ISO/IEC 11801

ISO/IEC 11801

International standard ISO/IEC 11801 Information technology — Generic cabling for customer premises specifies general-purpose telecommunication cabling systems (structured cabling) that are suitable for a wide range of applications (analog and ISDN telephony, various data communication standards, building control systems, factory automation). It is published by ISO/IEC JTC 1/SC 25/WG 3 of the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC). It covers both balanced copper cabling and optical fibre cabling. The standard was designed for use within commercial premises that may consist of either a single building or of multiple buildings on a campus. It was optimized for premises that span up to 3 km, up to 1 km2 office space, with between 50 and 50,000 persons, but can also be applied for installations outside this range. A major revision was released in November 2017, unifying requirements for commercial, home and industrial networks. == Classes and categories == The standard defines several link/channel classes and cabling categories of twisted-pair copper interconnects, which differ in the maximum frequency for which a certain channel performance is required: Class A: Up to 100 kHz using Category 1 cable and connectors Class B: Up to 1 MHz using Category 2 cable and connectors Class C: Up to 16 MHz using Category 3 cable and connectors Class D: Up to 100 MHz using Category 5e cable and connectors Class E: Up to 250 MHz using Category 6 cable and connectors Class EA: Up to 500 MHz using category 6A cable and connectors (Amendments 1 and 2 to ISO/IEC 11801, 2nd Ed.) Class F: Up to 600 MHz using Category 7 cable and connectors Class FA: Up to 1 GHz (1000 MHz) using Category 7A cable and connectors (Amendments 1 and 2 to ISO/IEC 11801, 2nd Ed.) Class BCT-B: Up to 1 GHz (1000 MHz) using with coaxial cabling for BCT applications. (ISO/IEC 11801-1, Edition 1.0 2017-11) Class I: Up to 2 GHz (2000 MHz) using Category 8.1 cable and connectors (ISO/IEC 11801-1, Edition 1.0 2017-11) Class II: Up to 2 GHz (2000 MHz) using Category 8.2 cable and connectors (ISO/IEC 11801-1, Edition 1.0 2017-11) The standard link impedance is 100 Ω. (The older 1995 version of the standard also permitted 120 Ω and 150 Ω in Classes A−C, but this was removed from the 2002 edition.) The standard defines several classes of optical fiber interconnect: OM1: Multimode, 62.5 μm core; minimum modal bandwidth of 200 MHz·km at 850 nm OM2: Multimode, 50 μm core; minimum modal bandwidth of 500 MHz·km at 850 nm OM3: Multimode, 50 μm core; minimum modal bandwidth of 2000 MHz·km at 850 nm OM4: Multimode, 50 μm core; minimum modal bandwidth of 4700 MHz·km at 850 nm OM5: Multimode, 50 μm core; minimum modal bandwidth of 4700 MHz·km at 850 nm and 2470 MHz·km at 953 nm OS1: Single-mode, maximum attenuation 1 dB/km at 1310 and 1550 nm OS1a: Single-mode, maximum attenuation 1 dB/km at 1310, 1383, and 1550 nm OS2: Single-mode, maximum attenuation 0.4 dB/km at 1310, 1383, and 1550 nm Grandfathered === OM5 === OM5 fiber is designed for wideband applications using SWDM multiplexing of 4–16 carriers (40G=4λ×10G, 100G=4λ×25G, 400G=4×4λ×25G) in the 850–953 nm range. === Category 7 === Class F channel and Category 7 cable are backward compatible with Class D/Category 5e and Class E/Category 6. Class F features even stricter specifications for crosstalk and system noise than Class E. To achieve this, shielding was added for individual wire pairs and the cable as a whole. Unshielded cables rely on the quality of the twists to protect from EMI. This involves a tight twist and carefully controlled design. Cables with individual shielding per pair such as Category 7 rely mostly on the shield and therefore have pairs with longer twists. The Category 7 cable standard was ratified in 2002, and primarily introduced to support 10 gigabit Ethernet over 100 m of copper cabling. Like the earlier standards, it contains four twisted copper wire pairs rated for transmission frequencies of up to 600 MHz. However, in 2006, Category 6A was ratified for Ethernet to allow 10 Gbit/s while still using the conventional 8P8C connector. Care is required to avoid signal degradation by mixing cable and connectors not designed for that use, however similar. Most manufacturers of active equipment and network cards have chosen to support the 8P8C for their 10 gigabit Ethernet products on copper and not GG45, ARJ45, or TERA connectors as Class F would have originally called for. Therefore, the Category 6 specification was revised to Category 6A to permit this use; products therefore require a Class EA channel (ie, Cat 6A). As of 2019, some equipment has been introduced which has connectors supporting the Class F (Category 7) channel. Note, however, that Category 7 is not recognized by the TIA/EIA. === Category 7A === Class FA (Class F Augmented) channels and Category 7A cables, introduced by ISO 11801 Edition 2 Amendment 2 (2010), are defined at frequencies up to 1000 MHz. The intent of the Class FA was to possibly support the future 40 gigabit Ethernet: 40GBASE-T. Simulation results have shown that 40 gigabit Ethernet may be possible at 50 meters and 100 gigabit Ethernet at 15 meters. In 2007, researchers at Pennsylvania State University predicted that either 32 nm or 22 nm circuits would allow for 100 gigabit Ethernet at 100 meters. However, in 2016, the IEEE 802.3bq working group ratified the amendment 3 which defines 25GBASE-T and 40GBASE-T on Category 8 cabling specified to 2000 MHz. The Class FA therefore does not support 40G Ethernet. As of 2025, there is no equipment that has connectors supporting the Class FA (Category 7A) channel. Category 7A is not recognized in TIA/EIA. === Category 8 === Category 8 was ratified by the TR43 working group under ANSI/TIA 568-C.2-1. It is defined up to 2000 MHz and only for distances up to 30 m or 36 m, depending on the patch cords used. ISO/IEC JTC 1/SC 25/WG 3 developed the equivalent standard ISO/IEC 11801-1:2017/COR 1:2018, with two options: Class I channel (Category 8.1 cable): minimum cable design U/FTP or F/UTP, fully backward compatible and interoperable with Class EA (Category 6A) using 8P8C connectors; Class II channel (Category 8.2 cable): F/FTP or S/FTP minimum, interoperable with Class FA (Category 7A) using TERA or GG45. == Abbreviations for twisted pairs == Annex E, Acronyms for balanced cables, provides a system to specify the exact construction for both unshielded and shielded balanced twisted pair cables. It uses three letters—U for unshielded, S for braided shielding, and F for foil shielding—to form a two-part abbreviation in the form of xx/xTP, where the first part specifies the type of overall cable shielding, and the second part specifies shielding for individual cable elements. Common cable types include U/UTP (unshielded cable); U/FTP (individual pair shielding without the overall screen); F/UTP, S/UTP, or SF/UTP (overall screen without individual shielding); and F/FTP, S/FTP, or SF/FTP (overall screen with individual foil shielding). == 2017 edition == In November 2017, a new edition was released by ISO/IEC JTC 1/SC 25 "Interconnection of information technology equipment" subcommittee. It is a major revision of the standard which has unified several prior standards for commercial, home, and industrial networks, as well as data centers, and defines requirements for generic cabling and distributed building networks. The new series of standards replaces the former 11801 standard and includes six parts: == Versions == ISO/IEC 11801:1995 (Ed. 1) ISO/IEC 11801:2000 (Ed. 1.1) – Edition 1, Amendment 1 ISO/IEC 11801:2002 (Ed. 2) ISO/IEC 11801:2008 (Ed. 2.1) – Edition 2, Amendment 1 ISO/IEC 11801:2010 (Ed. 2.2) – Edition 2, Amendment 2 ISO/IEC 11801-1:2017, -1:2017/Cor 1:2018, -2:2017, -3:2017, -3:2017/Amd 1:2021, -3:2017/Cor 1:2018, -4:2017, -4:2017/Cor 1:2018, -5:2017, -5:2017/Cor 1:2018, -6:2017, -6:2017/Cor 1:2018 (As of September 2023, this set is current.)

Availability zone

In cloud computing, an availability region is a group of data centres that are located in the same geographical region. Availability regions comprise multiple availability zones, which are groups of data centres that are located far enough from each other to prevent large-scale outages in the event of failure of a single zone, whilst still being close enough to each other to enable low-latency connections. Distributed systems spanning multiple availability zones allow for high availability, even in the event of catastrophic failure, such as natural disasters. Services offering distinct availability zones include Amazon Web Services, Microsoft Azure and Google Cloud.

Geopolitical ontology

The FAO geopolitical ontology is an ontology developed by the Food and Agriculture Organization of the United Nations (FAO) to describe, manage and exchange data related to geopolitical entities such as countries, territories, regions and other similar areas. == Definitions and examples == An ontology is a kind of dictionary that describes information in a certain domain using concepts and relationships. It is often implemented using OWL (Web Ontology Language), an XML-based standard language that can be interpreted by computers. A Concept is defined as abstract knowledge. For example, in the geopolitical ontology a non-self-governing territory and a geographical group are concepts. Concepts are explicitly implemented in the ontology with individuals and classes: An individual is defined as an object perceived from the real world. In the geopolitical domain Ethiopia and the least developed countries group are individuals. A class is defined as a set of individuals sharing common properties. In the geopolitical domain, Ethiopia, Republic of Korea and Italy are individuals of the class self-governing territory; and least developed countries is an individual of the class special group. Relationships between concepts are explicitly implemented by: Object properties between individuals of two classes. For example, has member and is in group properties, as shown in Figure 1. Datatype properties between individuals and literals or XML datatypes. For example, the individual Afghanistan has the datatype property CodeISO3 with the value "AFG". Restrictions in classes and/or properties. For example, the property official English name of the class self-governing territory has been restricted to have only one value, this means that a self-governing territory (or country) can only have one internationally recognized official English name. The advantage of describing information in an ontology is that it enables to acquire domain knowledge by defining hierarchical structures of classes, adding individuals, setting object properties and datatype properties, and assigning restrictions. == FAO ontology == The geopolitical ontology provides names in seven languages (Arabic, Chinese, French, English, Spanish, Russian and Italian) and identifiers in various international coding systems (ISO2, ISO3, AGROVOC, FAOSTAT, FAOTERM, GAUL, UN, UNDP and DBPediaID codes) for territories and groups. Moreover, the FAO geopolitical ontology tracks historical changes from 1985 up until today; provides geolocation (geographical coordinates); implements relationships among countries and countries, or countries and groups, including properties such as has border with, is predecessor of, is successor of, is administered by, has members, and is in group; and disseminates country statistics including country area, land area, agricultural area, GDP or population. The FAO geopolitical ontology provides a structured description of data sources. This includes: source name, source identifier, source creator and source's update date. Concepts are described using the Dublin Core vocabulary In summary, the main objectives of the FAO geopolitical ontology are: To provide the most updated geopolitical information (names, codes, relationships, statistics) To track historical changes in geopolitical information To improve information management and facilitate standardized data sharing of geopolitical information To demonstrate the benefits of the geopolitical ontology to improve interoperability of corporate information systems It is possible to download the FAO geopolitical ontology in OWL and RDF formats. Documentation is available in the FAO Country Profiles Geopolitical information web page. == Features of the FAO ontology == The geopolitical ontology contains : Area types: Territories: self-governing, non-self-governing, disputed, other. Groups: organizations, geographic, economic and special groups. Names (official, short and names for lists) in Arabic, Chinese, English, French, Spanish, Russian and Italian. International codes: UN code – M49, ISO 3166 Alpha-2 and Alpha-3, UNDP code, GAUL code, FAOSTAT, AGROVOC FAOTERM and DBPediaID. Coordinates: maximum latitude, minimum latitude, maximum longitude, minimum longitude. Basic country statistics: country area, land area, agricultural area, GDP, population. Currency names and codes. Adjectives of nationality. Relations: Groups membership. Neighbours (land border), administration of non-self-governing. Historic changes: predecessor, successor, valid since, valid until. == Implementation into OWL == The FAO geopolitical ontology is implemented in OWL. It consists of classes, properties, individuals and restrictions. Table 1 shows all classes, gives a brief description and lists some individuals that belong to each class. Note that the current version of the geopolitical ontology does not provide individuals of the class "disputed" territories. Table 2 and Table 3 illustrate datatype properties and object properties. == Geopolitical ontology in Linked Open Data == The FAO Geopolitical ontology is embracing the W3C Linked Open Data (LOD) initiative and released its RDF version of the geopolitical ontology in March 2011. The term 'Linked Open Data' refers to a set of best practices for publishing and connecting structured data on the Web. The key technologies that support Linked Data are URIs, HTTP and RDF. The RDF version of the geopolitical ontology is compliant with all Linked data principles to be included in the Linked Open Data cloud, as explained in the following. == Resolvable http:// URIs == Every resource in the OWL format of the FAO Geopolitical Ontology has a unique URI. Dereferenciation was implemented to allow for three different URIs to be assigned to each resource as follows: URI identifying the non-information resource Information resource with an RDF/XML representation Information resource with an HTML representation In addition the current URIs used for OWL format needed to be kept to allow for backwards compatibility for other systems that are using them. Therefore, the new URIs for the FAO Geopolitical Ontology in LOD were carefully created, using “Cool URIs for Semantic Web” and considering other good practices for URIs, such as DBpedia URIs. == New URIs == The URIs of the geopolitical ontology need to be permanent, consequently all transient information, such as year, version, or format was avoided in the definition of the URIs. The new URIs can be accessed For example, for the resource “Italy” the URIs are the following: http://www.fao.org/countryprofiles/geoinfo/geopolitical/resource/Italy identifies the non-information resource. http://www.fao.org/countryprofiles/geoinfo/geopolitical/data/Italy identifies the resource with an RDF/XML representation. http://www.fao.org/countryprofiles/geoinfo/geopolitical/page/Italy identifies the information resource with an HTML representation. In addition, “owl:sameAs” is used to map the new URIs to the OWL representation. == Dereferencing URIs == When a non-information resource is looked up without any specific representation format, then the server needs to redirect the request to information resource with an HTML representation. For example, to retrieve the resource “Italy”, which is a non-information resource, the server redirects to the HTML page of “Italy”. == At least 1000 triples in the datasets == The total number of triple statements in FAO Geopolitical Ontology is 22,495. At least 50 links to a dataset already in the current LOD Cloud: FAO Geopolitical Ontology has 195 links to DBpedia, which is already part of the LOD Cloud. == Access to the entire dataset == FAO Geopolitical Ontology provides the entire dataset as a RDF dump. The RDF version of the FAO Geopolitical Ontology has been already registered in CKAN and it was requested to add it into the LOD Cloud. == Example of use == The FAO Country Profiles is an information retrieval tool which groups the FAO's vast archive of information on its global activities in agriculture and rural development in one single area and catalogues it exclusively by country. The FAO Country Profiles system provides access to country-based heterogeneous data sources. By using the geopolitical ontology in the system, the following benefits are expected: Enhanced system functionality for content aggregation and synchronization from the multiple source repositories. Improved information access and browsing through comparison of data in neighbor countries and groups. Figure 3 shows a page in the FAO Country Profiles where the geopolitical ontology is described.

Business rule management system

A BRMS or business rule management system is a software system used to define, deploy, execute, monitor and maintain the variety and complexity of decision logic that is used by operational systems within an organization or enterprise. This logic, also referred to as business rules, includes policies, requirements, and conditional statements that are used to determine the tactical actions that take place in applications and systems. == Overview == A BRMS includes, at minimum: A repository, allowing decision logic to be externalized from core application code Tools, allowing both technical developers and business experts to define and manage decision logic A runtime environment, allowing applications to invoke decision logic managed within the BRMS and execute it using a business rules engine The top benefits of a BRMS include: Reduced or removed reliance on IT departments for changes in live systems. Although, QA and Rules testing would still be needed in any enterprise system. Increased control over implemented decision logic for compliance and better business management including audit logs, impact simulation and edit controls. The ability to express decision logic with increased precision, using a business vocabulary syntax and graphical rule representations (decision tables, decision models, trees, scorecards and flows) Improved efficiency of processes through increased decision automation. Some disadvantages of the BRMS include: Extensive subject matter expertise can be required for vendor specific products. In addition to appropriate design practices (such as Decision Modeling), technical developers must know how to write rules and integrate software with existing systems Poor rule harvesting approaches can lead to long development cycles, though this can be mitigated with modern approaches like the Decision Model and Notation (DMN) standard. Integration with existing systems is still required and a BRMS may add additional security constraints. Reduced IT department reliance may never be a reality due to continued introduction to new business rule considerations or object model perturbations The coupling of a BRMS vendor application to the business application may be too tight to replace with another BRMS vendor application. This can lead to cost to benefits issues. The emergence of the DMN standard has mitigated this to some degree. Most BRMS vendors have evolved from rule engine vendors to provide business-usable software development lifecycle solutions, based on declarative definitions of business rules executed in their own rule engine. BRMSs are increasingly evolving into broader digital decisioning platforms that also incorporate decision intelligence and machine learning capabilities. However, some vendors come from a different approach (for example, they map decision trees or graphs to executable code). Rules in the repository are generally mapped to decision services that are naturally fully compliant with the latest SOA, Web Services, or other software architecture trends. == Related software approaches == In a BRMS, a representation of business rules maps to a software system for execution. A BRMS therefore relates to model-driven engineering, such as the model-driven architecture (MDA) of the Object Management Group (OMG). It is no coincidence that many of the related standards come under the OMG banner. A BRMS is a critical component for Enterprise Decision Management as it allows for the transparent and agile management of the decision-making logic required in systems developed using this approach. == Associated standards == The OMG Decision Model and Notation standard is designed to standardize elements of business rules development, specially decision table representations. There is also a standard for a Java Runtime API for rule engines JSR-94. OMG Business Motivation Model (BMM): A model of how strategies, processes, rules, etc. fit together for business modeling OMG SBVR: Targets business constraints as opposed to automating business behavior OMG Production Rule Representation (PRR): Represents rules for production rule systems that make up most BRMS' execution targets OMG Decision Model and Notation (DMN): Represents models of decisions, which are typically managed by a BRMS RuleML provides a family of rule mark-up languages that could be used in a BRMS and with W3C RIF it provides a family of related rule languages for rule interchange in the W3C Semantic Web stack Many standards, such as domain-specific languages, define their own representation of rules, requiring translations to generic rule engines or their own custom engines. Other domains, such as PMML, also define rules.

Computational creativity

Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). Is the application of computer systems to emulate human-like creative processes, facilitating the generation of artistic and design outputs that mimic innovation and originality. The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity. To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. The applied form of computational creativity is known as media synthesis. == Theoretical issues == Theoretical approaches concern the essence of creativity. Especially, under what circumstances it is possible to call the model a "creative" if eminent creativity is about rule-breaking or the disavowal of convention. This is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative? Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity. == Defining creativity in computational terms == Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: The answer is novel and useful (either for the individual or for society) The answer demands that we reject ideas we had previously accepted The answer results from intense motivation and persistence The answer comes from clarifying a problem that was originally vague Margaret Boden focused on the first two of these criteria, arguing instead that creativity (at least when asking whether computers could be creative) should be defined as "the ability to come up with ideas or artifacts that are new, surprising, and valuable". Mihaly Csikszentmihalyi argued that creativity had to be considered instead in a social context, and his DIFI (Domain-Individual-Field Interaction) framework has since strongly influenced the field. In DIFI, an individual produces works whose novelty and value are assessed by the field—other people in society—providing feedback and ultimately adding the work, now deemed creative, to the domain of societal works from which an individual might be later influenced. Whereas the above reflects a top-down approach to computational creativity, an alternative thread has developed among bottom-up computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations. == Historical evolution of computational creativity == The use computational processes to generate creative artifacts has been present from early times in history. During the late 1800's, methods for composing music combinatorily were explored, involving prominent figures like Mozart, Bach, Haydn, and Kiernberger. This approach extended to analytical endeavors as early as 1934, where simple mechanical models were built to explore mathematical problem solving. Professional interest in the creative aspect of computation also was commonly addressed in early discussions of artificial intelligence. The 1956 Dartmouth Conference, listed creativity, invention, and discovery as key goals for artificial intelligence. As the development of computers allowed systems of greater complexity, the 1970's and 1980's saw invention of early systems that modelled creativity using symbolic or rule-based approaches. The field of creative storytelling investigated several such models. Meehan's TALE-SPIN (1977) generated narratives through simulation of character goals and decision trees. Dehn's AUTHOR (1981) approached generation by simulating an author's process for crafting a story. Beyond narrative generation, computational creativity expanded into artistic and scientific domains. Artistic image generation was one of the disciplines that saw early potential in generated artifacts through computational creativity. One of the most prominent examples was Harold Cohen's AARON, which produced art through composition and adaptation of figures based on a large set of symbolic rules and heuristics for visual composition. Some systems also tackled creativity in scientific endeavors. BACON was said to rediscover natural laws like Boyle's Law and Kepler's law through hypothesis testing in constrained spaces. By the 1990's the modeling techniques became more adaptive, attempting to implement cognitive creative rules for generation. Turner's MINSTREL (1993) introduced TRAMs (Transform Recall Adapt Methods) to simulate creative re-use of prior material for generative storytelling. Meanwhile, Pérez y Pérez's MEXICA (1999) modeled the creative writing process using cycles of engagement and reflection. As systems increasingly incorporated models of internal evaluation, another approach that emerged was that of combining symbolic generation with domain-specific evaluation metrics, modeling generative and selective steps to creativity In the field of generational humor, the JAPE system (1994) generated pun-based riddles using Prolog and WordNet, applying symbolic pattern-matching rules and a large lexical database (WordNet) to compose riddles involving wordplay. WordNet is a system developed by George Miller and his team at Princeton, its platform and inspired word-mapping structures have been used as the backbone of several syntactic and semantic AI programs. A notable system for music generation was David Cope's EMI (Experiments in Musical Intelligence) or Emmy, which was trained in the styles of artists like Bach, Beethoven, or Chopin and generated novel pieces in their style through pattern abstraction and recomposition. In the 2000s and beyond, machine learning began influencing creative system design. Researchers such as Mihalcea and Strapparava trained classifiers to distinguish humorous from non-humorous text, using stylistic and semantic features. Meanwhile custom computational approaches led to chess systems like Deep Blue generating quasi-creative gameplay strategies through search algorithms and parallel processing constrained by specific rules and patterns for evaluation. The institutional development of computational creativity grew along its technical advances. Dedicated workshops such as the IJWCC emerged in the 1990s, growing out of interdisciplinary conferences focused on AI and creativity. By the early 2000s, the field coalesced around annual conferences like the International Conference on Computational Creativity (ICCC). Recently, with the advent of Deep Learning, Transformers, and further refinement in Machine Learning structures, computational creativity's implementation space has new tools for development. == Machine learning for computational creativity == While traditional computational approaches to creativity rely on the explicit formulation of prescriptions by developers and a certain degree of randomness in computer programs, machine learning methods allow computer programs to learn on heuristics from input data enabling creative capacities within the computer programs. Especially, deep artificial neural networks allow to learn patterns from input data that allow for the non-linear generation of creative artefacts. Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been d

MyPoolin

Mypoolin is a mobile peer-to-peer and group payment application. Their software allows the settling of debts and group-expenditure for events and activities. The software utilizes Unified Payment Interface of India to collect and settle daily expenses with friends. Users can also plan and pay together for group-gifting, movies, vacations, concerts, events, and parties. == Service == Mypoolin is a mobile payment provider that lets its users transfer money to other users via their mobile number. A user can create an account by verifying an OTP code which is sent to his mobile phone. It also allows the users to track their friends’ activities on the app. == History == Mypoolin was founded by Rohit Taneja (IIT Delhi) and Ankit Singh (FMS Delhi) in 2014 as a medium to aggregate money for various purposes in a hassle free and quick manner. Prior to the mobile app launch, Mypoolin was initially launched as a web application. == Funding == Mypoolin has been seed funded by angel investors. As winners of the QPrize 2015, Mypoolin jointly received an additional funding of $250,000 from Qualcomm Ventures. == Growth == Mypoolin reached INR 10 lakhs in revenue during its first four months of the web application launch, and was listed in the "Top ten free apps" in its category within the first 5 days of the Android app launch. It was one of the Top 50 start-ups in Asia at the Echelon Asia Summit held in Singapore. And among the top 3 start-ups in 1776 Cup Challenge 2016. Apple Inc also featured the app on their app store in India. == Features == Users are able to collect and share money on the app for daily uses like movies, events and trips. The money collected can then be redeemed in the form of an online voucher redeemable across several e-commerce sites. The amount can be redeemed also in the form of an offline debit card delivered to the address or in the form of a wire transfer. == Media coverage == Mypoolin was featured in The Economic Times and The Hindu Business Line after winning the Qualcomm Ventures' QPrize 2015. Digit magazine featured them recently as the app of the week. The app has mostly grown organically so far in the Indian urban millennial space.

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.