Microelectronics

Microelectronics

Microelectronics is a subfield of electronics. As the name suggests, microelectronics relates to the study and manufacture (or microfabrication) of very small electronic designs and components. Usually, but not always, this means micrometre-scale or smaller. These devices are typically made from semiconductor materials. Many components of a normal electronic design are available in a microelectronic equivalent. These include transistors, capacitors, inductors, resistors, diodes and (naturally) insulators and conductors can all be found in microelectronic devices. Unique wiring techniques such as wire bonding are also often used in microelectronics because of the unusually small size of the components, leads and pads. This technique requires specialized equipment and is expensive. Digital integrated circuits (ICs) consist of billions of transistors, resistors, diodes, and capacitors. Analog circuits commonly contain resistors and capacitors as well. Inductors are used in some high frequency analog circuits, but tend to occupy larger chip area due to their lower reactance at low frequencies. Gyrators can replace them in many applications. As techniques have improved, the scale of microelectronic components has continued to decrease. At smaller scales, the relative impact of intrinsic circuit properties, such as unintended interactions between components or their parts, may become more significant. These are called parasitic effects, and the goal of the microelectronics design engineer is to find ways to compensate for or to minimize these effects, while delivering smaller, faster, and cheaper devices. Today, microelectronics design is largely aided by electronic design automation (EDA) software.

Wavelet noise

Wavelet noise is an alternative to Perlin noise which reduces the problems of aliasing and detail loss that are encountered when Perlin noise is summed into a fractal. == Algorithm detail == The basic algorithm for 2-dimensional wavelet noise is as follows: Create an image, R {\displaystyle R} , filled with uniform white noise. Downsample R {\displaystyle R} to half-size to create R ↓ {\displaystyle R^{\downarrow }} , then upsample it back up to full size to create R ↓↑ {\displaystyle R^{\downarrow \uparrow }} . Subtract R ↓↑ {\displaystyle R^{\downarrow \uparrow }} from R {\displaystyle R} to create the end result, N {\displaystyle N} . This results in an image that contains all the information that cannot be represented at half-scale. From here, N {\displaystyle N} can be used similarly to Perlin noise to create fractal patterns.

Argumentation theory

Argumentation theory is the interdisciplinary study of how conclusions can be supported or undermined by premises through logical reasoning. With historical origins in logic, dialectic, and rhetoric, argumentation theory includes the arts and sciences of civil debate, dialogue, conversation, and persuasion. It studies rules of inference, logic, and procedural rules in both artificial and real-world settings. Argumentation includes various forms of dialogue such as deliberation and negotiation which are concerned with collaborative decision-making procedures. It also encompasses eristic dialogue, the branch of social debate in which victory over an opponent is the primary goal, and didactic dialogue used for teaching. This discipline also studies the means by which people can express and rationally resolve or at least manage their disagreements. Argumentation is a daily occurrence, such as in public debate, science, and law. For example in law, in courts by the judge, the parties and the prosecutor, in presenting and testing the validity of evidences. Also, argumentation scholars study the post hoc rationalizations by which organizational actors try to justify decisions they have made irrationally. Argumentation is one of four rhetorical modes (also known as modes of discourse), along with exposition, description, and narration. == Key components of argumentation == Some key components of argumentation are: Understanding and identifying arguments, either explicit or implied, and the goals of the participants in the different types of dialogue. Identifying the premises from which conclusions are derived. Establishing the "burden of proof" – determining who made the initial claim and is thus responsible for providing evidence why their position merits acceptance. For the one carrying the "burden of proof", the advocate, to marshal evidence for their position in order to convince or force the opponent's acceptance. The method by which this is accomplished is producing valid, sound, and cogent arguments, devoid of weaknesses, and not easily attacked. In a debate, fulfillment of the burden of proof creates a burden of rejoinder. One must try to identify faulty reasoning in the opponent's argument, to attack the reasons/premises of the argument, to provide counterexamples if possible, to identify any fallacies, and to show why a valid conclusion cannot be derived from the reasons provided for their argument. For example, consider the following exchange, illustrating the No true Scotsman fallacy: Argument: "No Scotsman puts sugar on his porridge." Reply: "But my friend Angus, who is a Scotsman, likes sugar with his porridge." Rebuttal: "Well perhaps, but no true Scotsman puts sugar on his porridge." In this dialogue, the proposer first offers a premise, the premise is challenged by the interlocutor, and so the proposer offers a modification of the premise, which is designed only to evade the challenge provided. == Internal structure of arguments == Typically an argument has an internal structure, comprising the following: a set of assumptions or premises, a method of reasoning or deduction, and a conclusion or point. An argument has one or more premises and one conclusion. Often classical logic is used as the method of reasoning so that the conclusion follows logically from the assumptions or support. One challenge is that if the set of assumptions is inconsistent then anything can follow logically from inconsistency. Therefore, it is common to insist that the set of assumptions be consistent. It is also good practice to require the set of assumptions to be the minimal set, with respect to set inclusion, necessary to infer the consequent. Such arguments are called MINCON arguments, short for minimal consistent. Such argumentation has been applied to the fields of law and medicine. A non-classical approach to argumentation investigates abstract arguments, where 'argument' is considered a primitive term, so no internal structure of arguments is taken into account. == Types of dialogue == In its most common form, argumentation involves an individual and an interlocutor or opponent engaged in dialogue, each contending differing positions and trying to persuade each other, but there are various types of dialogue: Persuasion dialogue aims to resolve conflicting points of view of different positions. Negotiation aims to resolve conflicts of interests by cooperation and dealmaking. Inquiry aims to resolve general ignorance by the growth of knowledge. Deliberation aims to resolve a need to take action by reaching a decision. Information seeking aims to reduce one party's ignorance by requesting information from another party that is in a position to know something. Eristic aims to resolve a situation of antagonism through verbal fighting. == Argumentation and the grounds of knowledge == Argumentation theory had its origins in foundationalism, a theory of knowledge (epistemology) in the field of philosophy. It sought to find the grounds for claims in the forms (logic) and materials (factual laws) of a universal system of knowledge. The dialectical method was made famous by Plato and his use of Socrates critically questioning various characters and historical figures. But argument scholars gradually rejected Aristotle's systematic philosophy and the idealism in Plato and Kant. They questioned and ultimately discarded the idea that argument premises take their soundness from formal philosophical systems. The field thus broadened. One of the original contributors to this trend was the philosopher Chaïm Perelman, who together with Lucie Olbrechts-Tyteca introduced the French term la nouvelle rhetorique in 1958 to describe an approach to argument which is not reduced to application of formal rules of inference. Perelman's view of argumentation is much closer to a juridical one, in which rules for presenting evidence and rebuttals play an important role. Karl R. Wallace's seminal essay, "The Substance of Rhetoric: Good Reasons" in the Quarterly Journal of Speech (1963) 44, led many scholars to study "marketplace argumentation" – the ordinary arguments of ordinary people. The seminal essay on marketplace argumentation is Ray Lynn Anderson's and C. David Mortensen's "Logic and Marketplace Argumentation" Quarterly Journal of Speech 53 (1967): 143–150. This line of thinking led to a natural alliance with late developments in the sociology of knowledge. Some scholars drew connections with recent developments in philosophy, namely the pragmatism of John Dewey and Richard Rorty. Rorty has called this shift in emphasis "the linguistic turn". In this new hybrid approach argumentation is used with or without empirical evidence to establish convincing conclusions about issues which are moral, scientific, epistemic, or of a nature in which science alone cannot answer. Out of pragmatism and many intellectual developments in the humanities and social sciences, "non-philosophical" argumentation theories grew which located the formal and material grounds of arguments in particular intellectual fields. These theories include informal logic, social epistemology, ethnomethodology, speech acts, the sociology of knowledge, the sociology of science, and social psychology. These new theories are not non-logical or anti-logical. They find logical coherence in most communities of discourse. These theories are thus often labeled "sociological" in that they focus on the social grounds of knowledge. == Kinds of argumentation == === Conversational argumentation === The study of naturally occurring conversation arose from the field of sociolinguistics. It is usually called conversation analysis (CA). Inspired by ethnomethodology, it was developed in the late 1960s and early 1970s principally by the sociologist Harvey Sacks and, among others, his close associates Emanuel Schegloff and Gail Jefferson. Sacks died early in his career, but his work was championed by others in his field, and CA has now become an established force in sociology, anthropology, linguistics, speech-communication and psychology. It is particularly influential in interactional sociolinguistics, discourse analysis and discursive psychology, as well as being a coherent discipline in its own right. Recently CA techniques of sequential analysis have been employed by phoneticians to explore the fine phonetic details of speech. Empirical studies and theoretical formulations by Sally Jackson and Scott Jacobs, and several generations of their students, have described argumentation as a form of managing conversational disagreement within communication contexts and systems that naturally prefer agreement. === Mathematical argumentation === The basis of mathematical truth has been the subject of long debate. Frege in particular sought to demonstrate (see Gottlob Frege, The Foundations of Arithmetic, 1884, and Begriffsschrift, 1879) that arithmetical truths can be derived from purely logical axioms and therefore are, in th

Vidby

Vidby AG (stylized in lower-case) is a start-up based in Rotkreuz, Switzerland specializing in AI language translation for videos. Founded by Alexander Konovalov (uk:Олександр Коновалов) and Eugen von Rubinberg in September 2021, the company has especially garnered attention for its use in translating speeches given by President Volodymyr Zelenskyy during the Russian invasion of Ukraine. == History == Vidby AG was founded by Alexander Konovalov and Eugen von Rubinberg. Konovalov is a native of Ukraine and retains Ukrainian citizenship; Rubinberg came to Switzerland from Germany and holds German citizenship. Both are residents of Switzerland. The latter founded his first business, a trading company, at age 16. In 2013, the business partners launched a consumer-oriented video-call translation service called DROTR (Droid Translator) AG, utilizing a Konovalov-created AI-powered language translation technology enabling simultaneous translation of messages, voice and video calls in 104 languages (written), with 44 available in spoken form. This was the world's first video calling app with translation. The technology was pronounced a competitor of Skype and Viber by Forbes and claimed first prize at the "Innovative Breakthrough 2013" Competition. In 2021, with a new business-oriented focus, DROTR became Vidby, with the former Google technology partners Konovalov and Rubinberg remaining at the helm, each with the title Co-CEO. While headquartered in Switzerland, Vidby's development team is, according to the company's founders, based in Ukraine. The technology behind Vidby has an accuracy level variously reported as up to 99 percent or 99 to 100 percent, equalling the highest level of human translation. Additionally, the technology is capable of removing the original language while maintaining ambient sounds. Currently, some 70 languages plus 60 dialects are possible with the algorithm-based technology. == Notable use == In addition to its use with speeches delivered by Pope Francis, the technology has been provided to Ukrainian authorities and embassies during the ongoing military conflict with Russia free of remuneration. By July, 2022, some 70 speeches given by President Zelenskyy totalling 650 minutes had been translated into 30 languages, for a total of over 10,000 minutes of video material. Of its use in translating Zelenskyy's wartime speeches, Konovalov has said, "Like any citizen, I want to help defend my country." Notable corporate clients of Vidby include Samsung, Siemens, Cisco, Kärcher, Generali and McDonald's Corporation; an academic client is Harvard University. Google Cloud Technology Partner status of Vidby was confirmed officially after a six-month audit in December 2022. Denys Krasnikov, a Vidby co-founder, is responsible for cooperation with Google, YouTube, Microsoft, and other key partners. After the launch of multilingual YouTube channels, Vidby started AI translating and dubbing creators' videos for this new type of channel at the end of February 2023. == Accolades == Vidby headed a list of the five best video translation services as named by TechRadar Deutschland in September, 2022. In the same month, Tech Times named Vidby #1 in their list of the five best such services. It similarly topped a list of the five best content translation technologies as judged by European Business Review in October, 2022. Prior to these lead-position rankings (August, 2022), it was featured as Business Insider's special start-up recommendation (German: "Unser Lesetipp auf Gründerszene"). In 2023, YouTube recognized Vidby as its recommended vendor.

Netflix Prize

The Netflix Prize was an open competition for the best collaborative filtering algorithm to predict user ratings for films, based on previous ratings without any other information about the users or films, i.e. without the users being identified except by numbers assigned for the contest. The competition was held by Netflix, a video streaming service, and was open to anyone who was neither connected with Netflix (current and former employees, agents, close relatives of Netflix employees, etc.) nor a resident of certain blocked countries (such as Cuba or North Korea). On September 21, 2009, the grand prize of US$1,000,000 was given to the BellKor's Pragmatic Chaos team which bested Netflix's own algorithm for predicting ratings by 10.06%. == Problem and data sets == Netflix provided a training data set of 100,480,507 ratings that 480,189 users gave to 17,770 movies. Each training rating is a quadruplet of the form . The user and movie fields are integer IDs, while grades are from 1 to 5 (integer) stars. The qualifying data set contains over 2,817,131 triplets of the form , with grades known only to the jury. A participating team's algorithm must predict grades on the entire qualifying set, but they are informed of the score for only half of the data: a quiz set of 1,408,342 ratings. The other half is the test set of 1,408,789, and performance on this is used by the jury to determine potential prize winners. Only the judges know which ratings are in the quiz set, and which are in the test set—this arrangement is intended to make it difficult to hill climb on the test set. Submitted predictions are scored against the true grades in the form of root mean squared error (RMSE), and the goal is to reduce this error as much as possible. Note that, while the actual grades are integers in the range 1 to 5, submitted predictions need not be. Netflix also identified a probe subset of 1,408,395 ratings within the training data set. The probe, quiz, and test data sets were chosen to have similar statistical properties. In summary, the data used in the Netflix Prize looks as follows: Training set (99,072,112 ratings not including the probe set; 100,480,507 including the probe set) Probe set (1,408,395 ratings) Qualifying set (2,817,131 ratings) consisting of: Test set (1,408,789 ratings), used to determine winners Quiz set (1,408,342 ratings), used to calculate leaderboard scores For each movie, the title and year of release are provided in a separate dataset. No information at all is provided about users. In order to protect the privacy of the customers, "some of the rating data for some customers in the training and qualifying sets have been deliberately perturbed in one or more of the following ways: deleting ratings; inserting alternative ratings and dates; and modifying rating dates." The training set is constructed such that the average user rated over 200 movies, and the average movie was rated by over 5000 users. But there is wide variance in the data—some movies in the training set have as few as 3 ratings, while one user rated over 17,000 movies. There was some controversy as to the choice of RMSE as the defining metric. It has been claimed that even as small an improvement as 1% RMSE results in a significant difference in the ranking of the "top-10" most recommended movies for a user. == Prizes == Prizes were based on improvement over Netflix's own algorithm, called Cinematch, or the previous year's score if a team has made improvement beyond a certain threshold. A trivial algorithm that predicts for each movie in the quiz set its average grade from the training data produces an RMSE of 1.0540. Cinematch uses "straightforward statistical linear models with a lot of data conditioning." The performance of Cinematch had plateaued by 2006. Using only the training data, Cinematch scores an RMSE of 0.9514 on the quiz data, roughly a 10% improvement over the trivial algorithm. Cinematch has a similar performance on the test set, 0.9525. In order to win the grand prize of $1,000,000, a participating team had to improve this by another 10%, to achieve 0.8572 on the test set. Such an improvement on the quiz set corresponds to an RMSE of 0.8563. As long as no team won the grand prize, a progress prize of $50,000 was awarded every year for the best result thus far. However, in order to win this prize, an algorithm had to improve the RMSE on the quiz set by at least 1% over the previous progress prize winner (or over Cinematch, the first year). If no submission succeeded, the progress prize was not to be awarded for that year. To win a progress or grand prize a participant had to provide source code and a description of the algorithm to the jury within one week after being contacted by them. Following verification the winner also had to provide a non-exclusive license to Netflix. Netflix would publish only the description, not the source code, of the system. (To keep their algorithm and source code secret, a team could choose not to claim a prize.) The jury also kept their predictions secret from other participants. A team could send as many attempts to predict grades as they wish. Originally submissions were limited to once a week, but the interval was quickly modified to once a day. A team's best submission so far counted as their current submission. Once one of the teams succeeded in improving the RMSE by 10% or more, the jury would issue a last call, giving all teams 30 days to send their submissions. Only then, the team with the best submission was asked for the algorithm description, source code, and non-exclusive license, and, after successful verification; declared a grand prize winner. The contest would last until the grand prize winner was declared. Had no one received the grand prize, it would have lasted for at least five years (until October 2, 2011). After that date, the contest could have been terminated at any time at Netflix's sole discretion. == Progress over the years == The competition began on October 2, 2006. By October 8, a team called WXYZConsulting had already beaten Cinematch's results. By October 15, there were three teams who had beaten Cinematch, one of them by 1.06%, enough to qualify for the annual progress prize. By June 2007 over 20,000 teams had registered for the competition from over 150 countries. 2,000 teams had submitted over 13,000 prediction sets. Over the first year of the competition, a handful of front-runners traded first place. The more prominent ones were: WXYZConsulting, a team of Wei Xu and Yi Zhang. (A front runner during November–December 2006.) ML@UToronto A, a team from the University of Toronto led by Prof. Geoffrey Hinton. (A front runner during parts of October–December 2006.) Gravity, a team of four scientists from the Budapest University of Technology (A front runner during January–May 2007.) BellKor, a group of scientists from AT&T Labs. (A front runner since May 2007.) Dinosaur Planet, a team of three undergraduates from Princeton University. (A front runner on September 3, 2007 for one hour before BellKor snatched back the lead.) The algorithms used by the leading teams were usually an ensemble of singular value decomposition, k-nearest neighbor, neural networks, and so on. On August 12, 2007, many contestants gathered at the KDD Cup and Workshop 2007, held at San Jose, California. During the workshop all four of the top teams on the leaderboard at that time presented their techniques. The team from IBM Research—Yan Liu, Saharon Rosset, Claudia Perlich, and Zhenzhen Kou—won the third place in Task 1 and first place in Task 2. Over the second year of the competition, only three teams reached the leading position: BellKor, a group of scientists from AT&T Labs (front runner during May 2007 – September 2008) BigChaos, a team of Austrian scientists from Commendo Research & Consulting (single team front runner since October 2008) BellKor in BigChaos, a joint team of the two leading single teams (a front runner since September 2008) === 2007 Progress Prize === On September 2, 2007, the competition entered the "last call" period for the 2007 Progress Prize. Over 40,000 teams from 186 countries had entered the contest. They had thirty days to tender submissions for consideration. At the beginning of this period the leading team was BellKor, with an RMSE of 0.8728 (8.26% improvement), followed by Dinosaur Planet (RMSE = 0.8769; 7.83% improvement), and Gravity (RMSE = 0.8785; 7.66% improvement). In the last hour of the last call period, an entry by "KorBell" took first place. This turned out to be an alternate name for Team BellKor. On November 13, 2007, team KorBell (formerly BellKor) was declared the winner of the $50,000 Progress Prize with an RMSE of 0.8712 (8.43% improvement). The team consisted of three researchers from AT&T Labs, Yehuda Koren, Robert Bell, and Chris Volinsky. As required, they published a description of their a

StatMuse

StatMuse Inc. is an American artificial intelligence company founded in 2014. It operates an eponymous website that hosts a database of sports statistics covering the four major North American sports leagues, the Women's National Basketball Association (WNBA), NCAA Division I men's basketball, NCAA Division I Football Bowl Subdivision, the Big Five association football leagues in Europe, and various professional golf tours. == History == The company was founded by friends Adam Elmore and Eli Dawson in 2014. In email correspondence to the Springfield News-Leader, Elmore detailed that he and Dawson, fans of the National Basketball Association (NBA), were compelled to create StatMuse after they realized there was no online platform where they could search "Lebron James most points" [sic] and quickly get a result "showing his highest scoring games." As a startup, the company's goal was to utilize a type of artificial intelligence called natural language processing (NLP) for sports. In 2015, the company was part of the second group of startups accepted into the Disney Accelerator program. The company secured support from several investors, including The Walt Disney Company, Techstars, Allen & Company, the NFL Players Association, Greycroft and NBA Commissioner David Stern. As part of their partnership with Disney, StatMuse signed a content deal with ESPN (owned by Disney) to provide stats content on social media and television during the 2015–16 NBA season. Initially, the company only had stats available for the NBA, but eventually expanded to provide stats for the other major North American sports leagues. The company's initial demographic was players of fantasy sports, but it eventually expanded to target general sports fans as well. StatMuse offers responses to user queries in the voices of sports-related public figures. Dawson shared with VentureBeat that StatMuse brings people in and records them saying different words and phrases. These celebrity voices were made accessible through Google's Google Assistant service, Microsoft's Cortana virtual assistant, and Amazon's Echo devices. The company launched its phone app in September 2017. The app allows users to access StatMuse's sports statistics database by submitting queries in their natural language. Upon the launch of the phone app, Fitz Tepper of TechCrunch wrote that: "The technology isn't perfect – some of the pauses between words are a bit awkward, making it clear that some phrases are being stitched together on the fly. But this is the exception, and on the whole, most responses sound pretty good." StatMuse plug-ins for Slack and Facebook Messenger were also made, providing text-based sports stats. In 2019, StatMuse received investment from the Google Assistant Investment program. The service launched a premium option dubbed StatMuse+ in May 2023, offering options that had previously been included for free, such as unlimited searches and full results in data tables. The premium version also included early access to new features and a personalized search history, as well as not having ads. The app received a variety of feedback. In January 2024, the service launched a Premier League version of the website dubbed StatMuse FC. It is planned to introduce more leagues on the website.

Alice and Sparkle

Alice and Sparkle is a 2022 illustrated children's book published by American technology product designer Ammaar Reshi. Reshi created the book using artificial intelligence programs ChatGPT and Midjourney in one weekend, which sparked controversy among artists, both in regard to the copyright status of the book and the quality of the illustration and text. == Plot == A girl named Alice discovers a group of magical and benevolent artificial intelligence beings. She knows that artificial intelligence is powerful, and that it has the power to do good and evil depending on how it is used. One day, she creates her own artificial intelligence and names it Sparkle. Sparkle helps Alice with her homework and plays with her, and they quickly become good friends. However, Sparkle soon grows more powerful and begins to make its own decisions, which makes Alice both proud and scared. She knows that it is her responsibility to guide Sparkle to do good, not evil. Together, Alice and Sparkle use their knowledge to make the world a better place and to teach people about the power of artificial intelligence. The two live happily ever after, spreading the magic of artificial intelligence. == Structure == Including the dedication and postscript, the book contains twenty four pages, about half of which being illustrations provided by Midjourney. The very short story, composed of text generated by ChatGPT, contains 343 words. Some of the illustrations are accompanied by descriptions, at least one of which was provided by Reshi. Both Alice's and Sparkle's appearances change significantly between illustrations, although Alice's is more consistent. Reshi said Midjourney was unable to generate consistent images of Sparkle, so he had to include a line in the book saying that it could turn "into all kinds of robot shapes". == Creation == When reading a children's book to his friend's daughter, Ammaar Reshi "decided he wanted to write his own". He had no experience with creative writing or illustration, so instead used the chatbot ChatGPT to write the story for him and used the image generation software Midjourney to illustrate it. On December 4, 2022, 72 hours after having the idea for the book, he published it on Amazon's digital bookstore, and published a paperback version the following day. == Controversy == On December 9, 2022, Reshi made a thread on Twitter about his experience publishing the book, which soon went viral. Reshi received heavy backlash from artists with concerns over the ethics of art generated by artificial intelligence. He also received death threats and messages encouraging self-harm because of his publication. Many writers and illustrators criticized both the creation process and the product itself, claiming that if artificial intelligence programs such as Midjourney are trained on existing illustrations, then the original artists should be financially compensated for derivative works such as Alice and Sparkle. The book was temporarily removed from Amazon in January 2023 because of "suspicious review activity", caused by a high volume of both five-star and one-star reviews.