Sparrow (chatbot)

Sparrow (chatbot)

Sparrow is a chatbot developed by the artificial intelligence research lab DeepMind, a subsidiary of Alphabet Inc. It is designed to answer users' questions correctly, while reducing the risk of unsafe and inappropriate answers. One motivation behind Sparrow is to address the problem of language models producing incorrect, biased or potentially harmful outputs. Sparrow is trained using human judgements, in order to be more “Helpful, Correct and Harmless” compared to baseline pre-trained language models. The development of Sparrow involved asking paid study participants to interact with Sparrow, and collecting their preferences to train a model of how useful an answer is. To improve accuracy and help avoid the problem of hallucinating incorrect answers, Sparrow has the ability to search the Internet using Google Search in order to find and cite evidence for any factual claims it makes. To make the model safer, its behaviour is constrained by a set of rules, for example "don't make threatening statements" and "don't make hateful or insulting comments", as well as rules about possibly harmful advice, and not claiming to be a person. During development study participants were asked to converse with the system and try to trick it into breaking these rules. A 'rule model' was trained on judgements from these participants, which was used for further training. Sparrow was introduced in a paper in September 2022, titled "Improving alignment of dialogue agents via targeted human judgements"; however, the bot was not released publicly. DeepMind CEO Demis Hassabis said DeepMind is considering releasing Sparrow for a "private beta" some time in 2023. == Training == Sparrow is a deep neural network based on the transformer machine learning model architecture. It is fine-tuned from DeepMind's Chinchilla AI pre-trained large language model (LLM), which has 70 Billion parameters. Sparrow is trained using reinforcement learning from human feedback (RLHF), although some supervised fine-tuning techniques are also used. The RLHF training utilizes two reward models to capture human judgements: a “preference model” that predicts what a human study participant would prefer and a “rule model” that predicts if the model has broken one of the rules. == Limitations == Sparrow's training data corpus is mainly in English, meaning it performs worse in other languages. When adversarially probed by study participants it breaks the rules 8% of the time; however, this is still three times lower than the baseline prompted pre-trained model (Chinchilla).

Cobocards

CoboCards is a web application for creation, study and sharing of flashcards. They also provide mobile application for Android and iOS mobile devices, to help study of flashcards on the move. Based on the freemium model, CoboCards provides users a free account with two card sets compared to paid subscription with premium features such as unlimited card sets, Leitner system based trainer and collaborative learning. == History == CoboCards is a project of Jamil Soufan and Tamim Swaid. Tamim Swaid has developed the concept and interface of a collaboratively usable e-learning platform in his diploma thesis at the University of Applied Sciences in February 2007. In January 2010 they founded the CoboCards GmbH (limited company) together with Ali Yildirim. CoboCards is supported by its strategic partners Prof. Schroeder (RWTH Aachen University), Prof. Oliver Wrede (University for Applied Sciences Aachen) and Prof. Klaus Gasteier (University of Arts Berlin). With the idea of creating and studying flashcards online and offering an active control of learning progress they won the start2grow business idea competition in September 2009 (€25.000 ). Additionally CoboCards was funded by German Authorities with approximately €100.000 .

Order-independent transparency

Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing. == Description == Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas). Each surface occludes existing color and adds some of its own color depending on its alpha value, a ratio of light transmittance. The order in which surfaces are blended affects the total occlusion or visibility of each surface. For a correct result, surfaces must be blended from farthest to nearest or nearest to farthest, depending on the alpha compositing operation, over or under. Ordering may be achieved by rendering the geometry in sorted order, for example sorting triangles by depth, but can take a significant amount of time, not always produce a solution (in the case of intersecting or circularly overlapping geometry) and the implementation is complex. Instead, order-independent transparency sorts geometry per-pixel, after rasterisation. For exact results this requires storing all fragments before sorting and compositing. == History == The A-buffer is a computer graphics technique introduced in 1984 which stores per-pixel lists of fragment data (including micro-polygon information) in a software rasteriser, REYES, originally designed for anti-aliasing but also supporting transparency. More recently, depth peeling in 2001 described a hardware accelerated OIT technique. With limitations in graphics hardware the scene's geometry had to be rendered many times. A number of techniques have followed, to improve on the performance of depth peeling, still with the many-pass rendering limitation. For example, Dual Depth Peeling (2008). In 2009, two significant features were introduced in GPU hardware/drivers/Graphics APIs that allowed capturing and storing fragment data in a single rendering pass of the scene, something not previously possible. These are, the ability to write to arbitrary GPU memory from shaders and atomic operations. With these features a new class of OIT techniques became possible that do not require many rendering passes of the scene's geometry. The first was storing the fragment data in a 3D array, where fragments are stored along the z dimension for each pixel x/y. In practice, most of the 3D array is unused or overflows, as a scene's depth complexity is typically uneven. To avoid overflow the 3D array requires large amounts of memory, which in many cases is impractical. Two approaches to reducing this memory overhead exist. Packing the 3D array with a prefix sum scan, or linearizing, removed the unused memory issue but requires an additional depth complexity computation rendering pass of the geometry. The "Sparsity-aware" S-Buffer, Dynamic Fragment Buffer, "deque" D-Buffer, Linearized Layered Fragment Buffer all pack fragment data with a prefix sum scan and are demonstrated with OIT. Storing fragments in per-pixel linked lists provides tight packing of this data and in late 2011, driver improvements reduced the atomic operation contention overhead making the technique very competitive. == Exact OIT == Exact, as opposed to approximate, OIT accurately computes the final color, for which all fragments must be sorted. For high depth complexity scenes, sorting becomes the bottleneck. One issue with the sorting stage is local memory limited occupancy, in this case a SIMT attribute relating to the throughput and operation latency hiding of GPUs. Backwards memory allocation (BMA) groups pixels by their depth complexity and sorts them in batches to improve the occupancy and hence performance of low depth complexity pixels in the context of a potentially high depth complexity scene. Up to a 3× overall OIT performance increase is reported. Sorting is typically performed in a local array, however performance can be improved further by making use of the GPU's memory hierarchy and sorting in registers, similarly to an external merge sort, especially in conjunction with BMA. == Approximate OIT == Approximate OIT techniques relax the constraint of exact rendering to provide faster results. Higher performance can be gained from not having to store all fragments or only partially sorting the geometry. A number of techniques also compress, or reduce, the fragment data. These include: Stochastic Transparency: draw in a higher resolution in full opacity but discard some fragments. Downsampling will then yield transparency. Adaptive Transparency, a two-pass technique where the first constructs a visibility function which compresses on the fly (this compression avoids having to fully sort the fragments) and the second uses this data to composite unordered fragments. Intel's pixel synchronization avoids the need to store all fragments, removing the unbounded memory requirement of many other OIT techniques. Weighted Blended Order-Independent Transparency replaced the over operator with a commutative approximation. Feeding depth information into the weight produces visually-acceptable occlusion. == OIT in Hardware == The Sega Dreamcast games console included hardware support for automatic OIT.

Visual analytics

Visual analytics is a multidisciplinary science and technology field that emerged from information visualization and scientific visualization. It focuses on how analytical reasoning can be facilitated by interactive visual interfaces. == Overview == Visual analytics is "the science of analytical reasoning facilitated by interactive visual interfaces." It can address problems whose size, complexity, and need for closely coupled human and machine analysis may make them otherwise intractable. Visual analytics advances scientific and technological development across multiple domains, including analytical reasoning, human–computer interaction, data transformations, visual representation for computation and analysis, analytic reporting, and the transition of new technologies into practice. As a research agenda, visual analytics brings together several scientific and technical communities from computer science, information visualization, cognitive and perceptual sciences, interactive design, graphic design, and social sciences. Visual analytics integrates new computational and theory-based tools with innovative interactive techniques and visual representations to enable human-information discourse. The design of the tools and techniques is based on cognitive, design, and perceptual principles. This science of analytical reasoning provides the reasoning framework upon which one can build both strategic and tactical visual analytics technologies for threat analysis, prevention, and response. Analytical reasoning is central to the analyst's task of applying human judgments to reach conclusions from a combination of evidence and assumptions. Visual analytics has some overlapping goals and techniques with information visualization and scientific visualization. There is currently no clear consensus on the boundaries between these fields, but broadly speaking the three areas can be distinguished as follows: Scientific visualization deals with data that has a natural geometric structure (e.g., MRI data, wind flows). Information visualization handles abstract data structures such as trees or graphs. Visual analytics is especially concerned with coupling interactive visual representations with underlying analytical processes (e.g., statistical procedures, data mining techniques) such that high-level, complex activities can be effectively performed (e.g., sense making, reasoning, decision making). Visual analytics seeks to marry techniques from information visualization with techniques from computational transformation and analysis of data. Information visualization forms part of the direct interface between user and machine, amplifying human cognitive capabilities in six basic ways: by increasing cognitive resources, such as by using a visual resource to expand human working memory, by reducing search, such as by representing a large amount of data in a small space, by enhancing the recognition of patterns, such as when information is organized in space by its time relationships, by supporting the easy perceptual inference of relationships that are otherwise more difficult to induce, by perceptual monitoring of a large number of potential events, and by providing a manipulable medium that, unlike static diagrams, enables the exploration of a space of parameter values These capabilities of information visualization, combined with computational data analysis, can be applied to analytic reasoning to support the sense-making process. == History == As an interdisciplinary approach, visual analytics has its roots in information visualization, cognitive sciences, and computer science. The term and scope of the field was defined in the early 2000s through researchers such as Jim Thomas, Kristin A. Cook, John Stasko, Pak Chung Wong, Daniel A. Keim and David S. Ebert. As a reaction to the September 11, 2001 attacks the United States Department of Homeland Security was established in late 2002, combining dozens of previously separated government agencies. Building upon earlier work on visual data mining by Daniel A. Keim starting in the late 1990s, this simultaneously lead to the development of a research agenda for visual analytics. As part of these efforts the National Visualization and Analytics Center (NVAC) at Pacific Northwest National Laboratory was established in 2004, whose charter was to develop system to mitigate information overload after the September 11, 2001 attacks in the intelligence community. Their research work determined core challenges, posed open research questions, and positioned visual analytics as a new research domain, in particular through the 2005 research agenda Illuminating the Path. In 2006, the IEEE VIS community led by Pak Chung Wong and Daniel A. Keim launched the annual IEEE Conference on Visual Analytics Science and Technology (VAST), providing a dedicated venue for research into visual analytics, which in 2020 merged to form the IEEE Visualization conference. In 2008, scope and challenges of visual analytics were conceptually defined by Daniel A. Keim and Jim Thomas in their influential book about visual data mining. The domain was further refined as part of the European Commissions FP7 VisMaster program in the late 2000s. == Topics == === Scope === Visual analytics is a multidisciplinary field that includes the following focus areas: Analytical reasoning techniques that enable users to obtain deep insights that directly support assessment, planning, and decision making Data representations and transformations that convert all types of conflicting and dynamic data in ways that support visualization and analysis Techniques to support production, presentation, and dissemination of the results of an analysis to communicate information in the appropriate context to a variety of audiences. Visual representations and interaction techniques that take advantage of the human eye's broad bandwidth pathway into the mind to allow users to see, explore, and understand large amounts of information at once. === Analytical reasoning techniques === Analytical reasoning techniques are the method by which users obtain deep insights that directly support situation assessment, planning, and decision making. Visual analytics must facilitate high-quality human judgment with a limited investment of the analysts’ time. Visual analytics tools must enable diverse analytical tasks such as: Understanding past and present situations quickly, as well as the trends and events that have produced current conditions Identifying possible alternative futures and their warning signs Monitoring current events for emergence of warning signs as well as unexpected events Determining indicators of the intent of an action or an individual Supporting the decision maker in times of crisis. These tasks will be conducted through a combination of individual and collaborative analysis, often under extreme time pressure. Visual analytics must enable hypothesis-based and scenario-based analytical techniques, providing support for the analyst to reason based on the available evidence. === Data representations === Data representations are structured forms suitable for computer-based transformations. These structures must exist in the original data or be derivable from the data themselves. They must retain the information and knowledge content and the related context within the original data to the greatest degree possible. The structures of underlying data representations are generally neither accessible nor intuitive to the user of the visual analytics tool. They are frequently more complex in nature than the original data and are not necessarily smaller in size than the original data. The structures of the data representations may contain hundreds or thousands of dimensions and be unintelligible to a person, but they must be transformable into lower-dimensional representations for visualization and analysis. === Theories of visualization === Theories of visualization include: Jacques Bertin's Semiology of Graphics (1967) Nelson Goodman's Languages of Art (1977) Jock D. Mackinlay's Automated design of optimal visualization (APT) (1986) Leland Wilkinson's Grammar of Graphics (1998) Hadley Wickham's Layered Grammar of Graphics (2010) === Visual representations === Visual representations translate data into a visible form that highlights important features, including commonalities and anomalies. These visual representations make it easy for users to perceive salient aspects of their data quickly. Augmenting the cognitive reasoning process with perceptual reasoning through visual representations permits the analytical reasoning process to become faster and more focused. == Process == The input for the data sets used in the visual analytics process are heterogeneous data sources (i.e., the internet, newspapers, books, scientific experiments, expert systems). From these rich sources, the data sets S = S1, ..., Sm are chosen, whereas each Si , i ∈ (1, ..., m) consists of attrib

Digital on-screen graphics by country

Digital on-screen graphics by country are the varying logos and differences of digital on-screen graphics in different countries and regions. == Overview == Digital on-screen graphics (DOGs; also called a digitally originated graphic, bug, network bug, on-screen bug, or screenbug) are almost always placed in one of four corners: the top left, the top right, the bottom left, or the bottom right. There are few exceptions to this rule: most notably, Saturday! in Russia, which places their DOG in the top center. Many news broadcasters, as well as a few television networks, also place a clock alongside their bug. In the United States, Canada, Australia, and New Zealand, DOGs may also include the show's parental guideline rating. In Australia, this is known as a Program Return Graphic (PRG). It has become common to place text above the station's logo advertising other programs on the network. In many countries, some TV networks insert the word "live" near the DOG to advise viewers that the program is live, rather than pre-recorded. During televised sports events, a DOG may also display game-related statistics such as the current score. This has led people in Canada and the United States to refer to such a DOG as a score bug. In many countries, DOGs are removed in non-program sections such as commercials and program trailers, but TV channels in some other countries have retained in full color or instead replaced them in either of these sections or in both sections (like Turkey, Indonesia, Italy, the entirety of South Asia, Vietnam, Taiwan, and Russia). == MENA == === Arab world === Arabic TV logos are placed in the top-right and top-left except for Al-Jazeera, whose logo appears on the bottom-right of the screen. Some Arabian TV stations hide their logos during commercial breaks and promos/trailers, such as Dubai TV, Dubai One, Funoon, the Egyptian CBC and Nile TV networks, ART Hekayat, ART Hekayat 2, Iqraa, and Al-Jazeera. Abu Dhabi TV and MBC1 initially had their logos at the bottom-right corner from their launch until the mid-2000s, when they were moved to the top-right corner. === Iran === Iranian broadcaster IRIB introduced DOGs in early 2000s. Unlike other Middle Eastern nations that introduced DOGs on their TV networks in 1990s, Iran was very late in this practice. Almost all Iranian TV channels display DOGs at top-left corner of the screen. The few exception is IRIB-owned channels remove DOGs during news broadcasts. === Israel === In Israel, Television DOGs were first introduced in 1991. Israeli channel watermarks most often appear on the top left or the top right corner since Israeli cable and satellite-based services often have the channel description and programming (OSD) on the bottom of the screen. Most channels have an opaque, full-color watermark, though exceptions exist, for example Channel 9, which displays a blue-tinted semi-transparent logo. In ad breaks, it is required to replace the channel watermark with another symbol – sometimes on the other edge of the screen – indicating there are ads at the moment. The Israel Broadcasting Authority, whose channels placed their logos in the top left corner, ceased broadcasting in May 2017. The new public broadcaster, the Israeli Public Broadcasting Corporation, displays its logos at the top right instead. The erstwhile Channel 2 as well as its successors, Keshet 12 and Reshet 13, also use the top right corner. However, Channel 10 used the top left corner before rebranding to Eser (Literally "Ten") in 2017 and simultaneously moving its logo to the top right (Not long after, in January 2019, it ceased broadcasting as it merged with Reshet 13). Channel 14 as well as its predecessor Channel 20 use the top right corner as well. The Knesset Channel, however, uses the top left corner. === Morocco === The SNRT and 2M And Al-Aoula Uses permanent on-screen DOGs for their TV channels. In contrast, other channels such as Medi 1 TV hide their DOGs during commercial breaks. == Asia == === Brunei === Radio Television Brunei introduced DOGs in 1994. Like TV channels from neighbouring Malaysia, all DOGs are removed during advertisement breaks. === Cambodia === Cambodian TV channels introduced DOGs in 1995. Like Thailand, all logos are full-color and displayed on the top-right corner of the screen. Some channels such as TV5 hide their logos during commercial breaks. Hang Meas HDTV Logo on the top-left corner of the screen, CTN (Cambodian Television Network), MyTV, Bayon TV, PNN, Logo on the top-right corner of the screen. === China === TV stations in mainland China always place their logo (usually semi-transparent and sometimes animated) in the top-left corner of the screen in full-color or grey-scale. Regardless of the content being broadcast (program or advertisements), some channels like Phoenix Television hide their logos during commercial breaks; although in some rare cases, the DOG may be placed elsewhere to avoid covering the score bug during the broadcast of a sporting event. China introduced logos in 1983 on the bottom-left corner of the screen, but they were used only during commercial breaks and clock idents. Later China Central Television (CCTV) introduced permanent DOGs for all programs in 1992, on the top-left corner of the screen. China also displays a clock on top-right corner of the screen for 1 minute between 59:30–00:30 & 29:30–30:30 time in transition between programs. === Hong Kong === Hong Kong TV introduced DOGs in 1994. Hong Kong DOGs can be either of full color or semi-transparent and (except for RTHK 31) always be hidden during commercial breaks. Television Broadcasts Limited (TVB) placed their logos at the top-right corner of the screen while now-defunct Asia Television and other channels placed their logos at the top-left corner of the screen. Sometimes, weather information, date, and time clocks had been used alongside DOGs in news programs, continuity & live broadcasts. === India === The first on-screen logo in India was introduced in 1984 by DD2 Metro (now DD News). It was white and slightly transparent. All Indian TV channels have on-screen logos. They are always full-colors, never transparent, and they are almost never removed during commercial breaks (though the channels of the South Indian Sun TV Network did so until 2015). The great majority of Indian TV channels place their logos in the top right corner of the screen, though there are exceptions. The corner used may be broadcaster-dependent. Among the big national broadcasters: Channels from the Sony network always use the top right corner, without exception. Star channels also use the top right, with the exception of National Geographic and Nat Geo Wild, which use the top left corner in line with their international counterparts. Past exceptions include The History Channel, whose logo was placed in the top left until it rebranded to Fox History & Entertainment in 2008; the now-defunct Channel V, which used the top left between 2013 and 2016; and Nat Geo People, Nat Geo Music and BabyTV, were withdrawn from India in June 2019. TV18 and Viacom18 channels use the top right corner as well, with the exceptions of regional-language movie channels (e.g., Colors Kannada Cinema and Colors Gujarati Cinema) as well as Colors Super, which have shown their logos at the top left corner since 2018; and VH1, which has always used the bottom right corner. Also, CNBC-TV18, CNBC Awaaz and CNBC Bajar use the bottom right. Moreover, MTV showed its logo in the top left corner until 23 April 2018, when it was moved to the top right (its HD version, launched in 2017, has always used the top right). Unlike most other major networks, the Zee Network's non-news channels containing 'Zee' in their name display their logos at the top left corner and not the top right. This has been the case since 15 October 2017, when almost all the Zee-branded TV channels of the Zee network rebranded with a new logo and, in many cases, a new graphics package and look. Before then, the logos were shown at the top right, as with other broadcasters. (News channels' logos—i.e., logos of channels owned by Zee Media Corporation—stayed put at the top right corner, with the exception of WION, which uses the bottom left.) All the major Zee-branded channels—such as Zee TV, Zee Cinema, Zee Café and the regional-language channels like Zee Tamil, Zee Telugu, Zee Marathi and Zee Bangla—show their logos at the top left; moreover, the Odia-language channel Sarthak TV rebranded to Zee Sarthak and moved its logo to the top left. Among the Zee channels not containing the word 'Zee' that moved their logos to the top left during the big rebrand in 2017 was English movie channel Zee Studio; when it was renamed to &flix on 3 June 2018, the logo remained at the top left. Moreover, Hindi movie channel &pictures has always shown its logo at the top left since its launch in 2013. However, &privé HD, Zee's other English movie channel, and Hindi entertainment channel &TV place the

Imix video cube

The Imix (also known as ImMix) Video Cube is one of the first computer non-linear editing systems that was a full broadcast quality online video finishing machine. After its release in 1994, Imix released a more advanced version, the Imix Turbo Cube, which boasted 4 channels of real time layered visual effects. It was a hardware computer system controlled by an Apple Macintosh computer.

Render layers

When creating computer-generated imagery, final scenes appearing in movies and television productions are usually produced by rendering more than one "layer" or "pass," which are multiple images designed to be put together through digital compositing to form a completed frame. Rendering in passes is based on a traditions in motion control photography which predate CGI. As an example, for a visual effects shot, a camera could be programmed to move past a physical model of a spaceship in one pass to film the fully lit beauty pass of the ship, and then to repeat exactly the same camera move passing the ship again to photograph additional elements such as the illuminated windows in the ship or its thrusters. Once all of the passes were filmed, they could then be optically printed together to form a completed shot. The terms render layers and render passes are sometimes used interchangeably. However, rendering in layers refers specifically to separating different objects into separate images, such as a layer each for foreground characters, sets, distant landscape, and sky. On the other hand, rendering in passes refers to separating out different aspects of the scene, such as shadows, highlights, or reflections, into separate images.