Glow (app)

Glow (app)

Glow is a fertility awareness and period-tracking app. It is part of a suite of mobile apps focused on women's reproductive health and childcare, which includes Eve by Glow (a dedicated period tracker), Glow Nurture (a pregnancy tracker), and Glow Baby (a baby development tracker). The Glow company also operates an online shop that sells several fertility-related products, including ovulation test strips, pregnancy tests, and wearable breast pumps. In 2024, Glow was reported to have approximately 25 million users across its various apps and community message boards. == History == Glow debuted in August 2013 as an iOS app. It was founded by Michael Huang and Max Levchin and launched with $6 million in Series A funding from venture capital firms Founders Fund and Andreesen Horowitz. In 2014, Glow raised an additional $17 million in Series B funding, with Formation 8 joining existing investors. In 2015, Glow launched Ruby, an app dedicated to sexual health. That year, Wired reported that the company had added features to their apps allowing men to monitor their fertility. Glow subsequently released an additional set of apps focused on pregnancy tracking and infant development. In 2016, Glow reported that it had a total of approximately 3 million users; by 2018, this had grown to 15 million. Vox described it as one of the “big two” period and fertility tracking apps and the one that had started the “boom” in the femtech space. == Application and features == Glow was initially described as a fertility application that applied data-driven methods to menstrual and ovulation tracking. Core features include cycle logging, ovulation prediction, and symptom tracking. The app also provides educational content related to reproductive health and childcare, as well as a set of online message boards that allow individuals to share experiences and seek peer support. == Privacy and legal issues == Glow has received significant media attention for its privacy and security practices. In 2016, Consumer Reports identified potential exploits in the Glow app that they claimed could have exposed private user data to hackers. Glow subsequently reported that it had fixed the vulnerabilities and told The Washington Post they had no evidence that user data had been compromised. In September 2020, the California Attorney General announced a settlement with Glow related to Consumer Reports’ findings, which included a $250,000 civil penalty. Following the US Supreme Court's 2022 Dobbs v. Jackson ruling, which legalized state-level bans on abortion, Glow (and other fertility trackers, such as Clue and Flo) came under additional scrutiny over concerns that user data on abortions could be reported to law enforcement. After this surge of media interest, a research team affiliated with the University of New South Wales conducted an investigation into the privacy practices of several popular fertility apps, including Glow. Their review of Glow was mixed, noting that they provided several privacy settings and de-identified sensitive data, but that user information could still be disclosed in the future if the app was sold. Glow rejected that claim, telling the Australian Associated Press that it "did not share" personal data. The company also cited several internal security measures it had implemented and its apps' offline data protection setting, which allows users to permanently delete their health-related data. == Reception == In 2014, Fast Company reported that 20,000 women had used Glow to conceive. Later that year, The Guardian included Glow Nurture on its list of the best iPhone apps of 2014. Media coverage often praised Glow's array of menstrual tracking options, although some reviews also noted that fertility apps are not birth control tools and cautioned against relying on them for that purpose. In 2019, Cosmopolitan singled Glow's community of users as one of its standout features.

Gödel machine

A Gödel machine is a hypothetical self-improving computer program that solves problems in an optimal way. It uses a recursive self-improvement protocol in which it rewrites its own code when it can prove the new code provides a better strategy. The machine was invented by Jürgen Schmidhuber (first proposed in 2003), but is named after Kurt Gödel who inspired the mathematical theories. The Gödel machine is often discussed when dealing with issues of meta-learning, also known as "learning to learn." Applications include automating human design decisions and transfer of knowledge between multiple related tasks, and may lead to design of more robust and general learning architectures. Though theoretically possible, no full implementation has been created. The Gödel machine is often compared with Marcus Hutter's AIXI, another formal specification for an artificial general intelligence. Schmidhuber points out that the Gödel machine could start out by implementing AIXItl as its initial sub-program, and self-modify after it finds proof that another algorithm for its search code will be better. == Limitations == Traditional problems solved by a computer only require one input and provide some output. Computers of this sort had their initial algorithm hardwired. This does not take into account the dynamic natural environment, and thus was a goal for the Gödel machine to overcome. The Gödel machine has limitations of its own, however. According to Gödel's First Incompleteness Theorem, any formal system that encompasses arithmetic is either flawed or allows for statements that cannot be proved in the system. Hence even a Gödel machine with unlimited computational resources must ignore those self-improvements whose effectiveness it cannot prove. == Variables of interest == There are three variables that are particularly useful in the run time of the Gödel machine. At some time t {\displaystyle t} , the variable time {\displaystyle {\text{time}}} will have the binary equivalent of t {\displaystyle t} . This is incremented steadily throughout the run time of the machine. Any input meant for the Gödel machine from the natural environment is stored in variable x {\displaystyle x} . It is likely the case that x {\displaystyle x} will hold different values for different values of variable time {\displaystyle {\text{time}}} . The outputs of the Gödel machine are stored in variable y {\displaystyle y} , where y ( t ) {\displaystyle y(t)} would be the output bit-string at some time t {\displaystyle t} . At any given time t {\displaystyle t} , where ( 1 ≤ t ≤ T ) {\displaystyle (1\leq t\leq T)} , the goal is to maximize future success or utility. A typical utility function follows the pattern u ( s , E n v ) : S × E → R {\displaystyle u(s,\mathrm {Env} ):S\times E\rightarrow \mathbb {R} } : u ( s , E n v ) = E μ [ ∑ τ = time T r ( τ ) ∣ s , E n v ] {\displaystyle u(s,\mathrm {Env} )=E_{\mu }{\Bigg [}\sum _{\tau ={\text{time}}}^{T}r(\tau )\mid s,\mathrm {Env} {\Bigg ]}} where r ( t ) {\displaystyle r(t)} is a real-valued reward input (encoded within s ( t ) {\displaystyle s(t)} ) at time t {\displaystyle t} , E μ [ ⋅ ∣ ⋅ ] {\displaystyle E_{\mu }[\cdot \mid \cdot ]} denotes the conditional expectation operator with respect to some possibly unknown distribution μ {\displaystyle \mu } from a set M {\displaystyle M} of possible distributions ( M {\displaystyle M} reflects whatever is known about the possibly probabilistic reactions of the environment), and the above-mentioned time = time ⁡ ( s ) {\displaystyle {\text{time}}=\operatorname {time} (s)} is a function of state s {\displaystyle s} which uniquely identifies the current cycle. Note that we take into account the possibility of extending the expected lifespan through appropriate actions. == Instructions used by proof techniques == The nature of the six proof-modifying instructions below makes it impossible to insert an incorrect theorem into proof, thus trivializing proof verification. === get-axiom(n) === Appends the n-th axiom as a theorem to the current theorem sequence. Below is the initial axiom scheme: Hardware Axioms formally specify how components of the machine could change from one cycle to the next. Reward Axioms define the computational cost of hardware instruction and the physical cost of output actions. Related Axioms also define the lifetime of the Gödel machine as scalar quantities representing all rewards/costs. Environment Axioms restrict the way new inputs x are produced from the environment, based on previous sequences of inputs y. Uncertainty Axioms/String Manipulation Axioms are standard axioms for arithmetic, calculus, probability theory, and string manipulation that allow for the construction of proofs related to future variable values within the Gödel machine. Initial State Axioms contain information about how to reconstruct parts or all of the initial state. Utility Axioms describe the overall goal in the form of utility function u. === apply-rule(k, m, n) === Takes in the index k of an inference rule (such as Modus tollens, Modus ponens), and attempts to apply it to the two previously proved theorems m and n. The resulting theorem is then added to the proof. === delete-theorem(m) === Deletes the theorem stored at index m in the current proof. This helps to mitigate storage constraints caused by redundant and unnecessary theorems. Deleted theorems can no longer be referenced by the above apply-rule function. === set-switchprog(m, n) === Replaces switchprog S pm:n, provided it is a non-empty substring of S p. === check() === Verifies whether the goal of the proof search has been reached. A target theorem states that given the current axiomatized utility function u (Item 1f), the utility of a switch from p to the current switchprog would be higher than the utility of continuing the execution of p (which would keep searching for alternative switchprogs). === state2theorem(m, n) === Takes in two arguments, m and n, and attempts to convert the contents of Sm:n into a theorem. == Example applications == === Time-limited NP-hard optimization === The initial input to the Gödel machine is the representation of a connected graph with a large number of nodes linked by edges of various lengths. Within given time T it should find a cyclic path connecting all nodes. The only real-valued reward will occur at time T. It equals 1 divided by the length of the best path found so far (0 if none was found). There are no other inputs. The by-product of maximizing expected reward is to find the shortest path findable within the limited time, given the initial bias. === Fast theorem proving === Prove or disprove as quickly as possible that all even integers > 2 are the sum of two primes (Goldbach’s conjecture). The reward is 1/t, where t is the time required to produce and verify the first such proof. === Maximizing expected reward with bounded resources === A cognitive robot that needs at least 1 liter of gasoline per hour interacts with a partially unknown environment, trying to find hidden, limited gasoline depots to occasionally refuel its tank. It is rewarded in proportion to its lifetime, and dies after at most 100 years or as soon as its tank is empty or it falls off a cliff, and so on. The probabilistic environmental reactions are initially unknown but assumed to be sampled from the axiomatized Speed Prior, according to which hard-to-compute environmental reactions are unlikely. This permits a computable strategy for making near-optimal predictions. One by-product of maximizing expected reward is to maximize expected lifetime.

Emotion recognition

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

Relational data stream management system

A relational data stream management system (RDSMS) is a distributed, in-memory data stream management system (DSMS) that is designed to use standards-compliant SQL queries to process unstructured and structured data streams in real-time. Unlike SQL queries executed in a traditional RDBMS, which return a result and exit, SQL queries executed in a RDSMS do not exit, generating results continuously as new data become available. Continuous SQL queries in a RDSMS use the SQL Window function to analyze, join and aggregate data streams over fixed or sliding windows. Windows can be specified as time-based or row-based. == RDSMS SQL Query Examples == Continuous SQL queries in a RDSMS conform to the ANSI SQL standards. The most common RDSMS SQL query is performed with the declarative SELECT statement. A continuous SQL SELECT operates on data across one or more data streams, with optional keywords and clauses that include FROM with an optional JOIN subclause to specify the rules for joining multiple data streams, the WHERE clause and comparison predicate to restrict the records returned by the query, GROUP BY to project streams with common values into a smaller set, HAVING to filter records resulting from a GROUP BY, and ORDER BY to sort the results. The following is an example of a continuous data stream aggregation using a SELECT query that aggregates a sensor stream from a weather monitoring station. The SELECTquery aggregates the minimum, maximum and average temperature values over a one-second time period, returning a continuous stream of aggregated results at one second intervals. RDSMS SQL queries also operate on data streams over time or row-based windows. The following example shows a second continuous SQL query using the WINDOW clause with a one-second duration. The WINDOW clause changes the behavior of the query, to output a result for each new record as it arrives. Hence the output is a stream of incrementally updated results with zero result latency.

Reverse data management

Reverse data management describes a branch and set of research questions in relational database theory that aim to reverse the common focus of standard data management. Instead of focusing on the "forward" transformation of an input databases (a set of relational tables) to an output table, which is the main focus of standard query evaluation, reverse data management reverses that focus and studies the possible input database transformations that would achieve a desired output. Usually the objective is to find an intervention (a deletion, addition, or change of tuples) of minimal size, in order to achieve a particular change in the output. The problem has been studied at least since the 1980s, but has received renewed attention due to an influential paper in the early 2000s that made a connection between provenance and view propagation. The term was coined in a VLDB 2011 vision paper. The problem has been receiving significant attention in recent years due to its connection to computational fairness. == Topics in reverse data management problems == Example topics in reverse data management include: Deletion propagation with source side-effects: Find a minimal number of tuples to delete in the database in order to delete a particular tuple in the output. Deletion propagation with view side-effects: Find a set of tuples to delete in the database in order to delete a particular tuple in the output, while removing the minimal number of other output tuples. Causal responsibility: Find a minimal number of tuples to delete in the database in order to make a particular input tuple counterfactual. This notion is inspired by the notions of actual cause and causal responsibility from the work of Halpern and Pearl. Resilience: Find a minimal number of tuples to delete in the database in order to make a Boolean query false. The complexity of this problem is identical to the problem of deletion propagation with source-side effects over a different database. Smallest witness problem: Find a minimal number of tuples to keep in the a database (or equivalently, delete a maximal number of tuples) while keeping a particular tuple in the output. Minimum repair: Given a database that violates certain integrity constraints, find a minimal number of tuples to delete in the database in order to fulfill all constraints (also called to "repair" the database).

Lexical choice

Lexical choice is the subtask of Natural language generation that involves choosing the content words (nouns, non-auxiliary verbs, adjectives, and adverbs) in a generated text. Function words (determiners, for example) are usually chosen during realisation. == Examples == The simplest type of lexical choice involves mapping a domain concept (perhaps represented in an ontology) to a word. For example, the concept Finger might be mapped to the word finger. A more complex situation is when a domain concept is expressed using different words in different situations. For example, the domain concept Value-Change can be expressed in many ways: The temperature rose: the verb rose is used for a Value-Change in temperature which increases the value. The temperature fell: the verb fell is used for a Value-Change in temperature which decreases the value. The rain got heavier: the phrase got heavier is used for a Value-Change in precipitation amount when the precipitation is rain. Sometimes words can communicate additional contextual information, for example: The temperature plummeted: the verb plummeted is used for a Value-Change in temperature which decreases the value, when the change is rapid and large. Contextual information is especially significant for vague terms such as tall. For example, a 2m tall man is tall, but a 2m tall horse is small. == Linguistic perspective == Lexical choice modules must be informed by linguistic knowledge of how the system's input data maps onto words. This is a question of semantics, but it is also influenced by syntactic factors (such as collocation effects) and pragmatic factors (such as context). Hence NLG systems need linguistic models of how meaning is mapped to words in the target domain (genre) of the NLG system. Genre tends to be very important; for example the verb veer has a very specific meaning in weather forecasts (wind direction is changing in a clockwise direction) which it does not have in general English, and a weather-forecast generator must be aware of this genre-specific meaning. In some cases there are major differences in how different people use the same word; for example, some people use by evening to mean 6PM and others use it to mean midnight. Psycholinguists have shown that when people speak to each other, they agree on a common interpretation via lexical alignment; this is not something which NLG systems can yet do. Ultimately, lexical choice must deal with the fundamental issue of how language relates to the non-linguistic world. For example, a system which chose colour terms such as red to describe objects in a digital image would need to know which RGB pixel values could generally be described as red; how this was influenced by visual (lighting, other objects in the scene) and linguistic (other objects being discussed) context; what pragmatic connotations were associated with red (for example, when an apple is called red, it is assumed to be ripe as well as have the colour red); and so forth. == Algorithms and models == A number of algorithms and models have been developed for lexical choice in the research community, for example Edmonds developed a model for choosing between near-synonyms (words with similar core meanings but different connotations). However such algorithms and models have not been widely used in applied NLG systems; such systems have instead often used quite simple computational models, and invested development effort in linguistic analysis instead of algorithm development.

Maritime Informatics

Maritime Informatics is a thematic topic within the broader discipline of informatics. It can be considered as both a field of study and domain of application. As an application domain, it is the outlet of innovations originating from data science and artificial intelligence; as a field of study, it is positioned between computer science and marine engineering. == Beginnings of maritime informatics == As a result of the increasing levels of digitalisation occurring in the maritime sector starting around 2010 and stimulated by the EU-endorsed MonaLisa project for sea traffic management (STM), a number of academics and shipping industry leaders recognised that the maritime transportation sector would benefit from a specific field of study and application to be known as Maritime Informatics - the use of information systems, data sharing and data analytics in the business and operations of maritime transportation. They considered that it would lead to improvements in efficiency, safety, resilience, and ecological sustainability - all of which are currently lacking for many aspects of sea transport. One of the first public airings of the concept of Maritime Informatics was a presentation delivered on 11 September 2014 in Gothenburg, Sweden. A proposal for an inaugural minitrack on Maritime Informatics was accepted for the 2015 Americas Conference on Information Systems in Puerto Rico where three papers were presented. Since then numerous publications has been brought forward captured at www.maritimeinformatics.org and in late 2020 the first reference book on Maritime Informatics was co-written by 81 expert contributors (47 practitioners and 34 researchers) from 20 countries. Most impactful authors and journals in the domain have been documented in a review paper. Dimitrios Zissis, Luca Cazzanti and Leonardo M. Millefiori are the top three authors; top journals and conferences include Ocean Engineering, Proceedings of the 12th ACM International Conference on Distributed and Event-based Systems, Sensors, the international Conference On Engineering, Technology And Innovation, Expert Systems With Applications, IEEE Access, and Journal of Navigation. == Background == The shipping industry has several particular organisational aspects that are recognised and taken into account in maritime informatics: It is predominantly a self-organising ecosystem Many activities are undertaken as part of episodic tight coupling There is a so-called maritime stack There is increasing pressure to balance capital productivity and energy efficiency There is the potential virtuous interplay between different types of systems == Data sharing == Digital data sharing is key to the all-important, arguably fundamental, data analytics aspects of maritime informatics because it opens the way for better access to relevant and reliable data. As in land-based commerce, digital data sharing is a growing phenomenon in maritime operations - though there is a way to go. It is enabling greater transparency for all those involved in the transportation of goods and passengers, not least being the end-customer. This leads to better and more informed decision-making and planning by all those involved. The push for digitalisation and data sharing is being pursued both by governments and the commercial sector. For example, the Member States of the IMO agreed a mandatory requirement for their governments to introduce electronic information exchange between ships and ports as from 8 April 2019. Meanwhile, commercial operators, particularly in the container lines are putting systems in place for sharing data for mutual benefit in their operations. Data sharing is an important aspect of the Port Collaborative Decision Making (PortCDM) and Port Call Optimization initiatives, both of which seek to improve the coordination, synchronization and efficiency of the port call process by enabling a common and shared situational awareness among all those involved. == Standardisation == The availability and sharing of relevant digital data underpins maritime informatics and is key to more effective and efficient coordination and synchronisation in the predominantly self-organising ecosystem that is maritime transportation. For this to occur, a high priority underpinning maritime informatics is the encouragement of standardised digital data exchange and data sharing, leading, in turn, to improvements in shipping analytics. Improved availability of data will support better historical analysis, now-casting and forecasting. The International Maritime Organization (IMO) FAL Committee is taking the lead in ensuring that the common terms used in the various standards being developed or in use in the maritime sector are compatible and therefore interoperable as far as is practicable, by creating and maintaining The IMO Compendium on Facilitation and Electronic Business. The IMO Compendium consists of an IMO Data Set and IMO Reference Data Model agreed by the main organisations involved in the development of standards for the electronic exchange of information related to the FAL Convention: the World Customs Organization (WCO), the United Nations Economic Commission for Europe (UNECE) and the International Organization for Standardization (ISO). There are several other prominent international governmental and non-governmental organisations actively contributing to the ongoing standardisation and harmonisation process including the UN Electronic Data Interchange for Administration, Commerce and Transport (UN EDIFACT), the Digital Container Shipping Association (DCSA), the International Harbour Masters Association (IHMA) and BIMCO - the world's largest direct-membership organisation for shipowners, charterers, shipbrokers and agents.