Land of Memories (Chinese: 机忆之地) is a Chinese science-fiction novel by Shen Yang (沈阳), a professor at Tsinghua University's School of Journalism and Communication. The story revolves around a former neuroscientist trying to recover her memories from the metaverse after suffering amnesia due to an accident. It contains almost 6,000 Chinese characters and was shortened from an AI-generated draft that was 43,000 characters long. The process involved 66 prompts spanning almost three hours. The novel was among 18 submissions that won the level-two prize at the Fifth Jiangsu Youth Science Education and Science Fiction Competition (第五届江苏省青年科普科幻作品大赛). The contest was restricted to participants between the age of 14 and 45 but did not forbid entries generated by AI. One of its organizers reached out to Shen after finding out that the professor had been experimenting with writing science fiction using AI. The judges were not told about the novel's origin in advance. Three of them, out of the six, approved the work. One judge, who had worked with AI models before, recognized that the novel was written by AI and criticized the work for lacking emotional appeal. The organizer who had contacted Shen said the novel's introduction was not bad but the story did not develop well. It would not meet the usual standards for publication. However, he still plans to allow AI-generated submissions in 2024. Fu Ruchu, editorial department director of the People's Literature Publishing House, said the novel was not easily identifiable as AI-generated and applauded its logical consistency. She warned that artificial intelligence could endanger the jobs of fiction writers and cause permanent damage to literary language.
Robot learning
Robot learning is a research field at the intersection of machine learning and robotics. It studies techniques allowing a robot to acquire novel skills or adapt to its environment through learning algorithms. The embodiment of the robot, situated in a physical embedding, provides at the same time specific difficulties (e.g. high-dimensionality, real time constraints for collecting data and learning) and opportunities for guiding the learning process (e.g. sensorimotor synergies, motor primitives). Example of skills that are targeted by learning algorithms include sensorimotor skills such as locomotion, grasping, active object categorization, as well as interactive skills such as joint manipulation of an object with a human peer, and linguistic skills such as the grounded and situated meaning of human language. Learning can happen either through autonomous self-exploration or through guidance from a human teacher, like for example in robot learning by imitation. Robot learning can be closely related to adaptive control, reinforcement learning as well as developmental robotics which considers the problem of autonomous lifelong acquisition of repertoires of skills. While machine learning is frequently used by computer vision algorithms employed in the context of robotics, these applications are usually not referred to as "robot learning". == Imitation learning == Many research groups are developing techniques where robots learn by imitating. This includes various techniques for learning from demonstration (sometimes also referred to as "programming by demonstration") and observational learning. == Sharing learned skills and knowledge == In Tellex's "Million Object Challenge", the goal is robots that learn how to spot and handle simple items and upload their data to the cloud to allow other robots to analyze and use the information. RoboBrain is a knowledge engine for robots which can be freely accessed by any device wishing to carry out a task. The database gathers new information about tasks as robots perform them, by searching the Internet, interpreting natural language text, images, and videos, object recognition as well as interaction. The project is led by Ashutosh Saxena at Stanford University. RoboEarth is a project that has been described as a "World Wide Web for robots" − it is a network and database repository where robots can share information and learn from each other and a cloud for outsourcing heavy computation tasks. The project brings together researchers from five major universities in Germany, the Netherlands and Spain and is backed by the European Union. Google Research, DeepMind, and Google X have decided to allow their robots share their experiences. == Vision-language-action model == Research groups and companies are developing vision-language-action models, foundation models that allow robotic control through the combination of vision and language. Google DeepMind, Figure AI and Hugging Face are actively working on that.
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Vasant Honavar
Vasant G. Honavar is an Indian-American computer scientist, and artificial intelligence, machine learning, big data, data science, causal inference, knowledge representation, bioinformatics and health informatics researcher and professor. == Early life and education == Vasant Honavar was born at Pune, India to Bhavani G. and Gajanan N. Honavar. He received his early education at the Vidya Vardhaka Sangha High School and M.E.S. College in Bangalore, India. He received a B.E. in Electronics & Communications Engineering from the B.M.S. College of Engineering in Bangalore, India in 1982, when it was affiliated with Bangalore University, an M.S. in electrical and computer engineering in 1984 from Drexel University, and an M.S. in computer science in 1989, and a Ph.D. in 1990, respectively, from the University of Wisconsin–Madison, where he studied Artificial Intelligence and worked with Leonard Uhr. == Career == Honavar is on the faculty of Informatics and Intelligent Systems Department in the Penn State College of Information Sciences and Technology at Pennsylvania State University where he currently holds the Dorothy Foehr Huck and J. Lloyd Huck Chair in Biomedical Data Sciences and Artificial Intelligence and previously held the Edward Frymoyer Endowed Chair in Information Sciences and Technology. He serves on the faculties of the graduate programs in Computer Science, Informatics, Bioinformatics and Genomics, Neuroscience, Operations Research, Public Health Sciences, and of undergraduate programs in Data Science and Artificial Intelligence methods and applications. Honavar serves as the director of the Artificial Intelligence Research Laboratory, Director of Strategic Initiatives for the Institute for Computational and Data Sciences and the director of the Center for Artificial Intelligence Foundations and Scientific Applications at Pennsylvania State University. Honavar served on the Leadership Team of the Northeast Big Data Innovation Hub. Honavar served on the Computing Research Association's Computing Community Consortium Council during 2014-2017, where he chaired the task force on Convergence of Data and Computing, and was a member of the task force on Artificial Intelligence. Honavar was the first Sudha Murty Distinguished Visiting Chair of Neurocomputing and Data Science by the Indian Institute of Science, Bangalore, India. Honavar was named a Distinguished Member of the Association for Computing Machinery for "outstanding scientific contributions to computing"; and elected a Fellow of the American Association for the Advancement of Science for his "distinguished research contributions and leadership in data science". As a Program Director in the Information Integration and Informatics program in the Information and Intelligent Systems Division of the Computer and Information Science and Engineering Directorate of the US National Science Foundation during 2010-13, Honavar led the Big Data Program. Honavar was a professor of computer science at Iowa State University where he led the Artificial Intelligence Research Laboratory which he founded in 1990 and was instrumental in establishing an interdepartmental graduate program in Bioinformatics and Computational Biology (and served as its Chair during 2003–2005). Honavar has held visiting professorships at Carnegie Mellon University, the University of Wisconsin–Madison, and at the Indian Institute of Science. == Research == Honavar's research has contributed to advances in artificial intelligence, machine learning, causal inference, knowledge representation, neural networks, semantic web, big data analytics, and bioinformatics and computational biology. He was a program chair of the Association for the Advancement of Artificial Intelligence(AAAI)'s 36th Conference on Artificial Intelligence. He has published over 300 research articles, including many highly cited ones, as well as several books on these topics. His recent work has focused on federated machine learning algorithms for constructing predictive models from distributed data and linked open data, learning predictive models from high dimensional longitudinal data, reasoning with federated knowledge bases, detecting algorithmic bias, big data analytics, analysis and prediction of protein-protein, protein-RNA, and protein-DNA interfaces and interactions, social network analytics, health informatics, secrecy-preserving query answering, representing and reasoning about preferences, and causal inference from complex, e.g., relational, data, large language models, diffusion models, and meta analysis. Honavar has been active in fostering national and international scientific collaborations in Artificial Intelligence, Data Sciences, and their applications in addressing national, international, and societal priorities in accelerating science, improving health, transforming agriculture through partnerships that bring together academia, non-profits, and industry. He is also active in making the science policy case for major national research initiatives such as AI for accelerating science and AI for combating the epidemic of diseases of despair. == Honors == National Science Foundation Director's Award for Superior Accomplishment, 2013 National Science Foundation Director's Award for Collaborative Integration, 2012 Margaret Ellen White Graduate Faculty Award, Iowa State University, 2011 Outstanding Career Achievement in Research Award, College of Liberal Arts and Sciences, Iowa State University, 2008 Regents Award for Faculty Excellence, Iowa Board of Regents, 2007 Edward Frymoyer Endowed Chair in Information Sciences and Technology, Penn State College of Information Sciences and Technology, Pennsylvania State University, 2013 Senior Faculty Research Excellence Award, Penn State College of Information Sciences and Technology, Pennsylvania State University, 2016 125 People of Impact, Department of Electrical and Computer Engineering, University of Wisconsin-Madison, 2016 Sudha Murty Distinguished (Visiting) Chair of Neurocomputing and Data Science, Indian Institute of Science, 2016-2021 ACM Distinguished Member, 2018 AAAS Fellow American Association for the Advancement of Science, 2018 EAI Fellow European Alliance for Innovation, 2019 Dorothy Foehr Huck and J. Lloyd Huck Chair in Biomedical Data Sciences and Artificial Intelligence, Pennsylvania State University, 2021
Krzysztof Wołk
Krzysztof Wołk (born 16 August 1986) is a Polish IT researcher who specializes in artificial intelligence, machine learning, mobile applications, linguistic engineering, multimedia, NLP and graphic applications. His research works have been cited in more than 70 international research journals, books and research papers. He is member of scientific committee at the Health and Social Care Information Systems and Technologies (HCist), an international conference which brings in new ideas, new technologies, academic scientists, healthcare IT professionals, managers and solution providers from all over the world. His research in statistical machine learning has been recognized as one of the most cited researches in the world. He is the member of Scientific Committee-Reviewers at Research Conference in Technical Disciplines (RCITD), based in Slovakia, which brings together the academic scientists and researchers from all around the world. == Biography == He obtained the doctorate degree in 2016 from the Polish-Japanese Academy of Information and Technology in Warsaw, Poland. He is currently working as researcher and assistant professor at the Polish-Japanese Computer Science Academy (PJATK) in Warsaw, Poland. == Achievements == He has published three books: Biblia Windows Server 2012, Administrator's Guide, Mac OS X Server 10.8, and MAC OS X Server 10.6 and 10.7 Practical Guide has been cited by many researchers in the scholarly books, research journals and articles. His research work on the Polish-English statistical machine translation has been featured in the book New Research in Multimedia and Internet System. Similarly, his works regarding the machine translation system have been featured in the books New Perspective in Information System and Technologies Volume 1, Multimedia and Network Information System, and Recent Advances in Information Systems and Technologies, Volume 1.
BevQ
BevQ is a queue management mobile application developed by Faircode Technologies of Kochi, Kerala. It is provided by the Kerala State Beverages Corporation under Government of Kerala. == History == This app was released together by the Government of Kerala and the Kerala State Beverages Corporation in order to implement social distancing in the liquor stores Kerala in the case of the COVID-19 pandemic in Kerala and to reduce the congestion of people. The BevQ App was released by Faircode Technologies on 27 May 2020 on the Google Play Store. In January 2021, the app was withdrawn as bars had opened. In June 2021, there was a commitment from the Kerala CM that the App will be relaunched again. It has been reported that over 132,000 new users downloaded the app in the 48 hours after the announcement. == Achievements == The BEVQ app, which works only in the state of Kerala, beat all other Indian food and drink apps in 2020 to see the highest growth in year-on-year sessions, according to the State of Mobile 2021 report by App Annie. The app even beat the likes of Domino’s, which is used all across India. Around 300 government Liquor shops and 900 private liquor shops were enlisted in the platform. More than 200 million unique users registered in the platform. About 250,000 tokens were given out a day.
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