Metadata management

Metadata management

Metadata management involves managing metadata about other data, whereby this "other data" is generally referred to as content data. The term is used most often in relation to digital media, but older forms of metadata are catalogs, dictionaries, and taxonomies. For example, the Dewey Decimal Classification is a metadata management system developed in 1876 for libraries. == Metadata schema == Metadata management goes by the end-to-end process and governance framework for creating, controlling, enhancing, attributing, defining and managing a metadata schema, model or other structured aggregation system, either independently or within a repository and the associated supporting processes (often to enable the management of content). For web-based systems, URLs, images, video etc. may be referenced from a triples table of object, attribute and value. == Scope == With specific knowledge domains, the boundaries of the metadata for each must be managed, since a general ontology is not useful to experts in one field whose language is knowledge-domain specific. == Metadata Manager == In the process of developing a knowledge management solution, creating a metadata schema, and a system in which metadata is managed, a dedicated resource may be appointed to maintain adherence to metadata standards as defined by data owners as well as general best practice. This person is responsible for curation of the business and technical layers of the metadata schema, and commonly involved with strategy and implementation. A metadata manager is not required to master all aspects, or be involved with everything concerning the solution, but an understanding of as much of the process as possible to ensure a relevant schema is developed. == Metadata management over time == Managing the metadata in a knowledge management solution is an important step in a metadata strategy. It is part of the strategy to make sure that the metadata are complete, current and correct at any given time. Managing a metadata project is also about making sure that users of the system are aware of the possibilities allowed by a well-designed metadata system and how to maximize the benefits of metadata. Regularly monitoring the metadata to ensure that the schema remains relevant is advised. === Wikipedia metadata === Wikipedia is a project that actively manages metadata for its articles and files. For example, volunteer editors carefully curate new biographical articles based on the notability (claim to fame), name, birth, and/or death dates. Similarly, volunteer editors carefully curate new architectural articles based on name, municipality, or geo coordinates. When new articles with a valid alternate spelling are added to Wikipedia that match up to existing articles based on metadata, these are then manually checked and if needed, tagged for merging. When new articles are added that are considered out of scope or otherwise unfit for Wikipedia, these are nominated for deletion. To help keep track of metadata on Wikipedia, the new Wikimedia project Wikidata was established in 2012. Click on the pictures to view more metadata about these images:

Film-out

Film-out is the process in the computer graphics, video production and filmmaking disciplines of transferring images or animation from videotape or digital files to a traditional film print. Film-out is a broad term that encompasses the conversion of frame rates, color correction, as well as the actual printing, also called scannior recording. The film-out process is different depending on the regional standard of the master videotape in question – NTSC, PAL, or SECAM – or likewise on the several emerging region-independent formats of high definition video (HD video); thus each type is covered separately, taking into account regional film-out industries, methods and technical considerations. == Live action video == Many modern documentaries and low-budget films are shot on videotape or other digital video media, instead of film stock, and completed as digital video. Video production means substantially lower costs than 16 mm or 35 mm film production on all levels. Until recently, the relatively low cost of video ended when the issue of a theatrical presentation was raised, which required a print for film projection. With the growing presence of digital projection, this is becoming less of a factor. === Standard definition (SD) video === Film-out of standard-definition video – or any source that has an incompatible frame rate – is the up-conversion of video media to film for theatrical viewing. The video-to-film conversion process consists of two major steps: first, the conversion of video into digital film frames which are then stored on a computer or on HD videotape; and secondly, the printing of these digital film frames onto actual film. To understand these two steps, it is important to understand how video and film differ. Film (sound film, at least) has remained unchanged for almost a century and creates the illusion of moving images through the rapid projection of still images, frames, upon a screen, typically 24 per second. Traditional interlaced SD video has no real frame rate, (though the term frame is applied to video, it has a different meaning). Instead, video consists of a very fast succession of horizontal lines that continually cascade down the television screen – streaming top to bottom, before jumping back to the top and then streaming down to the bottom again, repeatedly, almost 60 alternating screen-fulls every second for NTSC, or exactly 50 such screen-fulls per second for PAL and SECAM. Since visual movement in video is infused in this continuous cascade of scan lines, there is no discrete image or real frame that can be identified at any one time. Therefore, when transferring video to film, it is necessary to invent individual film frames, 24 for every second of elapsed time. The bulk of the work done by a film-out company is this first step, creating film frames out of the stream of interlaced video. Each company employs its own (often proprietary) technology for turning interlaced video into high-resolution digital video files of 24 discrete images every second, called 24 progressive video or 24p. The technology must filter out all the visually unappealing artifacting that results from the inherent mismatch between video and film movement. Moreover, the conversion process usually requires human intervention at every edit point of a video program, so that each type of scene can be calibrated for maximum visual quality. The use of archival footage in video especially calls for extra attention. Step two, the scanning to film, is the rote part of the process. This is the mechanical step where lasers print each of the newly created frames of the 24p video, stored on computer files or HD videotape, onto rolls of film. Most companies that do film-out, do all the stages of the process themselves for a lump sum. The job includes converting interlaced video into 24p and often a color correction session – (calibrating the image for theatrical projection), before scanning to physical film, (possibly followed by color correction of the film print made from the digital intermediary) – is offered. At the very least, film-out can be understood as the process of converting interlaced video to 24p and then scanning it to film. ==== NTSC video ==== NTSC is the most challenging of the formats when it comes to standards conversion and, specifically, converting to film prints. NTSC runs at the approximate rate of 29.97 video frames (consisting of two interlaced screen-fulls of scan lines, called fields, per frame) per second. In this way, NTSC resolves actual live action movement at almost – but not quite – 60 alternating half-resolution images every second. Because of this 29.97 rate, no direct correlation to film frames at 24 frames per second can be achieved. NTSC is hardest to reconcile with film, thus motivating its own unique processes. ==== PAL and SECAM video ==== PAL and SECAM run at 25 interlaced video frames per second, which can be slowed down or frame-dropped, then deinterlaced, to correlate frame for frame with film running at 24 actual frames per second. PAL and SECAM are less complex and demanding than NTSC for film-out. PAL and SECAM conversions do agitate, though, with the unpleasant choice between slowing down video (and audio pitch, noticeably) by four percent, from 25 to 24 frames per second, in order to maintain a 1:1 frame match, slightly changing the rhythm and feel of the program; or maintaining original speed by periodically dropping frames, thereby creating jerkiness and possible loss of vital detail in fast-moving action or precise edits. === High definition (HD) digital video === High definition digital video can be shot at a variety of frame rates, including 29.97 interlaced (like NTSC) or progressive; or 25 interlaced (like PAL) or progressive; or even 24-progressive (just like film). HD, if shot in 24-progressive, scans nearly perfectly to film without the need for a frame or field conversion process. Other issues remain though, based on the different resolutions, color spaces, and compression schemes that exist in the high-definition video world. == Computer graphics and animation == Artists working with CGI-Computer-generated imagery animation computers create pictures frame by frame. Once the finished product is done, the frames are outputted, normally in a DPX file. These picture data files can then be put on to film using a film recorder for film out. SGI computers started the high-end CGI-Computer-generated imagery animation systems, but with faster computers and the growth of Linux-based systems, many others are on the market now. Movies fully rendered and animated in CGI such as Toy Story, and Antz utilize the film-out method to produce 35mm copies for archival and release prints. Most CGI work is done in 2K Display resolution files (about the size of QXGA) and then output to the Film-out device for creation of 35 mm elements. With 4K Display resolution digital intermediates on the rise, newer types of film-out recorders are being developed to accept 4k resolution files. A 2K movie requires a Storage Area Network storage several terabytes in size to be properly stored and played out. Computer graphics files are handled the same way but in single frames and may use DPX, TIFF or other file formats. == Digital intermediates == Film-out-recording is the last step of digital intermediate workflow. DPX files that were scanned on a motion picture film scanner are stored on a storage area network (often abbreviated as SAN). The scanned DPX footage is edited and composited-FX on workstations, then mastered back on film. Film restoration is also done this way. A "film intermediate" is an analog variation of a digital intermediate, where a project shot on digital video is printed onto film stock and transferred back to digital video to emulate film. The term was coined after it was used on the Oscar-winning 2012 short film "Curfew". The process was also used on the films Dune (2021) and The Batman (2022). == Images for graphic design and print industries == The days of newspapers and magazines shooting 35mm film are almost gone. Digital cameras can now shoot all the images needed, storing them as files (e.g. JPEG, DPX or another format) that are readily edited prior to use. Once the final copy is approved, it can be filmed out for publishing. Digital stills are not the only way to get pictures used in the graphic design and print industries. Film scanners and computer graphics programs are also common sources for graphic design and print industries. == Types of devices == The following devices are used in film-out processes: CRT recorder. Camera and a special TV display Kinescope – early type Electronic Video Recording or EVR – early type EBR Electron Beam Film Recorder 16 mm by 3M Laser film recorder, like Kodak's high-end Lightning II recorder and Arri's Arrilaser. DLP Film recorder, like Cinevation's real-time Cinevator. == History == Lately it has become possible to transfer video images, inclu

Ethics of artificial intelligence

The ethics of artificial intelligence covers a broad range of topics within AI that are considered to have particular ethical stakes. This includes algorithmic biases, fairness, accountability, transparency, privacy, and regulation, particularly where systems influence or automate human decision-making. It also covers various emerging or potential future challenges such as machine ethics (how to make machines that behave ethically), lethal autonomous weapon systems, arms race dynamics, AI safety and alignment, technological unemployment, AI-enabled misinformation, how to treat certain AI systems if they have a moral status (AI welfare and rights), artificial superintelligence and existential risks. Some application areas may also have particularly important ethical implications, like healthcare, education, criminal justice, or the military. == Machine ethics == Machine ethics (or machine morality) is the field of research concerned with designing Artificial Moral Agents (AMAs), robots or artificially intelligent computers that behave morally or as though moral. To account for the nature of these agents, it has been suggested to consider certain philosophical ideas, like the standard characterizations of agency, rational agency, moral agency, and artificial agency, which are related to the concept of AMAs. There are discussions on creating tests to see if an AI is capable of making ethical decisions. Alan Winfield concludes that the Turing test is flawed and the requirement for an AI to pass the test is too low. A proposed alternative test is one called the Ethical Turing Test, which would improve on the current test by having multiple judges decide if the AI's decision is ethical or unethical. Neuromorphic AI could be one way to create morally capable robots, as it aims to process information similarly to humans, nonlinearly and with millions of interconnected artificial neurons. Similarly, whole-brain emulation (scanning a brain and simulating it on digital hardware) could also in principle lead to human-like robots, thus capable of moral actions. And large language models are capable of approximating human moral judgments. Inevitably, this raises the question of the environment in which such robots would learn about the world and whose morality they would inherit – or if they end up developing human 'weaknesses' as well: selfishness, pro-survival attitudes, inconsistency, scale insensitivity, etc. In Moral Machines: Teaching Robots Right from Wrong, Wendell Wallach and Colin Allen conclude that attempts to teach robots right from wrong will likely advance understanding of human ethics by motivating humans to address gaps in modern normative theory and by providing a platform for experimental investigation. As one example, it has introduced normative ethicists to the controversial issue of which specific learning algorithms to use in machines. For simple decisions, Nick Bostrom and Eliezer Yudkowsky have argued that decision trees (such as ID3) are more transparent than neural networks and genetic algorithms, while Chris Santos-Lang argued in favor of machine learning on the grounds that the norms of any age must be allowed to change and that natural failure to fully satisfy these particular norms has been essential in making humans less vulnerable to criminal "hackers". Some researchers frame machine ethics as part of the broader AI control or value alignment problem: the difficulty of ensuring that increasingly capable systems pursue objectives that remain compatible with human values and oversight. Stuart Russell has argued that beneficial systems should be designed to (1) aim at realizing human preferences, (2) remain uncertain about what those preferences are, and (3) learn about them from human behaviour and feedback, rather than optimizing a fixed, fully specified goal. Some authors argue that apparent compliance with human values may reflect optimization for evaluation contexts rather than stable internal norms, complicating the assessment of alignment in advanced language models. == Challenges == === Algorithmic biases === AI has become increasingly inherent in facial and voice recognition systems. These systems may be vulnerable to biases and errors introduced by their human creators. Notably, the data used to train them can have biases. According to Allison Powell, associate professor at LSE and director of the Data and Society programme, data collection is never neutral and always involves storytelling. She argues that the dominant narrative is that governing with technology is inherently better, faster and cheaper, but proposes instead to make data expensive, and to use it both minimally and valuably, with the cost of its creation factored in. Friedman and Nissenbaum identify three categories of bias in computer systems: existing bias, technical bias, and emergent bias. In natural language processing, problems can arise from the text corpus—the source material the algorithm uses to learn about the relationships between different words. Large companies such as IBM, Google, etc. that provide significant funding for research and development have made efforts to research and address these biases. One potential solution is to create documentation for the data used to train AI systems. Process mining can be an important tool for organizations to achieve compliance with proposed AI regulations by identifying errors, monitoring processes, identifying potential root causes for improper execution, and other functions. However, there are also limitations to the current landscape of fairness in AI, due to the intrinsic ambiguities in the concept of discrimination, both at the philosophical and legal level. ==== Racial and gender biases ==== Bias can be introduced through historical data used to train AI systems. For instance, Amazon terminated their use of AI hiring and recruitment because the algorithm favored male candidates over female ones. This was because Amazon's system was trained with data collected over a 10-year period that included mostly male candidates. The algorithms learned the biased pattern from the historical data, and generated predictions where these types of candidates were most likely to succeed in getting the job. Therefore, the recruitment decisions made by the AI system turned out to be biased against female and minority candidates. The performance of facial recognition and computer vision models may vary based on race and gender. Facial recognition algorithms made by Microsoft, IBM and Face++ all performed significantly worse on darker-skinned women. Facial recognition was shown to be biased against those with darker skin tones. AI systems may be less accurate for black people, as was the case in the development of an AI-based pulse oximeter that overestimated blood oxygen levels in patients with darker skin, causing issues with their hypoxia treatment. In 2015, controversy erupted after a Black couple were labeled "Gorillas" by Google Photos. Oftentimes the systems are able to easily detect the faces of white people while being unable to register the faces of people who are black. This has led to the ban of police usage of AI materials or software in some U.S. states. The reason for these biases is that AI pulls information from across the internet to influence its responses in each situation. For example, if a facial recognition system was only tested on people who were white, it would make it much harder for it to interpret the facial structure and tones of other races and ethnicities. Biases often stem from the training data rather than the algorithm itself, notably when the data represents past human decisions. A 2020 study that reviewed voice recognition systems from Amazon, Apple, Google, IBM, and Microsoft found that they have higher error rates when transcribing black people's voices than white people's. Injustice in the use of AI is much harder to eliminate within healthcare systems, as oftentimes diseases and conditions can affect different races and genders differently. This can lead to confusion as the AI may be making decisions based on statistics showing that one patient is more likely to have problems due to their gender or race. This can be perceived as a bias because each patient is a different case, and AI is making decisions based on what it is programmed to group that individual into. This leads to a discussion about what should be considered a biased decision in the distribution of treatment. While it is known that there are differences in how diseases and injuries affect different genders and races, there is a discussion on whether it is fairer to incorporate this into healthcare treatments, or to examine each patient without this knowledge. In modern society there are certain tests for diseases, such as breast cancer, that are recommended to certain groups of people over others because they are more likely to contract the disease in question. If AI implements these statistics

Brain.js

Brain.js is a JavaScript library used for neural networking, which is released as free and open-source software under the MIT License. It can be used in both the browser and Node.js backends. Brain.js is most commonly used as a simple introduction to neural networking, as it hides complex mathematics and has a familiar modern JavaScript syntax. It is maintained by members of the Brain.js organization and open-source contributors. == Examples == Creating a feedforward neural network with backpropagation: Creating a recurrent neural network: Train the neural network on RGB color contrast:

AlphaGeometry

AlphaGeometry is an artificial intelligence (AI) program that can solve hard problems in Euclidean geometry. The system comprises a data-driven large language model (LLM) and a rule-based symbolic engine (Deductive Database Arithmetic Reasoning). It was developed by DeepMind, a subsidiary of Google. The program solved 25 geometry problems out of 30 from the International Mathematical Olympiad (IMO) under competition time limits—a performance almost as good as the average human gold medallist. For comparison, the previous AI program, called Wu's method, managed to solve only 10 problems. DeepMind published a paper about AlphaGeometry in the peer-reviewed journal Nature on 17 January 2024. AlphaGeometry was featured in MIT Technology Review on the same day. Traditional geometry programs are symbolic engines that rely exclusively on human-coded rules to generate rigorous proofs, which makes them lack flexibility in unusual situations. AlphaGeometry combines such a symbolic engine with a specialized large language model trained on synthetic data of geometrical proofs. When the symbolic engine doesn't manage to find a formal and rigorous proof on its own, it solicits the large language model, which suggests a geometrical construct to move forward. However, it is unclear how applicable this method is to other domains of mathematics or reasoning, because symbolic engines rely on domain-specific rules and because of the need for synthetic data. == AlphaGeometry 2 == AlphaGeometry 2 is an improved version of AlphaGeometry, published on February 5, 2025. They added more features to the representation language to describe more geometry problems that involve movements of objects, and problems containing linear equations of angles, ratios, and distances. They targeted IMO geometry questions from 2000 to 2024. The expanded representation language allowed them to cover 88% of the questions. It uses Gemini finetuned on a synthetically generated dataset of problems and solutions in the representation language. The model is used for making auxiliary constructions like lines and points, to help the tree search. It is also used for autoformalization, i.e. converting a problem in English to a problem in the representation language.

Diagnostically acceptable irreversible compression

Diagnostically acceptable irreversible compression (DAIC) is the amount of lossy compression which can be used on a medical image to produce a result that does not prevent the reader from using the image to make a medical diagnosis. The term was first introduced at a workshop on irreversible compression convened by the European Society of Radiology (ESR) in Palma de Mallorca October 13, 2010, the results of which were reported in a subsequent position paper. == Determination == The "amount of compression" in irreversible compression used to be determined by the compression ratio, where the acceptable minimum is determined by the algorithm (typically JPEG or J2K) and the data type (body part and imaging method). Such a definition is easy to follow, and has been used by medical bodies in 2010 around the world. However, its downside is obvious: the compression ratio tells nothing about the real quality of the image, as different compressors can produce vastly different qualities under the same file size. For example, the JPEG format of 1992 can perform as well as many modern formats given newer techniques exploited in mozjpeg and ISO libjpeg, yet they would be lumped together with the legacy encoders in such a scheme. The image compression community has long used objective quality metrics like SSIM to measure the effects of compression. In the absence of good data regarding SSIM, the ESR review of 2010 concluded that it is still difficult to establish a criterion for whether a particular irreversible compression scheme applied with particular parameters to a particular individual image, or category of images, avoids the introduction of some quantifiable risk of a diagnostic error for any particular diagnostic task. A 2017 study showed that a SSIM variant called 4-G-r (4-component, gradient, structural component of SSIM) best reflects changes in images that affect the decision of radiologists out of 16 SSIM variants. A 2020 study shows that visual information fidelity (VIF), feature similarity index (FSIM), and noise quality metric (NQM) best reflect radiologist preferences out of ten metrics. It also mentions that the original version of SSIM works as poorly as a basic root-mean-square distance (RMSD) for this purpose, a result echoed by the 2017 study. The 4-G-r modification is not tested in the study.

Metaclass (knowledge representation)

In knowledge representation, particularly in the Semantic Web, a metaclass is a class whose instances can themselves be classes. Similar to their role in programming languages, metaclasses in ontology languages can have properties otherwise applicable only to individuals, while retaining the same class's ability to be classified in a concept hierarchy. This enables knowledge about instances of those metaclasses to be inferred by semantic reasoners using statements made in the metaclass. Metaclasses thus enhance the expressivity of knowledge representations in a way that can be intuitive for users. While classes are suitable to represent a population of individuals, metaclasses can, as one of their feature, be used to represent the conceptual dimension of an ontology. Metaclasses are supported in the Web Ontology Language (OWL) and the data-modeling vocabulary RDFS. Metaclasses are often modeled by setting them as the object of claims involving rdf:type and rdfs:subClassOf—built-in properties commonly referred to as instance of and subclass of. Instance of entails that the subject of the claim is an instance, i.e. an individual that is a member of a class. Subclass of entails that the subject is a class. In the context of instance of and subclass of, the key difference between metaclasses and ordinary classes is that metaclasses are the object of instance of claims used on a class, while ordinary classes are not objects of such claims. (e.g. in a claim Bob instance of Human, Bob is the subject and an Instance, while the object, Human, is an ordinary class; but a further claim that Human instance of Animal species makes "Animal species" a metaclass because it has a member, "Human", that is also a Class). OWL 2 DL supports metaclasses by a feature called punning, in which one entity is interpreted as two different types of thing—a class and an individual—depending on its syntactic context. For example, through punning, an ontology could have a concept hierarchy such as Harry the eagle instance of golden eagle, golden eagle subclass of bird, and golden eagle instance of species. In this case, the punned entity would be golden eagle, because it is represented as a class (second claim) and an instance (third claim); whereas the metaclass would be species, as it has an instance that is a class. Punning also enables other properties that would otherwise be applicable only to ordinary instances to be used directly on classes, for example "golden eagle conservation status least concern." Having arisen from the fields of knowledge representation, description logic and formal ontology, Semantic Web languages have a closer relationship to philosophical ontology than do conventional programming languages such as Java or Python. Accordingly, the nature of metaclasses is informed by philosophical notions such as abstract objects, the abstract and concrete, and type-token distinction. Metaclasses permit concepts to be construed as tokens of other concepts while retaining their ontological status as types. This enables types to be enumerated over, while preserving the ability to inherit from types. For example, metaclasses could allow a machine reasoner to infer from a human-friendly ontology how many elements are in the periodic table, or, given that number of protons is a property of chemical element and isotopes are a subclass of elements, how many protons exist in the isotope hydrogen-2. Metaclasses are sometime organized by levels, in a similar way to the simple Theory of types where classes that are not metaclasses are assigned the first level, classes of classes in the first level are in the second level, classes of classes in the second level on the next and so on. == Examples == Following the type-token distinction, real world objects such as Abraham Lincoln or the planet Mars are regrouped into classes of similar objects. Abraham Lincoln is said to be an instance of human, and Mars is an instance of planet. This is a kind of is-a relationship. Metaclasses are class of classes, such as for example the nuclide concept. In chemistry, atoms are often classified as elements and, more specifically, isotopes. The glass of water one last drank has many hydrogen atoms, each of which is an instance of hydrogen. Hydrogen itself, a class of atoms, is an instance of nuclide. Nuclide is a class of classes, hence a metaclass. == Implementations == === RDF and RDFS === In RDF, the rdf:type property is used to state that a resource is an instance of a class. This enables metaclasses to be easily created by using rdf:type in a chain-like fashion. For example, in the two triples the resource species is a metaclass, because golden eagle is used as a class in the first statement and the class golden eagle is said to be an instance of the class species in the second statement. This way of doing allows :species to have non-class instances. RDF also provides rdf:Property as a way to create properties beyond those defined in the built-in vocabulary. Properties can be used directly on metaclasses, for example "species quantity 8.7 million", where quantity is a property defined via rdf:Property and species is a metaclass per the preceding example above. RDFS, an extension of RDF, introduced rdfs:Class and rdfs:subClassOf and enriched how vocabularies can classify concepts. Whereas rdf:type enables vocabularies to represent instantiation, the property rdfs:subClassOf enables vocabularies to represent subsumption. RDFS thus makes it possible for vocabularies to represent taxonomies, also known as subsumption hierarchies or concept hierarchies, which is an important addition to the type–token distinction made possible by RDF. Notably, the resource rdfs:Class is an instance of itself, demonstrating both the use of metaclasses in the language's internal implementation and a reflexive usage of rdf:type. RDFS is its own metamodel. This allows a second way to express that a resource is a metaclass. A triple to instantiate rdfs:Class, for example :golden_eagle rdf:type rdfs:Class will declare :golden_eagle as a class. It's also possible to subclass the rdfs:Class resource to declare a meta-class resource, for example :species rdfs:SubclassOf. By deduction, any instance of :species is then a class, so it is a class with class-instances, a meta-class.. This second way does not allows non-class instances of species and explicitly declares :tpecies as a meta-class. === OWL === In some OWL flavors like OWL1-DL, entities can be either classes or instances, but cannot be both. This limitations forbids metaclasses and metamodeling. This is not the case in the OWL1 full flavor, but this allows the model to be computationally undecidable. In OWL2, metaclasses can implemented with punning, that is a way to treat classes as if they were individuals. Other approaches have also been proposed and used to check the properties of ontologies at a meta level. ==== Punning ==== OWL 2 supports metaclasses through a feature called punning. In metaclasses implemented by punning, the same subject is interpreted as two fundamentally different types of thing—a class and an individual—depending on its syntactic context. This is similar to a pun in natural language, where different senses of the same word are emphasized to illustrate a point. Unlike in natural language, where puns are typically used for comedic or rhetorical effect, the main goal of punning in Semantic Web technologies is to make concepts easier to represent, closer to how they are discussed in everyday speech or academic literature. Although OWL 2 permits the same symbol to assume different roles, its standard semantics (known as Direct Semantics) still interprets the symbol differently depending on whether it is used as an individual, a class, or a property. === Protégé === In the ontology editor Protégé, metaclasses are templates for other classes who are their instances. == Classification == Some ontologies like the Cyc AI project's classifies classes and metaclasses. Classes are divided into fixed-order classes and variable-order classes. In the case of fixed-order classes, an order is attributed for metaclasses by measuring the distance to individuals with respect to the number of "instance of" triples that are necessary to find an individual. Classes that are not metaclasses are classes of individuals, so their order is "1" (first-order classes). Metaclasses that are classes of first-order classes' order is "2" (second-order classes), and so on. Variable-order metaclasses, on the other hand, can have instances; one example of variable-order metaclass is the class of all fixed-order classes.