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  • Visual analytics

    Visual analytics

    Visual analytics is a multidisciplinary science and technology field that emerged from information visualization and scientific visualization. It focuses on how analytical reasoning can be facilitated by interactive visual interfaces. == Overview == Visual analytics is "the science of analytical reasoning facilitated by interactive visual interfaces." It can address problems whose size, complexity, and need for closely coupled human and machine analysis may make them otherwise intractable. Visual analytics advances scientific and technological development across multiple domains, including analytical reasoning, human–computer interaction, data transformations, visual representation for computation and analysis, analytic reporting, and the transition of new technologies into practice. As a research agenda, visual analytics brings together several scientific and technical communities from computer science, information visualization, cognitive and perceptual sciences, interactive design, graphic design, and social sciences. Visual analytics integrates new computational and theory-based tools with innovative interactive techniques and visual representations to enable human-information discourse. The design of the tools and techniques is based on cognitive, design, and perceptual principles. This science of analytical reasoning provides the reasoning framework upon which one can build both strategic and tactical visual analytics technologies for threat analysis, prevention, and response. Analytical reasoning is central to the analyst's task of applying human judgments to reach conclusions from a combination of evidence and assumptions. Visual analytics has some overlapping goals and techniques with information visualization and scientific visualization. There is currently no clear consensus on the boundaries between these fields, but broadly speaking the three areas can be distinguished as follows: Scientific visualization deals with data that has a natural geometric structure (e.g., MRI data, wind flows). Information visualization handles abstract data structures such as trees or graphs. Visual analytics is especially concerned with coupling interactive visual representations with underlying analytical processes (e.g., statistical procedures, data mining techniques) such that high-level, complex activities can be effectively performed (e.g., sense making, reasoning, decision making). Visual analytics seeks to marry techniques from information visualization with techniques from computational transformation and analysis of data. Information visualization forms part of the direct interface between user and machine, amplifying human cognitive capabilities in six basic ways: by increasing cognitive resources, such as by using a visual resource to expand human working memory, by reducing search, such as by representing a large amount of data in a small space, by enhancing the recognition of patterns, such as when information is organized in space by its time relationships, by supporting the easy perceptual inference of relationships that are otherwise more difficult to induce, by perceptual monitoring of a large number of potential events, and by providing a manipulable medium that, unlike static diagrams, enables the exploration of a space of parameter values These capabilities of information visualization, combined with computational data analysis, can be applied to analytic reasoning to support the sense-making process. == History == As an interdisciplinary approach, visual analytics has its roots in information visualization, cognitive sciences, and computer science. The term and scope of the field was defined in the early 2000s through researchers such as Jim Thomas, Kristin A. Cook, John Stasko, Pak Chung Wong, Daniel A. Keim and David S. Ebert. As a reaction to the September 11, 2001 attacks the United States Department of Homeland Security was established in late 2002, combining dozens of previously separated government agencies. Building upon earlier work on visual data mining by Daniel A. Keim starting in the late 1990s, this simultaneously lead to the development of a research agenda for visual analytics. As part of these efforts the National Visualization and Analytics Center (NVAC) at Pacific Northwest National Laboratory was established in 2004, whose charter was to develop system to mitigate information overload after the September 11, 2001 attacks in the intelligence community. Their research work determined core challenges, posed open research questions, and positioned visual analytics as a new research domain, in particular through the 2005 research agenda Illuminating the Path. In 2006, the IEEE VIS community led by Pak Chung Wong and Daniel A. Keim launched the annual IEEE Conference on Visual Analytics Science and Technology (VAST), providing a dedicated venue for research into visual analytics, which in 2020 merged to form the IEEE Visualization conference. In 2008, scope and challenges of visual analytics were conceptually defined by Daniel A. Keim and Jim Thomas in their influential book about visual data mining. The domain was further refined as part of the European Commissions FP7 VisMaster program in the late 2000s. == Topics == === Scope === Visual analytics is a multidisciplinary field that includes the following focus areas: Analytical reasoning techniques that enable users to obtain deep insights that directly support assessment, planning, and decision making Data representations and transformations that convert all types of conflicting and dynamic data in ways that support visualization and analysis Techniques to support production, presentation, and dissemination of the results of an analysis to communicate information in the appropriate context to a variety of audiences. Visual representations and interaction techniques that take advantage of the human eye's broad bandwidth pathway into the mind to allow users to see, explore, and understand large amounts of information at once. === Analytical reasoning techniques === Analytical reasoning techniques are the method by which users obtain deep insights that directly support situation assessment, planning, and decision making. Visual analytics must facilitate high-quality human judgment with a limited investment of the analysts’ time. Visual analytics tools must enable diverse analytical tasks such as: Understanding past and present situations quickly, as well as the trends and events that have produced current conditions Identifying possible alternative futures and their warning signs Monitoring current events for emergence of warning signs as well as unexpected events Determining indicators of the intent of an action or an individual Supporting the decision maker in times of crisis. These tasks will be conducted through a combination of individual and collaborative analysis, often under extreme time pressure. Visual analytics must enable hypothesis-based and scenario-based analytical techniques, providing support for the analyst to reason based on the available evidence. === Data representations === Data representations are structured forms suitable for computer-based transformations. These structures must exist in the original data or be derivable from the data themselves. They must retain the information and knowledge content and the related context within the original data to the greatest degree possible. The structures of underlying data representations are generally neither accessible nor intuitive to the user of the visual analytics tool. They are frequently more complex in nature than the original data and are not necessarily smaller in size than the original data. The structures of the data representations may contain hundreds or thousands of dimensions and be unintelligible to a person, but they must be transformable into lower-dimensional representations for visualization and analysis. === Theories of visualization === Theories of visualization include: Jacques Bertin's Semiology of Graphics (1967) Nelson Goodman's Languages of Art (1977) Jock D. Mackinlay's Automated design of optimal visualization (APT) (1986) Leland Wilkinson's Grammar of Graphics (1998) Hadley Wickham's Layered Grammar of Graphics (2010) === Visual representations === Visual representations translate data into a visible form that highlights important features, including commonalities and anomalies. These visual representations make it easy for users to perceive salient aspects of their data quickly. Augmenting the cognitive reasoning process with perceptual reasoning through visual representations permits the analytical reasoning process to become faster and more focused. == Process == The input for the data sets used in the visual analytics process are heterogeneous data sources (i.e., the internet, newspapers, books, scientific experiments, expert systems). From these rich sources, the data sets S = S1, ..., Sm are chosen, whereas each Si , i ∈ (1, ..., m) consists of attrib

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  • Qualification problem

    Qualification problem

    In philosophy and AI (especially, knowledge-based systems), the qualification problem is concerned with the impossibility of listing all the preconditions required for a real-world action to have its intended effect. It might be posed as how to deal with the things that prevent me from achieving my intended result. It is strongly connected to, and opposite the ramification side of, the frame problem. John McCarthy gives the following motivating example, in which it is impossible to enumerate all the circumstances that may prevent a robot from performing its ordinary function: [T]he successful use of a boat to cross a river requires, if the boat is a rowboat, that the oars and rowlocks be present and unbroken, and that they fit each other. Many other qualifications can be added, making the rules for using a rowboat almost impossible to apply, and yet anyone will still be able to think of additional requirements not yet stated.

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  • Retrieval-based Voice Conversion

    Retrieval-based Voice Conversion

    Retrieval-based Voice Conversion (RVC) is an open source voice conversion AI algorithm that enables realistic speech-to-speech transformations, accurately preserving the intonation and audio characteristics of the original speaker. == Overview == In contrast to text-to-speech systems such as ElevenLabs, RVC differs by providing speech-to-speech outputs instead. It maintains the modulation, timbre and vocal attributes of the original speaker, making it suitable for applications where emotional tone is crucial. The algorithm enables both pre-processed and real-time voice conversion with low latency. This real-time capability marks a significant advancement over previous AI voice conversion technologies, such as So-vits SVC. Its speed and accuracy have led many to note that its generated voices sound near-indistinguishable from "real life", provided that sufficient computational specifications and resources (e.g., a powerful GPU and ample RAM) are available when running it locally and that a high-quality voice model is used. == Technical foundation == Retrieval-based Voice Conversion (RVC) utilizes a hybrid approach that integrates feature extraction with retrieval-based synthesis. Instead of directly mapping source speaker features to the target speaker using statistical models, RVC retrieves relevant segments from a target speech database, aiming to enhance the naturalness and speaker fidelity of the converted speech. At a high level, the RVC system typically comprises three main components: (1) a content feature extractor, such as a phonetic posteriorgram (PPG) encoder or self-supervised models like HuBERT; (2) a vector retrieval module that searches a target voice database for the most similar speech units; and (3) a vocoder or neural decoder that synthesizes waveform output from the retrieved representations. The retrieval-based paradigm aims to mitigate the oversmoothing effect commonly observed in fully neural sequence-to-sequence models, potentially leading to more expressive and natural-sounding speech. Furthermore, with the incorporation of high-dimensional embeddings and k-nearest-neighbor search algorithms, the model can perform efficient matching across large-scale databases without significant computational overhead. Recent RVC frameworks have incorporated adversarial learning strategies and GAN-based vocoders, such as HiFi-GAN, to enhance synthesis quality. These integrations have been shown to produce clearer harmonics and reduce reconstruction errors. == Research developments == Research on RVC has recently explored the use of self-supervised learning (SSL) encoders such as wav2vec 2.0 and HuBERT to replace hand-engineered features like MFCCs. These encoders improve content preservation, especially when source and target speakers have dissimilar speaking styles or accents. Moreover, modern RVC models leverage vector quantization methods to discretize the acoustic space, improving both synthesis accuracy and generalization across unseen speakers. For example, retrieval-augmented VQ models can condition the synthesis stage on quantized speech tokens, which enhances controllability and style transfer. Despite its strengths, RVC still faces limitations related to database coverage, especially in real-time or few-shot settings. Inadequate diversity in the target voice corpus may lead to suboptimal retrieval or unnatural prosody. These advances demonstrate the viability of RVC as a strong alternative to conventional deep learning VC systems, balancing both flexibility and efficiency in diverse voice synthesis applications. == Training process == The training pipeline for retrieval-based voice conversion typically includes a preprocessing step where the target speaker's dataset is segmented and normalized. A pitch extractor such as librosa or DDSP-DDC may be used to obtain fundamental frequency (F0) features. During training, the model learns to map content features from the source speaker to the acoustic representation of the target speaker while maintaining pitch and prosody. The training objective often combines reconstruction loss with feature consistency loss across intermediate layers, and may incorporate cycle consistency loss to preserve speaker identity. Fine-tuning on small datasets is feasible due to the use of pre-trained models, particularly for the SSL encoder and content extractor components. This approach allows transfer learning to be applied effectively, enabling the model to converge faster and generalize better to unseen inputs. Most open implementations support batch training, gradient accumulation, and mixed-precision acceleration (e.g., FP16), especially when utilizing NVIDIA CUDA-enabled GPUs. == Real-time deployment == RVC systems can be deployed in real-time scenarios through WebUI interfaces and streaming audio frameworks. Optimizations include converting the inference graph to ONNX or TensorRT formats, reducing latency. Audio buffers are typically processed in chunks of 0.2–0.5 seconds to ensure minimal delay and seamless conversion. Cross-platform compatibility with tools such as OBS Studio and Voicemeeter enables integration into live streaming, video production, or virtual avatar environments. == Applications and concerns == The technology enables voice changing and mimicry, allowing users to create accurate models of others using only a negligible amount of minutes of clear audio samples. These voice models can be saved as .pth (PyTorch) files. While this capability facilitates numerous creative applications, it has also raised concerns about potential misuse as deepfake software for identity theft and malicious impersonation through voice calls. == Ethical and legal considerations == As with other deep generative models, the rise of RVC technology has led to increasing debate about copyright, consent, and authorship. While some jurisdictions may allow parody or fair use in creative contexts, impersonating living individuals without permission may infringe upon privacy and likeness rights. As a result, some platforms have begun issuing takedown notices against AI-generated voice content that closely mimics celebrities or musicians. === In pop culture === RVC inference has been used to create realistic depictions of song covers, such as replacing original vocals with characters like Twilight Sparkle and Mordecai to have them sing duets of popular music like "Airplanes" and "Somebody That I Used to Know." These AI-generated covers, which can sound strikingly similar to the voice imitated, have gained popularity on platforms like YouTube as humorous memes.

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  • Daisy Intelligence

    Daisy Intelligence

    Daisy Intelligence is a Canadian artificial intelligence (AI) company that provides data analysis services to help retailers, mainly grocers and supermarkets, to determine optimal pricing and promotional mix. The company also helps insurance companies detect fraudulent claims. The company uses a subset of AI known as reinforcement learning. In October 2019, the company moved from the suburban Vaughan, Ontario, to downtown Toronto, joining other AI and technology startups concentrated in the King Street East area. In 2019, the company was ranked No. 39 on The Globe and Mail's annual list of Canada's "top growing companies by three-year revenue growth."

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  • Computer Graphics International

    Computer Graphics International

    Computer Graphics International (CGI) is one of the oldest annual international conferences on computer graphics. It is organized by the Computer Graphics Society (CGS). Researchers across the whole world are invited to share their experiences and novel achievements in various fields - like computer graphics and human-computer interaction. Former conferences have been held recently in Hong Kong (China), Geneva (Switzerland), Shanghai (China), Geneva (virtually), Calgary (Canada), Bintan (Indonesia) and Yokohama (Japan). == Awards == Starting in the year of 2013, CGI has given yearly a Best Paper Award and a Career Achievement Award. == Venues ==

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  • Cellular neural network

    Cellular neural network

    In computer science and machine learning, Cellular Neural Networks (CNN) or Cellular Nonlinear Networks (CNN) are a parallel computing paradigm similar to neural networks, with the difference that communication is allowed between neighbouring units only. Typical applications include image processing, analyzing 3D surfaces, solving partial differential equations, reducing non-visual problems to geometric maps, modelling biological vision and other sensory-motor organs. CNN is not to be confused with convolutional neural networks (also colloquially called CNN). == CNN architecture == Due to their number and variety of architectures, it is difficult to give a precise definition for a CNN processor. From an architecture standpoint, CNN processors are a system of finite, fixed-number, fixed-location, fixed-topology, locally interconnected, multiple-input, single-output, nonlinear processing units. The nonlinear processing units are often referred to as neurons or cells. Mathematically, each cell can be modeled as a dissipative, nonlinear dynamical system where information is encoded via its initial state, inputs and variables used to define its behavior. Dynamics are usually continuous, as in the case of Continuous-Time CNN (CT-CNN) processors, but can be discrete, as in the case of Discrete-Time CNN (DT-CNN) processors. Each cell has one output, by which it communicates its state with both other cells and external devices. Output is typically real-valued, but can be complex or even quaternion, i.e. a Multi-Valued CNN (MV-CNN). Most CNN processors, processing units are identical, but there are applications that require non-identical units, which are called Non-Uniform Processor CNN (NUP-CNN) processors, and consist of different types of cells. === Chua-Yang CNN === In the original Chua-Yang CNN (CY-CNN) processor, the state of the cell was a weighted sum of the inputs and the output was a piecewise linear function. However, like the original perceptron-based neural networks, the functions it could perform were limited: specifically, it was incapable of modeling non-linear functions, such as XOR. More complex functions are realizable via Non-Linear CNN (NL-CNN) processors. Cells are defined in a normed gridded space like two-dimensional Euclidean geometry. However, the cells are not limited to two-dimensional spaces; they can be defined in an arbitrary number of dimensions and can be square, triangle, hexagonal, or any other spatially invariant arrangement. Topologically, cells can be arranged on an infinite plane or on a toroidal space. Cell interconnect is local, meaning that all connections between cells are within a specified radius (with distance measured topologically). Connections can also be time-delayed to allow for processing in the temporal domain. Most CNN architectures have cells with the same relative interconnects, but there are applications that require a spatially variant topology, i.e. Multiple-Neighborhood-Size CNN (MNS-CNN) processors. Also, Multiple-Layer CNN (ML-CNN) processors, where all cells on the same layer are identical, can be used to extend the capability of CNN processors. The definition of a system is a collection of independent, interacting entities forming an integrated whole, whose behavior is distinct and qualitatively greater than its entities. Although connections are local, information exchange can happen globally through diffusion. In this sense, CNN processors are systems because their dynamics are derived from the interaction between the processing units and not within processing units. As a result, they exhibit emergent and collective behavior. Mathematically, the relationship between a cell and its neighbors, located within an area of influence, can be defined by a coupling law, and this is what primarily determines the behavior of the processor. When the coupling laws are modeled by fuzzy logic, it is a fuzzy CNN. When these laws are modeled by computational verb logic, it becomes a computational verb CNN. Both fuzzy and verb CNNs are useful for modelling social networks when the local couplings are achieved by linguistic terms. == History == The idea of CNN processors was introduced by Leon Chua and Lin Yang in 1988. In these articles, Chua and Yang outline the underlying mathematics behind CNN processors. They use this mathematical model to demonstrate, for a specific CNN implementation, that if the inputs are static, the processing units will converge, and can be used to perform useful calculations. They then suggest one of the first applications of CNN processors: image processing and pattern recognition (which is still the largest application to date). Leon Chua is still active in CNN research and publishes many of his articles in the International Journal of Bifurcation and Chaos, of which he is an editor. Both IEEE Transactions on Circuits and Systems and the International Journal of Bifurcation also contain a variety of useful articles on CNN processors authored by other knowledgeable researchers. The former tends to focus on new CNN architectures and the latter more on the dynamical aspects of CNN processors. In 1993, Tamas Roska and Leon Chua introduced the first algorithmically programmable analog CNN processor in the world. The multi-national effort was funded by the Office of Naval Research, the National Science Foundation, and the Hungarian Academy of Sciences, and researched by the Hungarian Academy of Sciences and the University of California. This article proved that CNN processors were producible and provided researchers a physical platform to test their CNN theories. After this article, companies started to invest into larger, more capable processors, based on the same basic architecture as the CNN Universal Processor. Tamas Roska is another key contributor to CNNs. His name is often associated with biologically inspired information processing platforms and algorithms, and he has published numerous key articles and has been involved with companies and research institutions developing CNN technology. === Literature === Two references are considered invaluable since they manage to organize the vast amount of CNN literature into a coherent framework: An overview by Valerio Cimagalli and Marco Balsi. The paper provides a concise intro to definitions, CNN types, dynamics, implementations, and applications. "Cellular Neural Networks and Visual Computing Foundations and Applications", written by Leon Chua and Tamas Roska, which provides examples and exercises. The book covers many different aspects of CNN processors and can serve as a textbook for a Masters or Ph.D. course. Other resources include The proceedings of "The International Workshop on Cellular Neural Networks and Their Applications" provide much CNN literature. The proceedings are available online, via IEEE Xplore, for conferences held in 1990, 1992, 1994, 1996, 1998, 2000, 2002, 2005 and 2006. There was also a workshop held in Santiago de Composetela, Spain. Topics included theory, design, applications, algorithms, physical implementations and programming and training methods. For an understanding of the analog semiconductor based CNN technology, AnaLogic Computers has their product line, in addition to the published articles available on their homepage and their publication list. They also have information on other CNN technologies such as optical computing. Many of the commonly used functions have already been implemented using CNN processors. A good reference point for some of these can be found in image processing libraries for CNN based visual computers such as Analogic’s CNN-based systems. == Related processing architectures == CNN processors could be thought of as a hybrid between artificial neural network (ANN) and Continuous Automata (CA). === Artificial Neural Networks === The processing units of CNN and NN are similar. In both cases, the processor units are multi-input, dynamical systems, and the behavior of the overall systems is driven primarily through the weights of the processing unit’s linear interconnect. However, in CNN processors, connections are made locally, whereas in ANN, connections are global. For example, neurons in one layer are fully connected to another layer in a feed-forward NN and all the neurons are fully interconnected in Hopfield networks. In ANNs, the weights of interconnections contain information on the processing system’s previous state or feedback. But in CNN processors, the weights are used to determine the dynamics of the system. Furthermore, due to the high inter-connectivity of ANNs, they tend not exploit locality in either the data set or the processing and as a result, they usually are highly redundant systems that allow for robust, fault-tolerant behavior without catastrophic errors. A cross between an ANN and a CNN processor is a Ratio Memory CNN (RMCNN). In RMCNN processors, the cell interconnect is local and topologically invariant, but the weights are used to store

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  • AlphaGo

    AlphaGo

    AlphaGo is a computer program that plays the board game Go. It was developed by the London-based DeepMind Technologies, an acquired subsidiary of Google. Subsequent versions of AlphaGo became increasingly powerful, including a version that competed under the name Master. After retiring from competitive play, AlphaGo Master was succeeded by an even more powerful version known as AlphaGo Zero, which was completely self-taught without learning from human games. AlphaGo Zero was then generalized into a program known as AlphaZero, which played additional games, including chess and shogi. AlphaZero has in turn been succeeded by a program known as MuZero which learns without being taught the rules. AlphaGo and its successors use a Monte Carlo tree search algorithm to find its moves based on knowledge previously acquired by machine learning, specifically by an artificial neural network (a deep learning method) by extensive training, both from human and computer play. A neural network is trained to identify the best moves and the winning percentages of these moves. This neural network improves the strength of the tree search, resulting in stronger move selection in the next iteration. In October 2015, in a match against Fan Hui, the original AlphaGo became the first computer Go program to beat a human professional Go player without handicap on a full-sized 19×19 board. In March 2016, it beat Lee Sedol in a five-game match, the first time a computer Go program has beaten a 9-dan professional without handicap. Although it lost to Lee Sedol in the fourth game, Lee resigned in the final game, giving a final score of 4 games to 1 in favour of AlphaGo. In recognition of the victory, AlphaGo was awarded an honorary 9-dan by the Korea Baduk Association. The lead up and the challenge match with Lee Sedol were documented in a documentary film also titled AlphaGo, directed by Greg Kohs. The win by AlphaGo was chosen by Science as one of the Breakthrough of the Year runners-up on 22 December 2016. At the 2017 Future of Go Summit, the Master version of AlphaGo beat Ke Jie, the number one ranked player in the world at the time, in a three-game match, after which AlphaGo was awarded professional 9-dan by the Chinese Weiqi Association. After the match between AlphaGo and Ke Jie, DeepMind retired AlphaGo, while continuing AI research in other areas. The self-taught AlphaGo Zero achieved a 100–0 victory against the early competitive version of AlphaGo, and its successor AlphaZero was perceived as the world's top player in Go by the end of the 2010s. == History == Go is considered much more difficult for computers to win than other games such as chess, because its strategic and aesthetic nature makes it hard to directly construct an evaluation function, and its much larger branching factor makes it prohibitively difficult to use traditional AI methods such as alpha–beta pruning, tree traversal and heuristic search. Almost two decades after IBM's computer Deep Blue beat world chess champion Garry Kasparov in the 1997 match, the strongest Go programs using artificial intelligence techniques only reached about amateur 5-dan level, and still could not beat a professional Go player without a handicap. In 2012, the software program Zen, running on a four PC cluster, beat Masaki Takemiya (9p) twice at five- and four-stone handicaps. In 2013, Crazy Stone beat Yoshio Ishida (9p) at a four-stone handicap. According to DeepMind's David Silver, the AlphaGo research project was formed around 2014 to test how well a neural network using deep learning can compete at Go. AlphaGo represents a significant improvement over previous Go programs. In 500 games against other available Go programs, including Crazy Stone and Zen, AlphaGo running on a single computer won all but one. In a similar matchup, AlphaGo running on multiple computers won all 500 games played against other Go programs, and 77% of games played against AlphaGo running on a single computer. The distributed version in October 2015 was using 1,202 CPUs and 176 GPUs. === Match against Fan Hui === In October 2015, the distributed version of AlphaGo defeated the European Go champion Fan Hui, a 2-dan (out of 9 dan possible) professional, five to zero. This was the first time a computer Go program had beaten a professional human player on a full-sized board without handicap. The announcement of the news was delayed until 27 January 2016 to coincide with the publication of a paper in the journal Nature describing the algorithms used. === Match against Lee Sedol === AlphaGo played South Korean professional Go player Lee Sedol, ranked 9-dan, one of the best players at Go, with five games taking place at the Four Seasons Hotel in Seoul, South Korea on 9, 10, 12, 13, and 15 March 2016, which were video-streamed live. Out of five games, AlphaGo won four games and Lee won the fourth game which made him recorded as the only human player who beat AlphaGo in all of its 74 official games. AlphaGo ran on Google's cloud computing with its servers located in the United States. The match used Chinese rules with a 7.5-point komi, and each side had two hours of thinking time plus three 60-second byoyomi periods. The version of AlphaGo playing against Lee used a similar amount of computing power as was used in the Fan Hui match. The Economist reported that it used 1,920 CPUs and 280 GPUs. At the time of play, Lee Sedol had the second-highest number of Go international championship victories in the world after South Korean player Lee Chang-ho who kept the world championship title for 16 years. Since there is no single official method of ranking in international Go, the rankings may vary among the sources. While he was ranked top sometimes, some sources ranked Lee Sedol as the fourth-best player in the world at the time. AlphaGo was not specifically trained to face Lee nor was designed to compete with any specific human players. The first three games were won by AlphaGo following resignations by Lee. However, Lee beat AlphaGo in the fourth game, winning by resignation at move 180. AlphaGo then continued to achieve a fourth win, winning the fifth game by resignation. The prize was US$1 million. Since AlphaGo won four out of five and thus the series, the prize will be donated to charities, including UNICEF. Lee Sedol received $150,000 for participating in all five games and an additional $20,000 for his win in Game 4. In June 2016, at a presentation held at a university in the Netherlands, Aja Huang, one of the Deep Mind team, revealed that they had patched the logical weakness that occurred during the 4th game of the match between AlphaGo and Lee, and that after move 78 (which was dubbed the "divine move" by many professionals), it would play as intended and maintain Black's advantage. Before move 78, AlphaGo was leading throughout the game, but Lee's move caused the program's computing powers to be diverted and confused. Huang explained that AlphaGo's policy network of finding the most accurate move order and continuation did not precisely guide AlphaGo to make the correct continuation after move 78, since its value network did not determine Lee's 78th move as being the most likely, and therefore when the move was made AlphaGo could not make the right adjustment to the logical continuation. === Sixty online games === On 29 December 2016, a new account on the Tygem server named "Magister" (shown as 'Magist' at the server's Chinese version) from South Korea began to play games with professional players. It changed its account name to "Master" on 30 December, then moved to the FoxGo server on 1 January 2017. On 4 January, DeepMind confirmed that the "Magister" and the "Master" were both played by an updated version of AlphaGo, called AlphaGo Master. As of 5 January 2017, AlphaGo Master's online record was 60 wins and 0 losses, including three victories over Go's top-ranked player, Ke Jie, who had been quietly briefed in advance that Master was a version of AlphaGo. After losing to Master, Gu Li offered a bounty of 100,000 yuan (US$14,400) to the first human player who could defeat Master. Master played at the pace of 10 games per day. Many quickly suspected it to be an AI player due to little or no resting between games. Its adversaries included many world champions such as Ke Jie, Park Jeong-hwan, Yuta Iyama, Tuo Jiaxi, Mi Yuting, Shi Yue, Chen Yaoye, Li Qincheng, Gu Li, Chang Hao, Tang Weixing, Fan Tingyu, Zhou Ruiyang, Jiang Weijie, Chou Chun-hsun, Kim Ji-seok, Kang Dong-yun, Park Yeong-hun, and Won Seong-jin; national champions or world championship runners-up such as Lian Xiao, Tan Xiao, Meng Tailing, Dang Yifei, Huang Yunsong, Yang Dingxin, Gu Zihao, Shin Jinseo, Cho Han-seung, and An Sungjoon. All 60 games except one were fast-paced games with three 20 or 30 seconds byo-yomi. Master offered to extend the byo-yomi to one minute when playing with Nie Weiping in consideration of his age. After winning its 59th game Master revealed itse

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  • General Data Protection Regulation

    General Data Protection Regulation

    The General Data Protection Regulation (Regulation (EU) 2016/679), abbreviated GDPR, is a European Union regulation on information privacy in the European Union (EU) and the European Economic Area (EEA). The GDPR is an important component of EU privacy law and human rights law, in particular Article 8(1) of the Charter of Fundamental Rights of the European Union. It also governs the transfer of personal data outside the EU and EEA. The GDPR's goals are to enhance individuals' control and rights over their personal information and to simplify the regulations for international business. It supersedes the Data Protection Directive 95/46/EC and, among other things, simplifies the terminology. The European Parliament and Council of the European Union adopted the GDPR on 14 April 2016, to become effective on 25 May 2018. As an EU regulation (instead of a directive), the GDPR has direct legal effect and does not require transposition into national law. However, it also provides flexibility for individual member states to modify (derogate from) some of its provisions. As an example of the Brussels effect, the regulation became a model for many other laws around the world, including in Brazil, Japan, Singapore, South Africa, South Korea, Sri Lanka, and Thailand. After leaving the European Union, the United Kingdom enacted its "UK GDPR", identical to the GDPR. The California Consumer Privacy Act (CCPA), adopted on 28 June 2018, has many similarities with the GDPR. == Contents == The GDPR 2016 has eleven chapters, concerning general provisions, principles, rights of the data subject, duties of data controllers or processors, transfers of personal data to third-party countries, supervisory authorities, cooperation among member states, remedies, liability or penalties for breach of rights, provisions related to specific processing situations, and miscellaneous final provisions. The GDPR also contains 173 recitals purposed to clarify scope and rationale for the regulatory provisions, as well as its legislative intents – Recital 4, for instance, begins by saying that the processing of personal data should be "designed to serve mankind". === General provisions === The regulation applies if the data controller, or processor, or the data subject (person) is based in the EU. The regulation also applies to organisations based outside the EU if they collect or process personal data of individuals located inside the EU. The regulation does not apply to the processing of data by private persons provided that the purpose has no connection to a professional or commercial activity." (Recital 18). According to the European Commission, "Personal data is information that relates to an identified or identifiable individual. If you cannot directly identify an individual from that information, then you need to consider whether the individual is still identifiable. You should take into account the information you are processing together with all the means reasonably likely to be used by either you or any other person to identify that individual." The precise definitions of terms such as "personal data", "processing", "data subject", "controller", and "processor" are stated in Article 4. The regulation does not purport to apply to the processing of personal data for national security activities or law enforcement of the EU; however, industry groups concerned about facing a potential conflict of laws have questioned whether Article 48 could be invoked to seek to prevent a data controller subject to a third country's laws from complying with a legal order from that country's law enforcement, judicial, or national security authorities to disclose to such authorities the personal data of an EU person, regardless of whether the data resides in or out of the EU. Article 48 states that any judgement of a court or tribunal and any decision of an administrative authority of a third country requiring a controller or processor to transfer or disclose personal data may not be recognised or enforceable in any manner unless based on an international agreement, like a mutual legal assistance treaty in force between the requesting third (non-EU) country and the EU or a member state. The data protection reform package also includes a separate Data Protection Directive for the police and criminal justice sector that provides rules on personal data exchanges at State level, Union level, and international levels. A single set of rules applies to all EU member states. Each member state establishes an independent supervisory authority (SA) to hear and investigate complaints, sanction administrative offences, etc. SAs in each member state co-operate with other SAs, providing mutual assistance and organising joint operations. If a business has multiple establishments in the EU, it must have a single SA as its "lead authority", based on the location of its "main establishment" where the main processing activities take place. The lead authority thus acts as a "one-stop shop" to supervise all the processing activities of that business throughout the EU. A European Data Protection Board (EDPB) co-ordinates the SAs. EDPB thus replaces the Article 29 Data Protection Working Party. There are exceptions for data processed in an employment context or in national security that still might be subject to individual country regulations. === Principles and lawful purposes === Article 5 sets out six principles relating to the lawfulness of processing personal data. The first of these specifies that data must be processed lawfully, fairly and in a transparent manner. Article 6 develops this principle by specifying that personal data may not be processed unless there is at least one legal basis for doing so. The other principles refer to "purpose limitation", "data minimisation", "accuracy", "storage limitation", and "integrity and confidentiality". Article 6 states that the lawful purposes are: (a) If the data subject has given consent to the processing of his or her personal data; (b) To fulfill contractual obligations with a data subject, or for tasks at the request of a data subject who is in the process of entering into a contract; (c) To comply with a data controller's legal obligations; (d) To protect the vital interests of a data subject or another individual; (e) To perform a task in the public interest or in official authority; (f) For the legitimate interests of a data controller or a third party, unless these interests are overridden by interests of the data subject or her or his rights according to the Charter of Fundamental Rights (especially in the case of children). If informed consent is used as the lawful basis for processing, consent must have been explicit for data collected and each purpose data is used for. Consent must be a specific, freely given, plainly worded, and unambiguous affirmation given by the data subject; an online form which has consent options structured as an opt-out selected by default is a violation of the GDPR, as the consent is not unambiguously affirmed by the user. In addition, multiple types of processing may not be "bundled" together into a single affirmation prompt, as this is not specific to each use of data, and the individual permissions are not freely given. (Recital 32). Data subjects must be allowed to withdraw this consent at any time, and the process of doing so must not be harder than it was to opt in. A data controller may not refuse service to users who decline consent to processing that is not strictly necessary in order to use the service. Consent for children, defined in the regulation as being less than 16 years old (although with the option for member states to individually make it as low as 13 years old), must be given by the child's parent or custodian, and verifiable. If consent to processing was already provided under the Data Protection Directive, a data controller does not have to re-obtain consent if the processing is documented and obtained in compliance with the GDPR's requirements (Recital 171). === Rights of the data subject === ==== Transparency and modalities ==== Article 12 requires the data controller to provide information to the "data subject in a concise, transparent, intelligible and easily accessible form, using clear and plain language, in particular for any information addressed specifically to a child." ==== Information and access ==== The right of access (Article 15) is a data subject right. It gives people the right to access their personal data and information about how this personal data is being processed. A data controller must provide, upon request, an overview of the categories of data that are being processed as well as a copy of the actual data; furthermore, the data controller has to inform the data subject on details about the processing, such as the purposes of the processing, with whom the data is shared, and how it acquired the data. A data subject must be able to transfer personal data from one electro

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  • Non-local means

    Non-local means

    Non-local means is an algorithm in image processing for image denoising. Unlike "local mean" filters, which take the mean value of a group of pixels surrounding a target pixel to smooth the image, non-local means filtering takes a mean of all pixels in the image, weighted by how similar these pixels are to the target pixel. This results in much greater post-filtering clarity, and less loss of detail in the image compared with local mean algorithms. If compared with other well-known denoising techniques, non-local means adds "method noise" (i.e. error in the denoising process) which looks more like white noise, which is desirable because it is typically less disturbing in the denoised product. Recently non-local means has been extended to other image processing applications such as deinterlacing, view interpolation, and depth maps regularization. == Definition == Suppose Ω {\displaystyle \Omega } is the area of an image, and p {\displaystyle p} and q {\displaystyle q} are two points within the image. Then, the algorithm is: u ( p ) = 1 C ( p ) ∫ Ω v ( q ) f ( p , q ) d q . {\displaystyle u(p)={1 \over C(p)}\int _{\Omega }v(q)f(p,q)\,\mathrm {d} q.} where u ( p ) {\displaystyle u(p)} is the filtered value of the image at point p {\displaystyle p} , v ( q ) {\displaystyle v(q)} is the unfiltered value of the image at point q {\displaystyle q} , f ( p , q ) {\displaystyle f(p,q)} is the weighting function, and the integral is evaluated ∀ q ∈ Ω {\displaystyle \forall q\in \Omega } . C ( p ) {\displaystyle C(p)} is a normalizing factor, given by C ( p ) = ∫ Ω f ( p , q ) d q . {\displaystyle C(p)=\int _{\Omega }f(p,q)\,\mathrm {d} q.} == Common weighting functions == The purpose of the weighting function, f ( p , q ) {\displaystyle f(p,q)} , is to determine how closely related the image at the point p {\displaystyle p} is to the image at the point q {\displaystyle q} . It can take many forms. === Gaussian === The Gaussian weighting function sets up a normal distribution with a mean, μ = B ( p ) {\displaystyle \mu =B(p)} and a variable standard deviation: f ( p , q ) = e − | B ( q ) − B ( p ) | 2 h 2 {\displaystyle f(p,q)=e^{-{{\left\vert B(q)-B(p)\right\vert ^{2}} \over h^{2}}}} where h {\displaystyle h} is the filtering parameter (i.e., standard deviation) and B ( p ) {\displaystyle B(p)} is the local mean value of the image point values surrounding p {\displaystyle p} . == Discrete algorithm == For an image, Ω {\displaystyle \Omega } , with discrete pixels, a discrete algorithm is required. u ( p ) = 1 C ( p ) ∑ q ∈ Ω v ( q ) f ( p , q ) {\displaystyle u(p)={1 \over C(p)}\sum _{q\in \Omega }v(q)f(p,q)} where, once again, v ( q ) {\displaystyle v(q)} is the unfiltered value of the image at point q {\displaystyle q} . C ( p ) {\displaystyle C(p)} is given by: C ( p ) = ∑ q ∈ Ω f ( p , q ) {\displaystyle C(p)=\sum _{q\in \Omega }f(p,q)} Then, for a Gaussian weighting function, f ( p , q ) = e − | B ( q ) 2 − B ( p ) 2 | h 2 {\displaystyle f(p,q)=e^{-{{\left\vert B(q)^{2}-B(p)^{2}\right\vert } \over h^{2}}}} where B ( p ) {\displaystyle B(p)} is given by: B ( p ) = 1 | R ( p ) | ∑ i ∈ R ( p ) v ( i ) {\displaystyle B(p)={1 \over |R(p)|}\sum _{i\in R(p)}v(i)} where R ( p ) ⊆ Ω {\displaystyle R(p)\subseteq \Omega } and is a square region of pixels surrounding p {\displaystyle p} and | R ( p ) | {\displaystyle |R(p)|} is the number of pixels in the region R {\displaystyle R} . == Efficient implementation == The computational complexity of the non-local means algorithm is quadratic in the number of pixels in the image, making it particularly expensive to apply directly. Several techniques were proposed to speed up execution. One simple variant consists of restricting the computation of the mean for each pixel to a search window centred on the pixel itself, instead of the whole image. Another approximation uses summed-area tables and fast Fourier transform to calculate the similarity window between two pixels, speeding up the algorithm by a factor of 50 while preserving comparable quality of the result.

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  • Philosophy of information

    Philosophy of information

    The philosophy of information (PI) is a branch of philosophy that studies topics relevant to information processing, representational system and consciousness, cognitive science, computer science, information science and information technology. It includes: the critical investigation of the conceptual nature and basic principles of information, including its dynamics, utilisation and sciences the elaboration and application of information-theoretic and computational methodologies to philosophical problems. == History == The philosophy of information (PI) has evolved from the philosophy of artificial intelligence, logic of information, cybernetics, social theory, ethics and the study of language and information. === Logic of information === The logic of information, also known as the logical theory of information, considers the information content of logical signs and expressions along the lines initially developed by Charles Sanders Peirce. === Study of language and information === Later contributions to the field were made by Fred Dretske, Jon Barwise, Brian Cantwell Smith, and others. The Center for the Study of Language and Information (CSLI) was founded at Stanford University in 1983 by philosophers, computer scientists, linguists, and psychologists, under the direction of John Perry and Jon Barwise. === P.I. === More recently this field has become known as the philosophy of information. The expression was coined in the 1990s by Luciano Floridi, who has published prolifically in this area with the intention of elaborating a unified and coherent, conceptual frame for the whole subject. == Definitions of "information" == The concept information has been defined by several theorists. Charles S. Peirce's theory of information was embedded in his wider theory of symbolic communication he called the semiotic, now a major part of semiotics. For Peirce, information integrates the aspects of signs and expressions separately covered by the concepts of denotation and extension, on the one hand, and by connotation and comprehension on the other. Donald M. MacKay says that information is a distinction that makes a difference. According to Luciano Floridi, four kinds of mutually compatible phenomena are commonly referred to as "information": Information about something (e.g. a train timetable) Information as something (e.g. DNA, or fingerprints) Information for something (e.g. algorithms or instructions) Information in something (e.g. a pattern or a constraint). == Philosophical directions == === Computing and philosophy === Recent creative advances and efforts in computing, such as semantic web, ontology engineering, knowledge engineering, and modern artificial intelligence provide philosophy with fertile ideas, new and evolving subject matters, methodologies, and models for philosophical inquiry. While computer science brings new opportunities and challenges to traditional philosophical studies, and changes the ways philosophers understand foundational concepts in philosophy, further major progress in computer science would only be feasible when philosophy provides sound foundations for areas such as bioinformatics, software engineering, knowledge engineering, and ontologies. Classical topics in philosophy, namely, mind, consciousness, experience, reasoning, knowledge, truth, morality and creativity are rapidly becoming common concerns and foci of investigation in computer science, e.g., in areas such as agent computing, software agents, and intelligent mobile agent technologies. According to Luciano Floridi " one can think of several ways for applying computational methods towards philosophical matters: Conceptual experiments in silico: As an innovative extension of an ancient tradition of thought experiment, a trend has begun in philosophy to apply computational modeling schemes to questions in logic, epistemology, philosophy of science, philosophy of biology, philosophy of mind, and so on. Pancomputationalism: On this view, computational and informational concepts are considered to be so powerful that given the right level of abstraction, anything in the world could be modeled and represented as a computational system, and any process could be simulated computationally. Then, however, pancomputationalists have the hard task of providing credible answers to the following two questions: how can one avoid blurring all differences among systems? what would it mean for the system under investigation not to be an informational system (or a computational system, if computation is the same as information processing)?

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  • Regulation of artificial intelligence in the United States

    Regulation of artificial intelligence in the United States

    The United States federal government and state governments have developed some regulation of artificial intelligence, including executive orders, federal laws, and state laws. Federal agencies have also developed some sector-specific regulations related to AI. At the federal level, the Biden administration released an October 2023 executive order about AI safety and security, Executive Order 14110, with directives related to AI development and deployment. President Trump revoked that executive order in January 2025 and issued Executive Order 14179. In December 2025, President Trump signed Executive Order 14365, an executive order directing federal agencies to develop a unified national approach to AI policy, evaluate state AI laws for potential conflicts, challenge them through legal action, and condition certain federal funding on state compliance, while exempting state laws related to child safety, data center infrastructure, and state government procurement. In 2025, Congress passed legislation targeting AI-generated deepfakes, the TAKE IT DOWN Act. Several U.S. states have enacted laws related to artificial intelligence. Some are already in effect, including in California. Other states have AI-related legislation coming into effect in 2026 and 2027. In 2025 and 2026, the Trump administration mentioned the patchwork nature of state legislation as a motivation for its push for unified national legislation regulating AI. The administration has criticized state lawmakers, threatened to sue states, and issued letters to discourage them from regulating AI companies and products; some states have continued to propose and enact related laws. Discussions about regulating AI have included topics such as the timeliness of regulating AI, the nature of the federal regulatory framework to govern and promote AI, including what agency should lead, the regulatory and governing powers of that agency, and how to update regulations in the face of rapidly changing technology, as well as the roles of state governments and courts. == Federal government == === Obama administration (2009–2017) === As early as 2016, the Obama administration had begun to focus on the risks and regulations for artificial intelligence. In an October 2016 report titled Preparing For the Future of Artificial Intelligence, the National Science and Technology Council set a precedent to allow researchers to continue to develop new AI technologies with few restrictions. The report stated that "the approach to regulation of AI-enabled products to protect public safety should be informed by assessment of the aspects of risk". The first National Artificial Intelligence Research And Development Strategic Plan was published in October 2016. === First Trump administration (2017–2021) === On August 13, 2018, Section 1051 of the Fiscal Year 2019 John S. McCain National Defense Authorization Act (P.L. 115-232) established the National Security Commission on Artificial Intelligence "to consider the methods and means necessary to advance the development of artificial intelligence, machine learning, and associated technologies to comprehensively address the national security and defense needs of the United States." Steering on regulating security-related AI is provided by the National Security Commission on Artificial Intelligence. The Artificial Intelligence Initiative Act (S.1558) is a proposed bill that would establish a federal initiative designed to accelerate research and development on AI for, inter alia, the economic and national security of the United States. On January 7, 2019, following an Executive Order on Maintaining American Leadership in Artificial Intelligence, the White House's Office of Science and Technology Policy released a draft Guidance for Regulation of Artificial Intelligence Applications, which includes ten principles for United States agencies when deciding whether and how to regulate AI. In response, the National Institute of Standards and Technology released a position paper, and the Defense Innovation Board issued recommendations on the ethical use of AI. A year later, the administration called for comments on regulation in another draft of its Guidance for Regulation of Artificial Intelligence Applications. Other specific agencies working on the regulation of AI included the Food and Drug Administration, which created pathways to regulate the incorporation of AI in medical imaging. The National Science and Technology Council also published an updated National Artificial Intelligence Research and Development Strategic Plan in 2019, which received public scrutiny and recommendations to further improve it towards enabling Trustworthy AI. === Biden administration (2021–2025) === In March 2021, the National Security Commission on Artificial Intelligence released their final report. In the report, they stated, "Advances in AI, including the mastery of more general AI capabilities along one or more dimensions, will likely provide new capabilities and applications. Some of these advances could lead to inflection points or leaps in capabilities. Such advances may also introduce new concerns and risks and the need for new policies, recommendations, and technical advances to assure that systems are aligned with goals and values, including safety, robustness and trustworthiness." In June 2022, Senators Rob Portman and Gary Peters introduced the Global Catastrophic Risk Management Act. The bipartisan bill "would also help counter the risk of artificial intelligence... from being abused in ways that may pose a catastrophic risk". On October 4, 2022, President Joe Biden unveiled a new AI Bill of Rights, which outlines five protections Americans should have in the AI age: 1. Safe and Effective Systems, 2. Algorithmic Discrimination Protection, 3.Data Privacy, 4. Notice and Explanation, and 5. Human Alternatives, Consideration, and Fallback. The bill was formally published in October 2022 by the Office of Science and Technology Policy (OSTP), a U.S. government office that advises the President on science and technology policy matters. In July 2023, the Biden administration secured voluntary commitments from seven companies – Amazon, Anthropic, Google, Inflection, Meta, Microsoft, and OpenAI – to manage the risks associated with AI. The companies committed to ensure AI products undergo both internal and external security testing before public release; to share information on the management of AI risks with the industry, governments, civil society, and academia; to prioritize cybersecurity and protect proprietary AI system components; to develop mechanisms to inform users when content is AI-generated, such as watermarking; to publicly report on their AI systems' capabilities, limitations, and areas of use; to prioritize research on societal risks posed by AI, including bias, discrimination, and privacy concerns; and to develop AI systems to address societal challenges, ranging from cancer prevention to climate change mitigation. In September 2023, eight additional companies – Adobe, Cohere, IBM, Nvidia, Palantir, Salesforce, Scale AI, and Stability AI – subscribed to these voluntary commitments. In January 2023, the National Institute of Standards and Technology (NIST) released the Artificial Intelligence Risk Management Framework (AI RMF 1.0), providing voluntary guidance for organizations to identify, assess, and manage risks associated with AI systems. The Biden administration, in October 2023 signaled that they would release an executive order leveraging the federal government's purchasing power to shape AI regulations, hinting at a proactive governmental stance in regulating AI technologies. On October 30, 2023, President Biden released Executive Order 14110 on Safe, Secure, and Trustworthy Artificial Intelligence. The Executive Order includes directives on standards for critical infrastructure, AI-enhanced cybersecurity, and federally funded biological synthesis projects. The Executive Order provides the authority to various agencies and departments of the US government, including the Energy and Defense departments, to apply existing consumer protection laws to AI development. The Executive Order builds on the Administration's earlier agreements with AI companies to instate new initiatives to "red-team" or stress-test AI dual-use foundation models, especially those that have the potential to pose security risks, with data and results shared with the federal government. The Executive Order also recognizes AI's social challenges, and calls for companies building AI dual-use foundation models to be wary of these societal problems. For example, the Executive Order states that AI should not "worsen job quality", and should not "cause labor-force disruptions". Additionally, Biden's Executive Order mandates that AI must "advance equity and civil rights", and cannot disadvantage marginalized groups. It also called for foundation models to include "watermarks" to help the publi

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  • Plinian Core

    Plinian Core

    Plinian Core is a set of vocabulary terms that can be used to describe different aspects of biological species information. Under "biological species Information" all kinds of properties or traits related to taxa—biological and non-biological—are included. Thus, for instance, terms pertaining descriptions, legal aspects, conservation, management, demographics, nomenclature, or related resources are incorporated. == Description == The Plinian Core is aimed to facilitate the exchange of information about the species and upper taxa. What is in scope? Species level catalogs of any kind of biological objects or data. Terminology associated with biological collection data. Striving for compatibility with other biodiversity-related standards. Facilitating the addition of components and attributes of biological data. What is not in scope? Data interchange protocols. Non-biodiversity-related data. Occurrence level data. This standard is named after Pliny the Elder, a very influential figure in the study of the biological species. Plinian Core design requirements includes: ease of use, to be self-contained, able to support data integration from multiple databases, and ability to handle different levels of granularity. Core terms can be grouped in its current version as follows: Metadata Base Elements Record Metadata Nomenclature and Classification Taxonomic description Natural history Invasive species Habitat and Distribution Demography and Threats Uses, Management and Conservation associatedParty, MeasurementOrFact, References, AncillaryData == Background == Plinian Core started as a collaborative project between Instituto Nacional de Biodiversidad and GBIF Spain in 2005. A series of iterations in which elements were defined and implanted in different projects resulted in a "Plinian Core Flat" [deprecated]. As a result, a new development was impulse to overcome them in 2012. New formal requirements, additional input and a will to better support the standard and its documentation, as well as to align it with the processes of TDWG, the world reference body for biodiversity information standards. A new version, Plinian Core v3.x.x was defined. This provides more flexibility to fully represent the information of a species in a variety of scenarios. New elements to deal with aspects such as IPR, related resources, referenced, etc. were introduced, and elements already included were better-defined and documented. Partner for the development of Plinian Core in this new phase incorporated the University of Granada (UG, Spain), the Alexander von Humboldt Institute (IAvH, Colombia), the National Commission for the Knowledge and Use of Biodiversity (Conabio, Mexico) and the University of São Paulo (USP, Brazil). A "Plinian Core Task Group" within TDWG "Interest Group on species Information" was constituted and currently working on its development. == Levels of the standard == Plinian Core is presented in to levels: the abstract model and the application profiles. The abstract model (AM), comprising the abstract model schema(xsd) and the terms' URIs, is the normative part. It is all comprehensive, and allows for different levels of granularity in describing species properties. The AM should be taken as a "menu" from which to choose terms and level of detail needed in any specific project. The subsets of the abstract model intended to be implemented in specific projects are the "application profiles" (APs). Besides containing part of the elements of the AM, APs can impose additional specifications on the included elements, such as controlled vocabularies. Some examples of APs in use follow: Application profile CONABIO Application profile INBIO Application profile GBIF.ES Application profile Banco de Datos de la Naturaleza.Spain Application profile SIB-COLOMBIA == Relation to other standards == Plinian incorporates a number of elements already defined by other standards. The following table summarizes these standards and the elements used in Plinian Core:

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  • WikiTok

    WikiTok

    WikiTok is a web application that shows random Wikipedia articles in an infinite scrolling format similar to TikTok. Created by New York-based civil and software engineer Isaac Gemal in February 2025, the application aims to provide an "anti-algorithmic" alternative to traditional social media platforms while combating doomscrolling. == Development == WikiTok was developed on February 3, 2025, after Gemal saw a viral tweet from developer Tyler Angert proposing "all of wikipedia on a single, scrollable page". Gemal created the initial prototype in approximately two hours, using the Claude LLM and Cursor coding editor, completing it by 2 a.m. that same night. The application was built with React 18, TypeScript, Tailwind CSS, and Vite, consisting of only a few hundred lines of code with no backend infrastructure. Gemal has made the project open-source, with the code publicly available on GitHub. == Functionality == WikiTok serves users completely random Wikipedia article snippets from Wikipedia's nearly 9.5 million entries. Each article preview includes a full-screen image from Wikipedia and a short text excerpt. Users can click "Read More" to access the full Wikipedia article, or continue scrolling to see the next random entry. The application functions as a progressive web app that can be downloaded as a hybrid between an app and a website. It works on both mobile and desktop browsers, and is designed to be responsive whether users scroll with their thumb on mobile devices or use a cursor on desktop computers. As of 2025, WikiTok supports 14 different languages for article translation. == Philosophy == Gemal has explicitly positioned WikiTok as "anti-algorithmic," resisting numerous requests to implement personalized content algorithms. In an interview with Business Insider, Gemal stated: "I have had plenty of people message me and even make issues on my GitHub asking for some insane crazy WikiTok algorithm... we're already ruled by ruthless, opaque algorithms in our everyday life; why can't we just have one little corner in the world without them?" The application aims to combat "doomscrolling" – the practice of mindlessly consuming negative news online that can cause anxiety, helplessness, and anger. Unlike traditional social media platforms, WikiTok deliberately excludes algorithms, advertisements, and user tracking.

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  • Predictions of the end of Wikipedia

    Predictions of the end of Wikipedia

    Various observers have predicted the end of Wikipedia since it rose to prominence, with potential pitfalls from lack of quality-control, artificial intelligence or inconsistencies among contributors. Alternative online encyclopedias have been proposed as replacements for Wikipedia, including WolframAlpha, as well as the both now-defunct Knol (from Google) and Owl (from AOL). A 2013 review raised alarms regarding Wikipedia's shortcomings on hoaxes, on vandalism, an imbalance of material, and inadequate quality control of articles. Earlier critiques lamented the vulgar content and absence of sufficient references in articles. Others suggest that the unwarranted deletion of useful articles from Wikipedia may portend its end, which itself inspired the creation of the now inactive Deletionpedia. Contrary to such predictions, Wikipedia has constantly grown in both size and influence. Recent developments with artificial intelligence in Wikimedia projects have prompted new predictions that AI applications, which consume free and open content, will replace Wikipedia. == Personnel == Wikipedia is crowdsourced by a few million volunteer editors. Of the millions of registered editors, only tens of thousands contribute the majority of its contents, and a few thousand do quality control and maintenance work. As the encyclopedia expanded in the 2010s, the number of active editors did not grow proportionately. Various sources predicted that Wikipedia will eventually have too few editors to be functional and collapse from lack of participation. English Wikipedia has 818 volunteer administrators who perform various functions, including functions similar to those carried out by a forum moderator. Critics have described their actions as harsh, bureaucratic, biased, unfair, or capricious and predicted that the resulting outrage would lead to the site's closure. Various 2012 articles reported that a decline in English Wikipedia's recruitment of new administrators could end Wikipedia. === Decline in editors (2014–2015) === A 2014 trend analysis published in The Economist stated that "The number of editors for the English-language version has fallen by a third in seven years." The attrition rate for active editors in English Wikipedia was described by The Economist as substantially higher than in other (non-English) Wikipedias. It reported that in other languages, the number of "active editors" (those with at least five edits per month) has been relatively constant since 2008: some 42,000 editors, with narrow seasonal variances of about 2,000 editors up or down. In the English Wikipedia, the number of active editors peaked in 2007 at about 50,000 editors, and fell to 30,000 editors in 2014. Given that the trend analysis published in The Economist presented the number of active editors for non-English Wikipedias as remaining relatively constant, sustaining their numbers at approximately 42,000 active editors, the contrast pointed to the effectiveness of Wikipedia in those languages to retain their active editors on a renewable and sustained basis. Though different language versions of Wikipedia have different policies, no comment identified a particular policy difference as potentially making a difference in the rate of editor attrition for English Wikipedia. Editor count showed a slight uptick a year later, and no clear trend after that. In a 2013 article, Tom Simonite of MIT Technology Review said that for several years running, the number of Wikipedia editors had been falling, and cited the bureaucratic structure and rules as a factor. Simonite alleged that some Wikipedians use the labyrinthine rules and guidelines to dominate others and have a vested interest in keeping the status quo. A January 2016 article in Time by Chris Wilson said Wikipedia might lose many editors because a collaboration of occasional editors and smart software will take the lead. Andrew Lih and Andrew Brown both maintain editing Wikipedia with smartphones is difficult and discourages new potential contributors. Lih alleges there is serious disagreement among existing contributors on how to resolve this. In 2015, Lih feared for Wikipedia's long-term future while Brown feared problems with Wikipedia would remain and rival encyclopedias would not replace it. == Viewers and fundraisers == As of 2015, with more viewing by smartphones, there had been a marked decline in persons who viewed Wikipedia from their computers, and according to The Washington Post "[people are] far less likely to donate". At the time, the Wikimedia Foundation reported reserves equivalent to one year's budgeted expenditures. On the other hand, the number of paid staff had ballooned, so those expenses increased. In 2021, Andreas Kolbe, a former co-editor-in-chief of The Signpost, wrote that the Wikimedia Foundation was reaching its 10-year goal of a US$100 million endowment, five years earlier than planned, which may surprise donors and users around the world who regularly see Wikipedia fundraising banners. He also said accounting methods disguise the size of operating surpluses, top managers earn $300,000 – 400,000 a year, and over 40 people work exclusively on fundraising. == Artificial intelligence == Wikipedia faces a decline in human visitors, raising concerns about its long-term sustainability and community participation. The Wikimedia Foundation (WMF), when reporting this decline, attributed this in part to the lack of clicks from users of large language models and search engines that are using content from Wikipedia. Data published in August 2025 showed that after the launch of ChatGPT and the rise of other AI-powered search summaries, some types of articles on Wikipedia — especially those that closely resemble the kind of content ChatGPT produces — experienced a noticeable drop in readership. Overall human pageviews reportedly fell by about 8% between 2024 and 2025, suggesting that AI-overviews and chatbots are increasingly being used in place of direct visits to Wikipedia. According to industry web analytics data, ChatGPT's estimated monthly web traffic surpassed that of Wikipedia since May 2025, as visits to ChatGPT continued to grow while Wikipedia’s total site traffic declined. == Timeline of predictions == On the eve of the 20th anniversary of Wikipedia, associate professor of the Department of Communication Studies at Northeastern University Joseph Reagle conducted a retrospective study of numerous "predictions of the ends of Wikipedia" over two decades, divided into chronological waves: "Early growth (2001–2002)", "Nascent identity (2001–2005)", "Production model (2005–2010)", "Contributor attrition (2009–2017)" and the current period "(2020–)". Each wave brought its distinctive fatal predictions, which never came true; as a result, Reagle concluded Wikipedia was not in danger. Concern grew in 2023 that the ubiquity and proliferation of artificial intelligence (AI) may adversely affect Wikipedia. Rapid improvements and widespread application of AI may render Wikipedia obsolete or reduce its importance. A 2023 study found that AI, when applied to Wikipedia, works most efficiently for error-correction, while Wikipedia still needs to be written by humans.

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  • Fifth Generation Computer Systems

    Fifth Generation Computer Systems

    The Fifth Generation Computer Systems (FGCS; Japanese: 第五世代コンピュータ, romanized: daigosedai konpyūta) was a 10-year initiative launched in 1982 by Japan's Ministry of International Trade and Industry (MITI) to develop computers based on massively parallel computing and logic programming. The project aimed to create an "epoch-making computer" with supercomputer-like performance and to establish a platform for future advancements in artificial intelligence. Although FGCS was noted as ahead of its time, and its ambitious goals contributed significantly to the development of concurrent logic programming, it ultimately ended in commercial failure. The term "fifth generation" was chosen to emphasize the system's advanced nature. In the history of computing hardware, there had been four prior "generations" of computers: the first generation utilized vacuum tubes; the second, transistors and diodes; the third, integrated circuits; and the fourth, microprocessors. While earlier generations focused on increasing the number of logic elements within a single CPU, it was widely believed at the time that the fifth generation would achieve enhanced performance through the use of massive numbers of CPUs. == Background == In the late 1960s until the early 1970s, there was much talk about "generations" of computer hardware, then usually organized into three generations First generation: Thermionic vacuum tubes. Mid-1940s. IBM pioneered the arrangement of vacuum tubes in pluggable modules. The IBM 650 was a first-generation computer. Second generation: Transistors. 1956. The era of miniaturization begins. Transistors are much smaller than vacuum tubes, draw less power, and generate less heat. Discrete transistors are soldered to circuit boards, with interconnections accomplished by stencil-screened conductive patterns on the reverse side. The IBM 7090 was a second-generation computer. Third generation: Integrated circuits (silicon chips containing multiple transistors). 1964. A pioneering example is the ACPX module used in the IBM 360/91, which, by stacking layers of silicon over a ceramic substrate, accommodated over 20 transistors per chip; the chips could be packed together onto a circuit board to achieve unprecedented logic densities. The IBM 360/91 was a hybrid second and third-generation computer. Omitted from this taxonomy is the "zeroth-generation" computer based on metal gears (such as the IBM 407) or mechanical relays (such as the Mark I), and the post-third-generation computers based on Very Large Scale Integrated (VLSI) circuits. There was also a parallel set of generations for software: First generation: Machine language. Second generation: Low-level programming languages such as Assembly language. Third generation: Structured high-level programming languages such as C, COBOL and FORTRAN. Fourth generation: "Non-procedural" high-level programming languages (such as object-oriented languages). Throughout these multiple generations up to the 1970s, Japan built computers following U.S. and British leads. In the mid-1970s, the Ministry of International Trade and Industry stopped following western leads and started looking into the future of computing on a small scale. They asked the Japan Information Processing Development Center (JIPDEC) to indicate a number of future directions, and in 1979 offered a three-year contract to carry out more in-depth studies along with industry and academia. It was during this period that the term "fifth-generation computer" started to be used. Prior to the 1970s, MITI guidance had successes such as an improved steel industry, the creation of the oil supertanker, the automotive industry, consumer electronics, and computer memory. MITI decided that the future was going to be information technology. However, the Japanese language, particularly in its written form, presented and still presents obstacles for computers. As a result of these hurdles, MITI held a conference to seek assistance from experts. The primary fields for investigation from this initial project were: Inference computer technologies for knowledge processing Computer technologies to process large-scale data bases and knowledge bases High-performance workstations Distributed functional computer technologies Super-computers for scientific calculation == Project launch == The aim was to build parallel computers for artificial intelligence applications using concurrent logic programming. The project imagined an "epoch-making" computer with supercomputer-like performance running on top of large databases (as opposed to a traditional filesystem) using a logic programming language to define and access the data using massively parallel computing/processing. They envisioned building a prototype machine with performance between 100M and 1G LIPS, where a LIPS is a Logical Inference Per Second. At the time typical workstation machines were capable of about 100k LIPS. They proposed to build this machine over a ten-year period, 3 years for initial R&D, 4 years for building various subsystems, and a final 3 years to complete a working prototype system. In 1982 the government decided to go ahead with the project, and established the Institute for New Generation Computer Technology (ICOT) through joint investment with various Japanese computer companies. After the project ended, MITI would consider an investment in a new "sixth generation" project. Ehud Shapiro captured the rationale and motivations driving this project: "As part of Japan's effort to become a leader in the computer industry, the Institute for New Generation Computer Technology has launched a revolutionary ten-year plan for the development of large computer systems which will be applicable to knowledge information processing systems. These Fifth Generation computers will be built around the concepts of logic programming. In order to refute the accusation that Japan exploits knowledge from abroad without contributing any of its own, this project will stimulate original research and will make its results available to the international research community." === Logic programming === The target defined by the FGCS project was to develop "Knowledge Information Processing systems" (roughly meaning, applied Artificial Intelligence). The chosen tool to implement this goal was logic programming. Logic programming approach as was characterized by Maarten Van Emden – one of its founders – as: The use of logic to express information in a computer. The use of logic to present problems to a computer. The use of logical inference to solve these problems. More technically, it can be summed up in two equations: Program = Set of axioms. Computation = Proof of a statement from axioms. The Axioms typically used are universal axioms of a restricted form, called Horn-clauses or definite-clauses. The statement proved in a computation is an existential statement. The proof is constructive, and provides values for the existentially quantified variables: these values constitute the output of the computation. Logic programming was thought of as something that unified various gradients of computer science (software engineering, databases, computer architecture and artificial intelligence). It seemed that logic programming was a key missing connection between knowledge engineering and parallel computer architectures. == Results == After having influenced the consumer electronics field during the 1970s and the automotive world during the 1980s, the Japanese had developed a strong reputation. The launch of the FGCS project spread the belief that parallel computing was the future of all performance gains, producing a wave of apprehension in the computer field. Soon parallel projects were set up in the US as the Strategic Computing Initiative and the Microelectronics and Computer Technology Corporation (MCC), in the UK as Alvey, and in Europe as the European Strategic Program on Research in Information Technology (ESPRIT), as well as the European Computer‐Industry Research Centre (ECRC) in Munich, a collaboration between ICL in Britain, Bull in France, and Siemens in Germany. The project ran from 1982 to 1994, spending a little less than ¥57 billion (about US$320 million) total. After the FGCS Project, MITI stopped funding large-scale computer research projects, and the research momentum developed by the FGCS Project dissipated. However MITI/ICOT embarked on a neural-net project which some called the Sixth Generation Project in the 1990s, with a similar level of funding. Per-year spending was less than 1% of the entire R&D expenditure of the electronics and communications equipment industry. For example, the project's highest expenditure year was 7.2 million yen in 1991, but IBM alone spent 1.5 billion dollars (370 billion yen) in 1982, while the industry spent 2150 billion yen in 1990. === Concurrent logic programming === In 1982, during a visit to the ICOT, Ehud Shapiro invented Concurrent Prolog, a novel programming language t

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