farther together; where the extrapolation converges rather than diverges, where our wishes cohere rather than interfere; extrapolated as we wish that extrapolated, interpreted as we wish that interpreted". Rather than a Friendly AI being designed directly by human programmers, it is to be designed by a "seed AI" programmed to first study human nature and then produce the AI that humanity would want, given sufficient time and insight, to arrive at a satisfactory answer. The appeal to an objective through contingent human nature (perhaps expressed, for mathematical purposes, in the form of a utility function or other decision-theoretic formalism), as providing the ultimate criterion of "Friendliness", is an answer to the meta-ethical problem of defining an objective morality; extrapolated volition is intended to be what humanity objectively would want, all things considered, but it can only be defined relative to the psychological and cognitive qualities of present-day, unextrapolated humanity. == Other approaches == Steve Omohundro has proposed a "scaffolding" approach to AI safety, in which one provably safe AI generation helps build the next provably safe generation. Seth Baum argues that the development of safe, socially beneficial artificial intelligence or artificial general intelligence is a function of the social psychology of AI research communities and so can be constrained by extrinsic measures and motivated by intrinsic measures. Intrinsic motivations can be strengthened when messages resonate with AI developers; Baum argues that, in contrast, "existing messages about beneficial AI are not always framed well". Baum advocates for "cooperative relationships, and positive framing of AI researchers" and cautions against characterizing AI researchers as "not want(ing) to pursue beneficial designs". In his book Human Compatible, AI researcher Stuart J. Russell lists three principles to guide the development of beneficial machines. He emphasizes that these principles are not meant to be explicitly coded into the machines; rather, they are intended for the human developers. The principles are as follows: The machine's only objective is to maximize the realization of human preferences. The machine is initially uncertain about what those preferences are. The ultimate source of information about human preferences is human behavior. The "preferences" Russell refers to "are all-encompassing; they cover everything you might care about, arbitrarily far into the future." Similarly, "behavior" includes any choice between options, and the uncertainty is such that some probability, which may be quite small, must be assigned to every logically possible human preference. == Public policy == James Barrat, author of Our Final Invention, suggested that "a public-private partnership has to be created to bring A.I.-makers together to share ideas about security—something like the International Atomic Energy Agency, but in partnership with corporations." He urges AI researchers to convene a meeting similar to the Asilomar Conference on Recombinant DNA, which discussed risks of biotechnology. John McGinnis encourages governments to accelerate friendly AI research. Because the goalposts of friendly AI are not necessarily eminent, he suggests a model similar to the National Institutes of Health, where "Peer review panels of computer and cognitive scientists would sift through projects and choose those that are designed both to advance AI and assure that such advances would be accompanied by appropriate safeguards." McGinnis feels that peer review is better "than regulation to address technical issues that are not possible to capture through bureaucratic mandates". McGinnis notes that his proposal stands in contrast to that of the Machine Intelligence Research Institute, which generally aims to avoid government involvement in friendly AI. == Criticism == Some critics believe that both human-level AI and superintelligence are unlikely and that, therefore, friendly AI is unlik

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  • Leiden algorithm

    Leiden algorithm

    The Leiden algorithm is a community detection algorithm developed by Traag et al at Leiden University. It was developed as a modification of the Louvain method. Like the Louvain method, the Leiden algorithm attempts to optimize modularity in extracting communities from networks; however, it addresses key issues present in the Louvain method, namely poorly connected communities and the resolution limit of modularity. == Improvement over Louvain method == Broadly, the Leiden algorithm uses the same two primary phases as the Louvain algorithm: a local node moving step (though, the method by which nodes are considered in Leiden is more efficient) and a graph aggregation step. However, to address the issues with poorly-connected communities and the merging of smaller communities into larger communities (the resolution limit of modularity), the Leiden algorithm employs an intermediate refinement phase in which communities may be split to guarantee that all communities are well-connected. Consider, for example, the following graph: Three communities are present in this graph (each color represents a community). Additionally, the center "bridge" node (represented with an extra circle) is a member of the community represented by blue nodes. Now consider the result of a node-moving step which merges the communities denoted by red and green nodes into a single community (as the two communities are highly connected): Notably, the center "bridge" node is now a member of the larger red community after node moving occurs (due to the greedy nature of the local node moving algorithm). In the Louvain method, such a merging would be followed immediately by the graph aggregation phase. However, this causes a disconnection between two different sections of the community represented by blue nodes. In the Leiden algorithm, the graph is instead refined: The Leiden algorithm's refinement step ensures that the center "bridge" node is kept in the blue community to ensure that it remains intact and connected, despite the potential improvement in modularity from adding the center "bridge" node to the red community. == Graph components == Before defining the Leiden algorithm, it will be helpful to define some of the components of a graph. === Vertices and edges === A graph is composed of vertices (nodes) and edges. Each edge is connected to two vertices, and each vertex may be connected to zero or more edges. Edges are typically represented by straight lines, while nodes are represented by circles or points. In set notation, let V {\displaystyle V} be the set of vertices, and E {\displaystyle E} be the set of edges: V := { v 1 , v 2 , … , v n } E := { e i j , e i k , … , e k l } {\displaystyle {\begin{aligned}V&:=\{v_{1},v_{2},\dots ,v_{n}\}\\E&:=\{e_{ij},e_{ik},\dots ,e_{kl}\}\end{aligned}}} where e i j {\displaystyle e_{ij}} is the directed edge from vertex v i {\displaystyle v_{i}} to vertex v j {\displaystyle v_{j}} . We can also write this as an ordered pair: e i j := ( v i , v j ) {\displaystyle {\begin{aligned}e_{ij}&:=(v_{i},v_{j})\end{aligned}}} === Community === A community is a unique set of nodes: C i ⊆ V C i ⋂ C j = ∅ ∀ i ≠ j {\displaystyle {\begin{aligned}C_{i}&\subseteq V\\C_{i}&\bigcap C_{j}=\emptyset ~\forall ~i\neq j\end{aligned}}} and the union of all communities must be the total set of vertices: V = ⋃ i = 1 C i {\displaystyle {\begin{aligned}V&=\bigcup _{i=1}C_{i}\end{aligned}}} === Partition === A partition is the set of all communities: P = { C 1 , C 2 , … , C n } {\displaystyle {\begin{aligned}{\mathcal {P}}&=\{C_{1},C_{2},\dots ,C_{n}\}\end{aligned}}} == Partition quality == How communities are partitioned is an integral part on the Leiden algorithm. How partitions are decided can depend on how their quality is measured. Additionally, many of these metrics contain parameters of their own that can change the outcome of their communities. === Modularity === Modularity is a highly used quality metric for assessing how well a set of communities partition a graph. The equation for this metric is defined for an adjacency matrix, A, as: Q = 1 2 m ∑ i j ( A i j − k i k j 2 m ) δ ( c i , c j ) {\displaystyle Q={\frac {1}{2m}}\sum _{ij}(A_{ij}-{\frac {k_{i}k_{j}}{2m}})\delta (c_{i},c_{j})} where: A i j {\displaystyle A_{ij}} represents the edge weight between nodes i {\displaystyle i} and j {\displaystyle j} ; see Adjacency matrix; k i {\displaystyle k_{i}} and k j {\displaystyle k_{j}} are the sum of the weights of the edges attached to nodes i {\displaystyle i} and j {\displaystyle j} , respectively; m {\displaystyle m} is the sum of all of the edge weights in the graph; c i {\displaystyle c_{i}} and c j {\displaystyle c_{j}} are the communities to which the nodes i {\displaystyle i} and j {\displaystyle j} belong; and δ {\displaystyle \delta } is Kronecker delta function: δ ( c i , c j ) = { 1 if c i and c j are the same community 0 otherwise {\displaystyle {\begin{aligned}\delta (c_{i},c_{j})&={\begin{cases}1&{\text{if }}c_{i}{\text{ and }}c_{j}{\text{ are the same community}}\\0&{\text{otherwise}}\end{cases}}\end{aligned}}} === Reichardt Bornholdt Potts Model (RB) === One of the most well used metrics for the Leiden algorithm is the Reichardt Bornholdt Potts Model (RB). This model is used by default in most mainstream Leiden algorithm libraries under the name RBConfigurationVertexPartition. This model introduces a resolution parameter γ {\displaystyle \gamma } and is highly similar to the equation for modularity. This model is defined by the following quality function for an adjacency matrix, A, as: Q = ∑ i j ( A i j − γ k i k j 2 m ) δ ( c i , c j ) {\displaystyle Q=\sum _{ij}(A_{ij}-\gamma {\frac {k_{i}k_{j}}{2m}})\delta (c_{i},c_{j})} where: γ {\displaystyle \gamma } represents a linear resolution parameter === Constant Potts Model (CPM) === Another metric similar to RB is the Constant Potts Model (CPM). This metric also relies on a resolution parameter γ {\displaystyle \gamma } The quality function is defined as: H = − ∑ i j ( A i j w i j − γ ) δ ( c i , c j ) {\displaystyle H=-\sum _{ij}(A_{ij}w_{ij}-\gamma )\delta (c_{i},c_{j})} === Understanding Potts Model resolution parameters/Resolution limit === Typically Potts models such as RB or CPM include a resolution parameter in their calculation. Potts models are introduced as a response to the resolution limit problem that is present in modularity maximization based community detection. The resolution limit problem is that, for some graphs, maximizing modularity may cause substructures of a graph to merge and become a single community and thus smaller structures are lost. These resolution parameters allow modularity adjacent methods to be modified to suit the requirements of the user applying the Leiden algorithm to account for small substructures at a certain granularity. The figure on the right illustrates why resolution can be a helpful parameter when using modularity based quality metrics. In the first graph, modularity only captures the large scale structures of the graph; however, in the second example, a more granular quality metric could potentially detect all substructures in a graph. == Algorithm == The Leiden algorithm starts with a graph of disorganized nodes (a) and sorts it by partitioning them to maximize modularity (the difference in quality between the generated partition and a hypothetical randomized partition of communities). The method it uses is similar to the Louvain algorithm, except that after moving each node it also considers that node's neighbors that are not already in the community it was placed in. This process results in our first partition (b), also referred to as P {\displaystyle {\mathcal {P}}} . Then the algorithm refines this partition by first placing each node into its own individual community and then moving them from one community to another to maximize modularity. It does this iteratively until each node has been visited and moved, and each community has been refined - this creates partition (c), which is the initial partition of P refined {\displaystyle {\mathcal {P}}_{\text{refined}}} . Then an aggregate network (d) is created by turning each community into a node. P refined {\displaystyle {\mathcal {P}}_{\text{refined}}} is used as the basis for the aggregate network while P {\displaystyle {\mathcal {P}}} is used to create its initial partition. Because we use the original partition P {\displaystyle {\mathcal {P}}} in this step, we must retain it so that it can be used in future iterations. These steps together form the first iteration of the algorithm. In subsequent iterations, the nodes of the aggregate network (which each represent a community) are once again placed into their own individual communities and then sorted according to modularity to form a new P refined {\displaystyle {\mathcal {P}}_{\text{refined}}} , forming (e) in the above graphic. In the case depicted by the graph, the nodes were already sorted optimally, so no change too

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  • Certified social engineering prevention specialist

    Certified social engineering prevention specialist

    Certified Social Engineering Prevention Specialist (CSEPS) is a social engineering security-awareness training and professional certification program originally developed by Kevin Mitnick and Alexis Kasperavičius. == Course structure == The original CSEPS program was structured as a multi-module corporate security-awareness course designed to teach employees, managers, and IT personnel how social engineers manipulate human behavior to bypass technical security systems. The curriculum combined case studies, psychological analysis, attack demonstrations, pretexting exercises, and operational security scenarios. The course materials described social engineering as the exploitation of "the human factor" in information security and argued that traditional technical defenses alone were insufficient to protect organizations from deception-based attacks. The training program was divided into instructional modules covering topics such as: social engineering methodology and threat analysis intelligence gathering and reconnaissance dumpster diving pretexting elicitation technique telephone-system exploitation and caller-ID spoofing psychological influence techniques industrial espionage identity theft organizational vulnerabilities security policy development and employee awareness training The course also analyzed historical and contemporary case studies involving information theft, corporate espionage, fraudulent wire transfers, and telephone-based impersonation attacks. Training exercises required participants to analyze how attackers established credibility, manipulated trust, overcame objections, and exploited organizational procedures. According to The Wall Street Journal, CSEPS was delivered as a two-day "boot camp" course costing approximately US$1,500 per attendee. Clients reportedly included the United States Air Force and the United States Marine Corps. The certification examination included multiple-choice and written-response sections dealing with social-engineering defense scenarios and mitigation strategies. == History == In 2003, Mitnick and Kasperavičius partnered with the Florida-based IT training company Intense School Inc. to offer CSEPS classes throughout the United States. In 2020, Mitnick partnered with security-awareness training company KnowBe4, and elements of the original CSEPS material became incorporated into KnowBe4's social-engineering awareness training offerings.

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  • E-Science librarianship

    E-Science librarianship

    E-Science librarianship refers to a role for librarians in e-Science. == Early scholars == Early references to e-Science and librarianship involve information studies scholars researching cyberinfrastructure and emerging networked information and knowledge communities. Notably Christine Borgman, Professor and Presidential Chair in Information Studies at the University of California, Los Angeles (UCLA) was a key player in bringing e-Science, and the idea of networked knowledge communities, to the attention of the library profession. In 2004, as a visiting fellow at the Oxford Internet Institute, she conducted research and lectured publicly on e-Science, Digital Libraries, and Knowledge Communities. In 2007 Anna K. Gold, formerly of MIT and Cal Poly, San Luis Obispo, authored a series of articles in D-Lib Magazine that opened the door for academic libraries to begin exploring roles, skills, and strategies for engaging in e-Science: Cyberinfrastructure, Data, and Libraries, Part 1: A Cyberinfrastructure Primer for Librarians and Cyberinfrastructure, Data, and Libraries, Part 2: Libraries and the Data Challenge: Roles and Actions for Libraries. == Academic research and health sciences libraries == In 2007, the Association of Research Libraries (ARL) e-Science task force issued its report on e-Science and librarianship. The ARL's report encouraged its member libraries to position themselves to engage with researchers involved in e-Science (eScience) by cultivating new research support strategies and developing their digital scholarship infrastructure. E-Science has multiple attributes; Tony and Jessie Hey framed e-Science for the library community by characterizing it as a research methodology: "e-Science is not a new scientific discipline in its own right: e-Science is shorthand for the set of tools and technologies required to support collaborative, networked science". In addition to academic libraries' interests in providing support for their researchers engaging in e-Science, the health sciences library community also emerged as a major proponent for creating librarian positions for supporting the information needs of large-scale, networked, research collaborations on their campuses. Neil Rambo, current director of NYU's Health Sciences Library and former director of University of Washington Health Sciences Library, was the first to use the term in the Journal of the Medical Library Association, in his 2009 editorial e-Science and the Biomedical Library. Rambo's definition of e-Science highlighted the potential e-Science held for creating data as a research product: "E-science is a new research methodology, fueled by networked capabilities and the practical possibility of gathering and storing vast amounts of data." In response to this article the University of Massachusetts Medical School Lamar Soutter Library and National Network of Libraries of Medicine, New England Region encouraged health sciences libraries to cooperate to identify skills and develop a program for training e-Science Librarians. Then, in 2013, Shannon Bohle, an archivist who was employed in the library at Cold Spring Harbor Laboratory, an NCI-designated basic cancer research facility, used experience gained there and previous papers and presentations about preserving scientific archival materials to expand the traditional definition of e-Science by including the terms, principles, and practices used in archival science. These included in the definition the "long-term storage and accessibility of all materials generated through the scientific process," as well as examples of material types traditionally preserved in archives, like "electronic/digitized laboratory notebooks, raw and fitted data sets, manuscript production and draft versions, pre-prints," as well as library materials ("print and/or electronic publications"). == Roles == Many areas of science are about to be transformed by the availability of vast amounts of new scientific data that can potentially provide insights at a level of detail never before envisaged. However, this new data dominant era brings new challenges for the scientists and they will need the skills and technologies both of computer scientists and of the library community to manage, search and curate these new data resources. Libraries will not be immune from change in this new world of research. Karen Williams identifies roles in the following areas for librarians in the developing world of e-Science. Campus Engagement Content/Collection Development and Management Teaching and Learning Scholarly Communication E-Scholarship and Digital Tools Reference/Help Services Outreach Fund Raising Exhibit and Event Planning Leadership == Challenges for research libraries == E-science tends toward inter- and multidisciplinary approaches that depend on computation and computer science. Research libraries have traditionally been discipline focused and, although increasingly technologically sophisticated, do not have systems of the scale or complexity of the e-science environment. E-science is data intensive, but research libraries have not typically been responsible for scientific data. E-science is frequently conducted in a team context, often distributed across multiple institutions and on a global scale. The primary constituency of libraries generally comprises those affiliated with the local institution. Licenses for electronic content are typically restricted to a particular institutional community, and the infrastructure to move institutional licenses into a multi-institutional environment is not well developed. E-science challenges all these traditional paradigms of research library organization and services. == Skills == Garritano & Carlson were among the first to outline a skill set for librarians seeking to support the data needs of e-Science; they identified five skill categories librarians new to this area should expect to adapt or develop when participating on such projects: Library and information science expertise Subject expertise Partnerships and outreach (both internal and external) Participating in sponsored research Balancing workload An example of librarians reconfiguring traditional librarian skills to meet the needs of researchers engaging in e-Science is Witt & Carlson's adaptation of the traditional reference interview into a "data interview" in order to provide effective data management and e-Science services. This interview consists of ten practical queries necessary for understanding the provenance and expectations for the preservation of datasets typical of e-Science that also help illustrate some of the educational tools and skills needed by a librarian new to e-Science. "What is the story of the data? What form and format are the data in? What is the expected lifespan of the dataset? How could the data be used, reused, and repurposed? How large is the dataset, and what is its rate of growth? Who are the potential audiences for the data? Who owns the data? Does the dataset include any sensitive information? What publications or discoveries have resulted from the data? How should the data be made accessible?" == Resources == In 2009 the Lamar Soutter Library at the University of Massachusetts Medical School (UMMS) and the National Network of Libraries of Medicine, New England Region (NN/LM NER) funded an e-Science program for building the skills highlighted above for librarians. Elaine Russo Martin, Director of Library Services at the Lamar Soutter Library and Director of the NN/LM NER developed this comprehensive e-Science program to build librarians' subject expertise in the sciences, developing their data management skills, and their familiarity with cyberinfrastructure and e-Science. Three major products of this program are the e-Science web portal for librarians, the E-Science Symposium, and the New England Collaborative Data Management Curriculum (NECDMC). This portal includes educational resources for specific tools and subject/discipline tutorials and modules to assist librarians new to e-Science. UMMS and NN/LM NER also publish an open access journal called the Journal of eScience Librarianship.

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  • Time Warp Edit Distance

    Time Warp Edit Distance

    In the data analysis of time series, Time Warp Edit Distance (TWED) is a measure of similarity (or dissimilarity) between pairs of discrete time series, controlling the relative distortion of the time units of the two series using the physical notion of elasticity. In comparison to other distance measures, (e.g. DTW (dynamic time warping) or LCS (longest common subsequence problem)), TWED is a metric. Its computational time complexity is O ( n 2 ) {\displaystyle O(n^{2})} , but can be drastically reduced in some specific situations by using a corridor to reduce the search space. Its memory space complexity can be reduced to O ( n ) {\displaystyle O(n)} . It was first proposed in 2009 by P.-F. Marteau. == Definition == δ λ , ν ( A 1 p , B 1 q ) = M i n { δ λ , ν ( A 1 p − 1 , B 1 q ) + Γ ( a p ′ → Λ ) d e l e t e i n A δ λ , ν ( A 1 p − 1 , B 1 q − 1 ) + Γ ( a p ′ → b q ′ ) m a t c h o r s u b s t i t u t i o n δ λ , ν ( A 1 p , B 1 q − 1 ) + Γ ( Λ → b q ′ ) d e l e t e i n B {\displaystyle \delta _{\lambda ,\nu }(A_{1}^{p},B_{1}^{q})=Min{\begin{cases}\delta _{\lambda ,\nu }(A_{1}^{p-1},B_{1}^{q})+\Gamma (a_{p}^{'}\to \Lambda )&{\rm {delete\ in\ A}}\\\delta _{\lambda ,\nu }(A_{1}^{p-1},B_{1}^{q-1})+\Gamma (a_{p}^{'}\to b_{q}^{'})&{\rm {match\ or\ substitution}}\\\delta _{\lambda ,\nu }(A_{1}^{p},B_{1}^{q-1})+\Gamma (\Lambda \to b_{q}^{'})&{\rm {delete\ in\ B}}\end{cases}}} whereas Γ ( α p ′ → Λ ) = d L P ( a p ′ , a p − 1 ′ ) + ν ⋅ ( t a p − t a p − 1 ) + λ {\displaystyle \Gamma (\alpha _{p}^{'}\to \Lambda )=d_{LP}(a_{p}^{'},a_{p-1}^{'})+\nu \cdot (t_{a_{p}}-t_{a_{p-1}})+\lambda } Γ ( α p ′ → b q ′ ) = d L P ( a p ′ , b q ′ ) + d L P ( a p − 1 ′ , b q − 1 ′ ) + ν ⋅ ( | t a p − t b q | + | t a p − 1 − t b q − 1 | ) {\displaystyle \Gamma (\alpha _{p}^{'}\to b_{q}^{'})=d_{LP}(a_{p}^{'},b_{q}^{'})+d_{LP}(a_{p-1}^{'},b_{q-1}^{'})+\nu \cdot (|t_{a_{p}}-t_{b_{q}}|+|t_{a_{p-1}}-t_{b_{q-1}}|)} Γ ( Λ → b q ′ ) = d L P ( b p ′ , b p − 1 ′ ) + ν ⋅ ( t b q − t b q − 1 ) + λ {\displaystyle \Gamma (\Lambda \to b_{q}^{'})=d_{LP}(b_{p}^{'},b_{p-1}^{'})+\nu \cdot (t_{b_{q}}-t_{b_{q-1}})+\lambda } Whereas the recursion δ λ , ν {\displaystyle \delta _{\lambda ,\nu }} is initialized as: δ λ , ν ( A 1 0 , B 1 0 ) = 0 , {\displaystyle \delta _{\lambda ,\nu }(A_{1}^{0},B_{1}^{0})=0,} δ λ , ν ( A 1 0 , B 1 j ) = ∞ f o r j ≥ 1 {\displaystyle \delta _{\lambda ,\nu }(A_{1}^{0},B_{1}^{j})=\infty \ {\rm {{for\ }j\geq 1}}} δ λ , ν ( A 1 i , B 1 0 ) = ∞ f o r i ≥ 1 {\displaystyle \delta _{\lambda ,\nu }(A_{1}^{i},B_{1}^{0})=\infty \ {\rm {{for\ }i\geq 1}}} with a 0 ′ = b 0 ′ = 0 {\displaystyle a'_{0}=b'_{0}=0} === Implementations === An implementation of the TWED algorithm in C with a Python wrapper is available at TWED is also implemented into the Time Series Subsequence Search Python package (TSSEARCH for short) available at [1]. An R implementation of TWED has been integrated into the TraMineR, a R package for mining, describing and visualizing sequences of states or events, and more generally discrete sequence data. Additionally, cuTWED is a CUDA- accelerated implementation of TWED which uses an improved algorithm due to G. Wright (2020). This method is linear in memory and massively parallelized. cuTWED is written in CUDA C/C++, comes with Python bindings, and also includes Python bindings for Marteau's reference C implementation. ==== Python ==== Backtracking, to find the most cost-efficient path: ==== MATLAB ==== Backtracking, to find the most cost-efficient path:

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