A.i. And Xr Marketing

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  • Catie Cuan

    Catie Cuan

    Catie Cuan is an artist, entrepeuneur, and innovator in the field of robotic art and human-robot interaction, where she specializes in choreorobotics, an emerging field at the intersection of choreographic dance and robotics. Catie Cuan is currently one of the academic researchers pioneering the field of choreorobotics and currently holds a post-doctoral fellowship at Stanford University. == Career == Catie Cuan earned a bachelor's degree from the University of California, Berkeley. She graduated with a Ph.D. from the Department of Mechanical Engineering at Stanford University, focusing in robotics. Her most cited publication is about how to improve robotic expressive systems using tools from dance theory, such as the Laban/Bartenieff Movement Analysis. In her most recent research projects, she explores a predictive model of imitation learning for robots moving around humans, a project that advances the field of social robotics. Cuan credits her work in robotics to the experience with her father when he had a stroke and was surrounded by many medical machines, which made her think about how people might feel empowered and hopeful rather than afraid. As a ballet dancer and choreographer, she has performed with the Metropolitan Opera Ballet and the Lyric Opera of Chicago. In 2020, she was the dancer and choreographer of the show Output, which was part of a collaboration with ThoughtWorks Arts and the Pratt Institute. In the production, she danced with an ABB IRB 6700 industrial robot. In 2022, she was named as an IF/THEN ambassador for the American Association for the Advancement of Science. The same year, she was appointed Futurist-in-Residence at the Smithsonian Arts and Industries Building, where she performed at the closing ceremonies of the FUTURES exhibit on July 6, 2022. Cuan has also contributed to product designs, working with IDEO and Dutch interior design firm moooi on their Piro project, which launched a dancing scent diffuser robot during Milan Design Week in June 2022. She is a TED speaker with talks about how to teach robots to dance, and what is coming up for dancing robots in the AI era.

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  • Retrieval-based Voice Conversion

    Retrieval-based Voice Conversion

    Retrieval-based Voice Conversion (RVC) is an open source voice conversion AI algorithm that enables realistic speech-to-speech transformations, accurately preserving the intonation and audio characteristics of the original speaker. == Overview == In contrast to text-to-speech systems such as ElevenLabs, RVC differs by providing speech-to-speech outputs instead. It maintains the modulation, timbre and vocal attributes of the original speaker, making it suitable for applications where emotional tone is crucial. The algorithm enables both pre-processed and real-time voice conversion with low latency. This real-time capability marks a significant advancement over previous AI voice conversion technologies, such as So-vits SVC. Its speed and accuracy have led many to note that its generated voices sound near-indistinguishable from "real life", provided that sufficient computational specifications and resources (e.g., a powerful GPU and ample RAM) are available when running it locally and that a high-quality voice model is used. == Technical foundation == Retrieval-based Voice Conversion (RVC) utilizes a hybrid approach that integrates feature extraction with retrieval-based synthesis. Instead of directly mapping source speaker features to the target speaker using statistical models, RVC retrieves relevant segments from a target speech database, aiming to enhance the naturalness and speaker fidelity of the converted speech. At a high level, the RVC system typically comprises three main components: (1) a content feature extractor, such as a phonetic posteriorgram (PPG) encoder or self-supervised models like HuBERT; (2) a vector retrieval module that searches a target voice database for the most similar speech units; and (3) a vocoder or neural decoder that synthesizes waveform output from the retrieved representations. The retrieval-based paradigm aims to mitigate the oversmoothing effect commonly observed in fully neural sequence-to-sequence models, potentially leading to more expressive and natural-sounding speech. Furthermore, with the incorporation of high-dimensional embeddings and k-nearest-neighbor search algorithms, the model can perform efficient matching across large-scale databases without significant computational overhead. Recent RVC frameworks have incorporated adversarial learning strategies and GAN-based vocoders, such as HiFi-GAN, to enhance synthesis quality. These integrations have been shown to produce clearer harmonics and reduce reconstruction errors. == Research developments == Research on RVC has recently explored the use of self-supervised learning (SSL) encoders such as wav2vec 2.0 and HuBERT to replace hand-engineered features like MFCCs. These encoders improve content preservation, especially when source and target speakers have dissimilar speaking styles or accents. Moreover, modern RVC models leverage vector quantization methods to discretize the acoustic space, improving both synthesis accuracy and generalization across unseen speakers. For example, retrieval-augmented VQ models can condition the synthesis stage on quantized speech tokens, which enhances controllability and style transfer. Despite its strengths, RVC still faces limitations related to database coverage, especially in real-time or few-shot settings. Inadequate diversity in the target voice corpus may lead to suboptimal retrieval or unnatural prosody. These advances demonstrate the viability of RVC as a strong alternative to conventional deep learning VC systems, balancing both flexibility and efficiency in diverse voice synthesis applications. == Training process == The training pipeline for retrieval-based voice conversion typically includes a preprocessing step where the target speaker's dataset is segmented and normalized. A pitch extractor such as librosa or DDSP-DDC may be used to obtain fundamental frequency (F0) features. During training, the model learns to map content features from the source speaker to the acoustic representation of the target speaker while maintaining pitch and prosody. The training objective often combines reconstruction loss with feature consistency loss across intermediate layers, and may incorporate cycle consistency loss to preserve speaker identity. Fine-tuning on small datasets is feasible due to the use of pre-trained models, particularly for the SSL encoder and content extractor components. This approach allows transfer learning to be applied effectively, enabling the model to converge faster and generalize better to unseen inputs. Most open implementations support batch training, gradient accumulation, and mixed-precision acceleration (e.g., FP16), especially when utilizing NVIDIA CUDA-enabled GPUs. == Real-time deployment == RVC systems can be deployed in real-time scenarios through WebUI interfaces and streaming audio frameworks. Optimizations include converting the inference graph to ONNX or TensorRT formats, reducing latency. Audio buffers are typically processed in chunks of 0.2–0.5 seconds to ensure minimal delay and seamless conversion. Cross-platform compatibility with tools such as OBS Studio and Voicemeeter enables integration into live streaming, video production, or virtual avatar environments. == Applications and concerns == The technology enables voice changing and mimicry, allowing users to create accurate models of others using only a negligible amount of minutes of clear audio samples. These voice models can be saved as .pth (PyTorch) files. While this capability facilitates numerous creative applications, it has also raised concerns about potential misuse as deepfake software for identity theft and malicious impersonation through voice calls. == Ethical and legal considerations == As with other deep generative models, the rise of RVC technology has led to increasing debate about copyright, consent, and authorship. While some jurisdictions may allow parody or fair use in creative contexts, impersonating living individuals without permission may infringe upon privacy and likeness rights. As a result, some platforms have begun issuing takedown notices against AI-generated voice content that closely mimics celebrities or musicians. === In pop culture === RVC inference has been used to create realistic depictions of song covers, such as replacing original vocals with characters like Twilight Sparkle and Mordecai to have them sing duets of popular music like "Airplanes" and "Somebody That I Used to Know." These AI-generated covers, which can sound strikingly similar to the voice imitated, have gained popularity on platforms like YouTube as humorous memes.

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  • TRAIGA

    TRAIGA

    TRAIGA, or the Texas Responsible Artificial Intelligence Governance Act, is a state law regulating the development and deployment of artificial intelligence (AI) systems in Texas. Sponsored by Representative Giovanni Capriglione, the Act establishes a framework governing certain uses of AI, outlines prohibited uses, and creates obligations on state government entities, among other provisions. TRAIGA was signed into law in 2025 and took effect on January 1, 2026. The law applies to AI developers and deployers that conduct business in Texas or whose systems are used by Texas residents. It prohibits the intentional development or deployment of AI systems to incite harm, violate constitutional rights, engage in unlawful discrimination, and produce child sexual abuse material or unlawful deepfakes. TRAIGA also establishes the Texas Artificial Intelligence Council and creates a regulatory sandbox program. The Texas Attorney General is charged with enforcement. It has received attention as one of the first comprehensive AI-related laws enacted by a U.S. state. Legal analysts have compared it to the European Union (EU) Artificial Intelligence Act and the Colorado AI Act, noting its intent-based discrimination standard and narrower scope relative to those frameworks. == Background == In June 2023, Texas Governor Greg Abbott signed House Bill 2060, which created an Artificial Intelligence Advisory Council within the Texas Department of Information Resources. The Council was tasked with monitoring the use of AI systems across state government. Its membership included representatives from law enforcement, academia, and the legal profession. After submitting a report to state policymakers, the Council was disbanded in December 2024. Separately, the Texas House Select Committee on Artificial Intelligence and Emerging Technologies was created in 2023 to examine the political and social implications of artificial intelligence. Among its recommendations was the creation of a regulatory sandbox to allow for controlled testing of AI systems. This recommendation informed the regulatory sandbox provision included in TRAIGA. == History == In December 2024, Representative Capriglione introduced House Bill 1709, the Texas Responsible Artificial Intelligence Governance Act. The bill sought to create a statewide framework for artificial intelligence, including transparency requirements for companies deploying AI systems, restrictions on certain uses of AI, and the creation of a regulatory sandbox. Modeled in part on the EU Artificial Intelligence Act and the Colorado AI Act, House Bill 1709 focused on "high-risk" AI systems and included provisions addressing private sector liability. House Bill 1709 did not advance during the legislative session. Industry stakeholders raised concerns that several provisions were overly burdensome. The bill informed the development of a revised proposal, House Bill 149, also titled the Texas Responsible Artificial Intelligence Governance Act. The revised version removed requirements for private companies to notify consumers when they interact with AI systems and to conduct impact assessments, among other provisions. In April 2025, an amended version of House Bill 149 passed the Texas House of Representatives and was referred to the Senate Committee on Business and Commerce. The bill later received approval from both chambers, where the House voted on amendments adopted by the Senate. On May 31, 2025, the state legislature passed House Bill 149, one of several AI-related bills considered during the legislative session. Governor Abbott signed TRAIGA into law on June 22, 2025. During the legislative process, a proposed federal moratorium on state-level AI regulation initially raised questions about the enforceability of state AI laws, including TRAIGA. At the time of signing, Governor Abbott stated that Texas would ensure compliance with applicable federal requirements. In July 2025, the United States Senate voted to remove the proposed moratorium from federal legislation. The Act took effect on January 1, 2026. == Provisions == === Definitions and scope === TRAIGA applies to AI developers and deployers that advertise or conduct business in Texas, develop products used by Texas residents, or develop or deploy AI systems within the state. The Act also applies to Texas state and local government entities. The Act defines a developer as a person who develops an AI system and a deployer as one who deploys an AI system in Texas. Consumers are defined as Texas residents. The Act defines an artificial intelligence system as a machine-based system that "infers from the inputs the system receives how to generate outputs, including content, decisions, predictions, or recommendations, that can influence physical or virtual environments." === Government use === The Act requires government agencies to provide consumers with plain language notices before interacting with AI systems. It also prohibits government agencies from using artificial intelligence systems to assign social scores to consumers. It also restricts the use of AI systems to identify individuals using biometric data without the individual’s consent. === Prohibitions === The Act prohibits the development or deployment of artificial intelligence systems intended to cause harm, self-harm, or criminal activity. It also prohibits the development or deployment of AI systems designed to violate constitutional rights or unlawfully discriminate based on protected classes. In addition, the Act prohibits the development or deployment of AI systems that are intended to produce or distribute child sexual abuse material or unlawful deepfakes. === Enforcement === Enforcement authority under the Act rests with the Texas Attorney General. The Act does not create a private right of action. The Act requires the Texas Attorney General to create an online complaint system where consumers may submit allegations of potential violations. The Attorney General can investigate complaints received through this system and may request information relevant to the operation of an AI system, including information about training data. Before initiating an enforcement action, the Attorney General must provide a written notice to the alleged violator, who is then provided with a 60-day period to cure the alleged violation. === Penalties === If a violation is not cured, the Act authorizes civil penalties. Penalties range from $10,000 to $12,000 per curable violation and from $80,000 to $200,000 per non-curable violation. The Act also authorizes additional penalties of $2,000 to $40,000 for each day the violation continues. If the Attorney General determines that a person certified or licensed by a state agency has violated the Act and recommends enforcement, the relevant agency may impose additional administrative sanctions, including license suspension or further monetary penalties. === Safe harbor === The Act provides an affirmative defense for AI developers and deployers who identify potential violations through internal testing or auditing or who demonstrate compliance with National Institute of Standards and Technology (NIST)'s Artificial Intelligence Risk Management Framework or a comparable risk management framework. The Act also affords protection to developers and deployers when a third party uses their AI systems in a way that violates the Act. === Texas Artificial Intelligence Council === The Act creates the Texas Artificial Intelligence Council to assist the state legislatures in evaluating artificial intelligence policy and oversight. The Council is charged with developing recommendations for state agencies regarding the use of AI systems and with overseeing the regulatory sandbox. TRAIGA gives the Council the ability to organize AI-related training for state entities and issue reports concerning artificial intelligence. The Council does not have binding rulemaking authority. The Council consists of seven members appointed by the governor, the lieutenant governor, and the speaker of the Texas House of Representatives. === Regulatory sandbox === The Act directs the Texas Department of Information Resources to create a regulatory sandbox program that allows participants to test AI systems under state supervision in a modified regulatory setting. To join the program, companies must submit applications that describe their AI systems and intended use. Approved participants may operate within the sandbox for up to 36 months. During that period, the Attorney General is restricted from initiating enforcement actions for certain categories of violations. == Reception == === Support === During legislative testimony, the Texas Public Policy Foundation stated that TRAIGA would benefit Texas businesses by reducing legal ambiguity and creating clearer compliance standards. Representatives of business groups also expressed support, stating that the Act would not impose overly burdensome regulations. The consum

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  • David Krueger (professor)

    David Krueger (professor)

    David Krueger is an American machine learning professor and advocate for the reduction of risks related to artificial intelligence. Krueger is an assistant professor in Robust, Reasoning, and Responsible AI at the University of Montreal and a Core Academic Member at Mila. == Early life and education == Krueger obtained a B.A. in mathematics from Reed College, and completed his MSc and Ph.D. in Computer Science at the University of Montreal. He trained in deep learning under Yoshua Bengio, Roland Memisevic, and Aaron Courville from 2013 to 2021. Krueger was also an intern on Google DeepMind's AI Safety team in 2018. == Career == Krueger researches deep learning, AI alignment, and AI safety. His work is focused on reducing the risk of human extinction resulting from out-of-control AI systems. Krueger was an assistant professor at the University of Cambridge from 2021 to 2024, before taking a faculty position at the University of Montreal in 2024. In 2023, he was a founding research director at the UK AI Security Institute. That same year, Krueger initiated the Statement on AI Risk, which argues that AI could cause human extinction and was signed by Anthropic's Dario Amodei, OpenAI's Sam Altman, AI expert Geoffrey Hinton, and other leaders. In April 2026, Krueger discussed the risks of advanced AI at a Capitol Hill event hosted by Senator Bernie Sanders. === Evitable === In 2025, Krueger founded Evitable, a nonprofit organization that advocates for an AI moratorium. == Views == Krueger argues that AI will lead to a "gradual disempowerment" of workers, likening AI chips to nuclear bombs. He also says the military use of AI "poses an existential risk to humanity."

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  • Alexander Y. Tetelbaum

    Alexander Y. Tetelbaum

    Alexander Y. Tetelbaum (born August 16, 1948) is a Ukrainian American computer scientist, inventor, and academic who has contributed to electronic design automation (EDA) and artificial intelligence (AI) since the late 1960s; and holds 46 U.S. patents in EDA and related fields. Tetelbaum is the founding president of International Solomon University, the first Jewish university in Ukraine, established during a period of renewed efforts to address antisemitism in Ukraine. == Early life and education == He graduated from a Kyiv mathematical high school with a silver medal in 1966. Tetelbaum enrolled at the Kyiv Polytechnic Institute (KPI), now National Technical University of Ukraine "Igor Sikorsky Kyiv Polytechnic Institute" in 1966, graduating in 1972 with an MS in Electronics with honors. He earned his PhD in Electrical and Computer Engineering from KPI in 1975, with a dissertation on electronic design automation, and his Doctor of Engineering Science in 1986. == Academic career == Tetelbaum began his academic career at KPI in 1973 as a junior scientist, becoming a professor in the Computer and Electrical Engineering Department in 1980. Later, he founded and served as president of International Solomon University in Kyiv from 1991 to 1996, the first Jewish university in Ukraine. The university became a major academic center for computer science and Jewish studies in the post-Soviet era. He was a visiting and adjunct professor at Michigan State University from 1993 to 1996. == Professional career == Tetelbaum worked as an engineer at the Kiev Institute of Cybernetics from 1972 to 1973, and later, he led the Design Automation Lab at Kyiv Polytechnic Institute from 1975 to 1987. In the United States, he served as EDA manager at Silicon Graphics Corporation from 1996 to 1998 and principal engineer at LSI Corporation from 1998 to 2012. He founded and served as CEO of Abelite Design Automation, Inc., from 2012 to 2022. == Contributions in computer science == Tetelbaum has contributed to electronic design automation (EDA) and artificial intelligence (AI) since the 1960s. His early work included methods for EDA, particularly physical design automation and mathematical optimization; and he developed force-directed placement and topological routing methods. Tetelbaum generalized Rent's rule for hierarchical systems and large blocks, proposing a graph-based framework that extends applicability to arbitrary partition sizes with improved accuracy. Additional IEEE and related conference contributions from the mid-1990s include: "Path Search for Complicated Function", 1995 IEEE International Symposium on Circuits and Systems "A Performance-driven Placement Approach of Standard Cells" (International Conference on Intelligent Systems, 1995) "Framework of a New Methodology for Behavioral to Physical Design Linkage" (38th Midwest Symposium on Circuits and Systems, 1996) Statistical timing design and variations Test Methodologies These and other works and patents contributed to timing-driven placement, crosstalk reduction, clock tree synthesis, and interconnect optimization in VLSI design. == Patents == Tetelbaum holds 46 U.S. patents in EDA and related fields. Notable examples include: For the full list of patents, see Justia Patents or Google Patents. == Publications == === Early publications in the Soviet Union === Before the appearance of American books on electronic design automation (EDA), Tetelbaum published several scientific books and monographs on the subject in Russian/Ukrainian. Electronic Design Automation, Kiev: Znanie Publisher, 1975. Planar Design of Electronic Circuits, Kiev: Znanie Publisher, 1977. Formal Design of Computer Systems, Moscow: Sovetskoe Radio, 1979. CAD of Electronic Equipment: Topological Approach, Kiev: Vyssha Shkola, 1980; 2nd ed. 1981. Automated Design of Electronic Circuits (1981) CAD of VLSI Circuits, Kiev: Vyssha Shkola, 1983. Topological Algorithms of Multilayer Printed Circuit Boards Routing, Moscow: Radio i Svyaz, 1983. CAD of VLSI Circuits on Master Slice Chips, Moscow: Radio i Svyaz, 1988. Increasing the Effectiveness of CAD Systems, Kiev: UMKVO, 1991. === Scientific Monographs (English) === Minimum Number of Timing Signoff Corners (2022) Interviewing AI (2026) The AI Debate (2026) New Nostradamus Predictions: 2026: The Next Decade & Beyond (2035–2050+) (2026) For a consolidated record of Tetelbaum's publications, see Alexander Y. Tetelbaum, Wikidata Q4720205. === Other publications === Tetelbaum also published educational books on problem-solving methods: Yes-No Puzzles-Games Puzzle Games for Kids Solving Non-Standard Problems Solving Non-Standard Very Hard Problems Additionally, Tetelbaum published three thrillers: Omerta Operations Executive Director Eruption Yacht Finally, he published his memoir and an entertaining book: Unfinished Equations Artificially Intelligent Humor

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  • UMBEL

    UMBEL

    UMBEL (Upper Mapping and Binding Exchange Layer) is a logically organized knowledge graph of 34,000 concepts and entity types that can be used in information science for relating information from disparate sources to one another. It was retired at the end of 2019. UMBEL was first released in July 2008. Version 1.00 was released in February 2011. Its current release is version 1.50. The grounding of this information occurs by common reference to the permanent URIs for the UMBEL concepts; the connections within the UMBEL upper ontology enable concepts from sources at different levels of abstraction or specificity to be logically related. Since UMBEL is an open-source extract of the OpenCyc knowledge base, it can also take advantage of the reasoning capabilities within Cyc. UMBEL has two means to promote the semantic interoperability of information:. It is: An ontology of about 35,000 reference concepts, designed to provide common mapping points for relating different ontologies or schema to one another, and A vocabulary for aiding that ontology mapping, including expressions of likelihood relationships distinct from exact identity or equivalence. This vocabulary is also designed for interoperable domain ontologies. UMBEL is written in the Semantic Web languages of SKOS and OWL 2. It is a class structure used in Linked Data, along with OpenCyc, YAGO, and the DBpedia ontology. Besides data integration, UMBEL has been used to aid concept search, concept definitions, query ranking, ontology integration, and ontology consistency checking. It has also been used to build large ontologies and for online question answering systems. Including OpenCyc, UMBEL has about 65,000 formal mappings to DBpedia, PROTON, GeoNames, and schema.org, and provides linkages to more than 2 million Wikipedia pages (English version). All of its reference concepts and mappings are organized under a hierarchy of 31 different "super types", which are mostly disjoint from one another. Each of these "super types" has its own typology of entity classes to provide flexible tie-ins for external content. 90% of UMBEL is contained in these entity classes.

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  • GNOWSYS

    GNOWSYS

    GNOWSYS (Gnowledge Networking and Organizing system) is a specification for a generic distributed network based memory/knowledge management. It is developed as an application for developing and maintaining semantic web content. It is written in Python. It is implemented as a Django app. The GNOWSYS project was launched by Nagarjuna G. in 2001, while he was working at Homi Bhabha Centre for Science Education (HBCSE). The memory of GNOWSYS is designed as a node-oriented space. A node is described by other nodes to which it has links. The nodes are organized and processed according to a complex data structure called the neighborhood. == Applications == The application can be used for web-based knowledge representation and content management projects, for developing structured knowledge bases, as a collaborative authoring tool, suitable for making electronic glossaries, dictionaries and encyclopedias, for managing large web sites or links, developing an online catalogue for a library of any thing including books, to make ontologies, classifying and networking any objects, etc. This tool is also intended to be used for an on-line tutoring system with dependency management between various concepts or software packages. For example, the dependency relations between Debian packages have been represented by the gnowledge portal Archived 2018-05-14 at the Wayback Machine. == Component Classes == The kernel is designed to provide support to persistently store highly granular nodes of knowledge representation like terms, predicates and very complex propositional systems like arguments, rules, axiomatic systems, loosely held paragraphs, and more complex structured and consistent compositions. All the component classes in GNOWSYS are classified according to complexity into three groups, where the first two groups are used to express all possible well formed formulae permissible in a first order logic. === Terms === ‘Object’, ‘Object Type’ for declarative knowledge, ‘Event’, ‘Event Type’, for temporal objects, and ‘Meta Types’ for expressing upper ontology. The objects in this group are essentially any thing about which the knowledge engineer intends to express and store in the knowledge base, i.e., they are the objects of discourse. The instances of these component classes can be stored with or without expressing ‘instance of’ or ‘sub-class of’ relations among them. === Predicates === This group consists of ‘Relation’, and ‘Relation Type’ for expressing declarative knowledge, and ‘Function’ and ‘Function Type’ for expressing procedural knowledge. This group is to express qualitative and quantitative relations among the various instances stored in the knowledge base. While instantiating the predicates can be characterized by their logical properties of relations, quantifiers and cardinality as monadic predicates of these predicate objects. === Structures === ‘System’, ‘Encapsulated Class’, ‘Program’, and ‘Process’, are other base classes for complex structures, which can be combined iteratively to produce more complex systems. The component class ‘System’ is to store in the knowledge base a set of propositions composed into ontologies, axiomatic systems, complex systems like say a human body, an artifact like a vehicle etc., with or without consistency check. An ‘Encapsulated Class’ is to com- pose declarative and behavioural objects in a flexible way to build classes. A ‘Program’ is not only to store the logic of any complete program or a component class, composed from the already available behavioural instances in the knowledge base with built-in connectives (conditions, and loops), but also execute them as web services. A ‘Process’ is to structure temporal objects with sequence, concurrency, synchronous or asynchronous specifications. Every node in the database keeps the neighbourhood information, such as its super-class, sub-class, instance-of, and other relations, in which the object has a role, in the form of predicates. This feature makes computation of drawing graphs and inferences, on the one hand, and dependency and navigation paths on the other hand very easy. All the data and metadata is indexed in a central catalogue making query and locating resources efficient.

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  • Hyperion Data Center

    Hyperion Data Center

    The Richland Parish Data Center, nicknamed "Hyperion", is a planned artificial intelligence data center by Meta Platforms under-construction along Highway La. 183 in Richland Parish, Louisiana, just outside of Holly Ridge. It is one of a number of "titan clusters" being built in preparation for the emergence of AI superintelligence. Modern technological researchers disagree as to whether or not superintelligence will ever exist, though Meta CEO Mark Zuckerberg has expressed belief that its creation is inevitable. Current plans allot for the investment of $27 billion, as the structure is built from 2025 to 2030. == History == Meta was considering potential locations for their flagship data center in early 2024. Before being announced later in December, the plan was completely secret; meetings held between involved organisations and even government officials could only refer to it by the codename "Project Sucre" to protect it from potential corporate espionage. The data center was first announced on 04 December 2024, though its full scale was yet to be revealed. At first, Meta would not even claim responsibility for it, channelling all of its investments through the secret shell subsidiary Laidley LLC. We set out looking for a place where we could expand into gigawatts pretty quickly, and really get moving within that community on a large plot of land very quickly. We looked at finding very, very large contiguous plots of land that had access to the infrastructure that we need, the energy that we needed, and could move very, very quickly for us. The Louisiana-based Entergy Corporation, aiming for the facility to be built in its own backyard, negotiated a deal with the government of Louisiana to provide Meta with enormous tax breaks if they agreed to build Hyperion there. The Louisiana legislature responded by passing Act 730, which provides significant tax rebates on the purchase or lease of equipment for building and operating data centers. Meta found the arrangement acceptable, and bought a plot of land from the government. The government also had to further amend its laws to allow Meta to do this, as pre-existing policy forbade purchasing land directly from the government instead of hosting a public auction. The plot of land, originally called Franklin Farms, was purchased from the Franklin family in 2006 by the government, intending for it to be developed into an automotive manufacturing plant. Greater attention was brought to Hyperion it when Zuckerberg posted about the project on 14 July 2025 on Threads. The project subsequently caught media attention for its large size, as Zuckerberg's post portrayed the structure superimposed over Manhattan (pictured). The construction site spans 2,250 acres (9.1 km2) with a planned floor area of 4,000,000 square feet (371612 m2), making it the third largest building in the world by floor area upon completion. Meta initially reported the construction cost to be over $10 billion, but in October 2025, it announced a partnership with Blue Owl Capital providing for at least $27 billion. == Operation == The facility is expected to consume up to 5 gigawatts (GW) of computational power, more electricity than is currently used by the entire State of Louisiana. As part of their deal made with Meta, Entergy plans to be able to produce at least 3.8 GW of electricity for the operation. == Response to the project == Louisiana Governor Jeff Landry thanked Meta for their decision to build Hyperion in Louisiana, stating that it would "create opportunities for Louisiana workers to fill high-paying jobs of the future." and calling it "A New Chapter" for the state. The Louisiana Economic Development (LED) state agency further praised the project, citing Meta's estimate that it would create 1,500 jobs. Additionally, Richland Parish Supervisor Joey Evans stated that he was excited about the project. As part of their agreement with Meta, Energy announced their plan to increase electricity production state-wide. They say that this will result in the cost of energy reducing, though Entergy filings revealed in June 2025 that the cost of electricity would rise and be passed onto consumers. Meta also pledged to match all of Hyperion's power consumption with 100% environmentally friendly electricity production. So far, Entergy has begun building three gas-powered combined-cycle power plants and a substation in response to the project. Delta Community College announced in response to Hyperion's construction that it would expand its construction and trade programs. In January 2025, Business Facilities Magazine selected Hyperion for its annual Deal of the Year Platinum Award for 2024. Much of the initial backlash following Hyperion's announcement centered around the fast-tracked approval of the project by the state government, and scepticism around Meta's various claims (environmental friendliness, 100% renewable energy, local economic stimulation, price reductions). The Sierra Club criticised Meta for gentrifying the surrounding area, and was highly sceptical of their promise to keep it environmentally friendly. Environmental activist group Earthjustice attempted to have a subpoena of Meta approved to determine if they were compliant with environmental protection laws, though they were unsuccessful. Many residents of Holy Ridge have been critical of the construction, complaining about the increased construction vehicle traffic and intense gentrification. Another point of contention is Meta's continued reliance on out-of-state contractors in the facility's construction in spite of their previous commitment to "hire as many local folk as [we] possibly can." In spite of Entergy's continual denial that the facility's construction will not adversely affect the power grid, numerous electrical outages have been reported since construction began.

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  • Kubity

    Kubity

    Kubity is a cloud-based 3D communication tool that works on desktop computers, the web, smartphones, tablets, augmented reality gear, and virtual reality glasses. Kubity is powered by several proprietary 3D processing engines including "Paragone" and "Etna" that prepare the 3D file for transfer over mobile devices. Kubity has practical applications for architecture, interior design, engineering, product design, film, and video games among others. The majority of its users create 3D models using SketchUp or Autodesk Revit software. Kubity products include the Kubity web app and Kubity Go (a mobile application for iOS and Android). Kubity is compatible across many platforms, devices and operating systems including: iOS, Android, Firefox, Chrome, Windows, MacOS, and Linux. == History == Kubity was created by SPK Technology (ex Kubity S.A.S.), a Paris-based software company specializing in automatic 3D data optimization and visualization. Founded in 2012 by a group of software engineers and an urban projects developer, they united around a simple idea: create a way for anyone, anywhere to simply and intuitively explore 3D models on smartphones and computers. In order to bring architects, engineers and designers together with their clients around a 3D model, it was essential to develop an interactive platform that supported multiple desktop and mobile devices for instantaneous and fluid 3D navigation. With specifications in place, 15 engineers fused together several technologies: 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and virtual reality headset integration. In January 2014, the first public Kubity prototype (1.0 Amethyst) was launched to a small group of beta testers with a plug-in that allowed users to import 3D models from SketchUp to their browser. A global release was announced in April 2014 at the SketchUp Basecamp in Vail, Colorado. In May 2015, Kubity launched a web application that worked using WebGL technology (2.0 Citrine). For the first time, users were able to drag and drop any SketchUp file in a web browser without having to install a plug-in. In December 2015, Kubity launched a mobile application on the App Store for iPhone, iPod, and iPad as well as on Google Play for Android devices (3.0 Druzy). In November 2016, Kubity launched support for Oculus Rift and HTC Vive (4.0 Emerald). Beginning in November 2017, Kubity launched a full suite rollout of mobile applications over six months that included Kubity AR for augmented reality, Kubity VR for virtual reality, and Kubity Mirror for remote presentations and screen mirroring (5.0 Feldspar). In September 2018, a one-click plugin for SketchUp and Revit (Kubity PRO), along with a mobile-first revamp of Kubity Go was launched, allowing PRO-to-Go device pairing for automatic mobile sync (6.0 Gypsum). In early 2019, the Kubity Go application was updated to include fully integrated AR, VR, and screen mirroring functionalities, killing off the dedicated companion apps Kubity AR, Kubity VR and Kubity Mirror in the process (7.0 Heliotrope). In January 2020, support for the Kubity PRO plugin for SketchUp and Revit was migrated to a SketchUp-only web app. == Technology == Kubity is powered by a proprietary 3D crystallization engine known as "Paragone"; a technology developed by SPK Technology. Paragone takes constrained information from a 3D file and runs it through the "BlockWave" algorithm (US Patent 10,482.629), also developed by SPK Technology. BlockWave is a multiphase optimization algorithm that combines 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and mixed reality headset integration to create a crystallized universal format of the original file. One phase of the BlockWave algorithm is based on the quadric-based polygonal surface simplification algorithm, performed using predefined heuristics, and is associated with a plurality of simplified versions of the 3D model, each version being associated with a predefined level of detail adapted to the user specific end device. BlockWave extracts data content, geometry and textures, then sets quadrics for each top of the original 3D model, and identifies pairs of adjacent tops linked by vertices. The algorithm uses a local collapsing operator and a top-plan error metric to obtain a fixed number of faces or a maximum defined error; 3D meshing is simplified by replacing two points with one, then deleting the degrading faces and updating adjacent relations. Once decimation is completed, texture optimization is set using texture target parameters allowing maximized GPU memory to improve computing time. With texture encoding completed, the crystallized universal 3D file can now be easily opened on any user-specific end device and played across most digital devices with real-time rendering. == Features == === 3D Crystallization === A user converts (or crystallizes) a 3D file by exporting it with the Kubity web app. Crystallization adds features like AR/VR and cinematic fly-through tour as well as assigns the model a dedicated QR code. === Automatic Mobile Sync === When a 3D model is exported, it is automatically synced to Kubity Go on the user's mobile device. From there, it can be accessed, explored, and shared with others with or without an internet connection. === Security and Management === User models can be managed all in one place on Kubity Go or in a browser from their account. Models can be renamed, password-protected, shared, and played. === Augmented Reality === Developed using Apple ARKit and Google ARCore technology, Kubity Go's augmented reality feature maps the environment in a room detecting horizontal planes like tables and floors to track and place 3D objects. By blending digital objects and information with the environment, Kubity allows users to interact with 3D models in true augmented reality. Built-in communication features allows users to instantly share 3D models with anyone over text, email, social media, or direct device-to-device with a QR Code. Platform Support AR supports devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017). AR for Android requires Android 7.0 or later and access to the Google Play Store. === Virtual Reality === VR allows users to explore SketchUp models and Revit projects on-the-go right from a mobile device using Oculus Go, Google Cardboard, Samsung Gear VR, or the glasses-free Magic Window feature. Kubity's virtual reality feature is compatible with Oculus Go, Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the mobile virtual reality headset, Samsung Gear VR. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018), and Samsung Galaxy S9/Galaxy S9+. === Screen Mirroring === Screen mirroring allows a user to sync the sender device to a receiver on a webpage, then control from the sender device to give a remote presentation of the 3D model. Devices are easily synced by entering a six-digit number displayed on the receiving computer. == Platform support == On iOS, the Kubity application is compatible with devices running on the version 9.0 or higher. On Android, Kubity is compatible with devices running on the version 4.4 “Kit Kat” or higher. The web version of Kubity applications currently support web browsers compatible with WebGL2 : Mozilla Firefox and Google Chrome. AR is compatible with devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017), and Android devices. Requires Android 7.0 or later and access to the Google Play Store. VR is compatible with Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the Samsung Gear VR and Oculus Go. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018) and Samsung Galaxy S9/Galaxy S9+.

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  • Meta Content Framework

    Meta Content Framework

    Meta Content Framework (MCF) is a specification of a content format for structuring metadata about web sites and other data. == History == MCF was developed by Ramanathan V. Guha at Apple Computer's Advanced Technology Group between 1995 and 1997. Rooted in knowledge-representation systems such as CycL, KRL, and KIF, it sought to describe objects, their attributes, and the relationships between them. One application of MCF was HotSauce, also developed by Guha while at Apple. It generated a 3D visualization of a web site's table of contents, based on MCF descriptions. By late 1996, a few hundred sites were creating MCF files and Apple HotSauce allowed users to browse these MCF representations in 3D. When the research project was discontinued, Guha left Apple for Netscape, where, in collaboration with Tim Bray, he adapted MCF to use XML and created the first version of the Resource Description Framework (RDF). == MCF format == An MCF file consists of one or more blocks, each corresponding to an entity. A block looks like this:The identifier is a unique identifier for that entity (more on the scope of the identifier below) and is used to refer to that entity. The following lines each specify a property and one or more values, separated by commas. Each value can be a reference to another entity (via its identifier), a string (enclosed by double quotes) or a number. For example:NOTE: The identifier must not include a comma (,) and must not be enclosed within double quotes. A common parsing failure is due to odd number of unescaped double quotes in text. For instance, "foo bar" baz" needs to be "foo bar\" baz". Commas within double quotes are not considered as value separators. Every entity has at least one property: typeOf.

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  • Vivid knowledge

    Vivid knowledge

    Vivid knowledge refers to a specific kind of knowledge representation. The idea of a vivid knowledge base is to get an interpretation mostly straightforward out of it – it implies the interpretation. Thus, any query to such a knowledge base can be reduced to a database-like query. == Propositional knowledge base == A propositional knowledge base KB is vivid iff KB is a complete and consistent set of literals (over some vocabulary). Such a knowledge base has the property that it as exactly one interpretation, i.e. the interpretation is unique. A check for entailment of a sentence can simply be broken down into its literals and those can be answered by a simple database-like check of KB. == First-order knowledge base == A first-order knowledge base KB is vivid iff for some finite set of positive function-free ground literals KB+, KB = KB+ ∪ Negations ∪ DomainClosure ∪ UniqueNames, whereby Negations ≔ { ¬p | p is atomic and KB ⊭ p }, DomainClosure ≔ { (ci ≠ cj) | ci, cj are distinct constants }, UniqueNames ≔ { ∀x: (x = c1) ∨ (x = c2) ∨ ..., where the ci are all the constants in KB+ }. All interpretations of a vivid first-order knowledge base are isomorphic.

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  • SHRDLU

    SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. == Functionality == SHRDLU is primarily a language parser that allows user interaction using English terms. The user instructs SHRDLU to move various objects around in the "blocks world" containing various basic objects such as blocks, cones and balls. SHRDLU combined four simple ideas to make the simulation of "understanding" more convincing. One was that SHRDLU's world is so simple that the entire set of objects and locations could be described by including as few as 50 words: nouns like "block" and "cone", verbs like "place on" and "move to", and adjectives like "big" and "blue". The possible combinations of these basic language building blocks are quite simple. SHRDLU also includes a basic memory to supply context. One could ask SHRDLU to "put the green cone on the red block" and then "take the cone off"; "the cone" would be taken to mean the green cone one had just talked about. SHRDLU can search back further through the interactions to find the proper context in most cases when additional adjectives were supplied. One could also ask questions about the history; for instance, one could ask "did you pick up anything before the cone?" A side effect of this memory, and the original rules SHRDLU was supplied with, is that the program can answer questions about what was possible in the world and what was not. For instance, SHRDLU can deduce that blocks could be stacked by looking for examples, but also realize that triangles could not be stacked, after having tried it. The "world" contains basic physics to make blocks fall over, independent of the language parser. Finally, SHRDLU can also remember names given to objects, or arrangements of them. For instance one could say "a steeple is a small triangle on top of a tall rectangle"; SHRDLU can then answer questions about steeples in the blocks world, and build new ones. This is an example of a SHRDLU session: Person: Pick up a big red block. Computer: OK. Person: Grasp the pyramid. Computer: I DON'T UNDERSTAND WHICH PYRAMID YOU MEAN. Person (changing their mind): Find a block which is taller than the one you are holding and put it into the box. Computer: BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING. Computer: OK. Person: What does the box contain? Computer: THE BLUE PYRAMID AND THE BLUE BLOCK. Person: What is the pyramid supported by? Computer: THE BOX. Person: How many blocks are not in the box? Computer: FOUR OF THEM. Person: Is at least one of them narrower than the one which i told you to pick up? Computer: YES, THE RED CUBE. Person: Is it supported? Computer: YES, BY THE TABLE. Person: Can the table pick up blocks? Computer: NO. Person: Can a pyramid be supported by a block? Computer: YES. Person: Can a pyramid support a pyramid? Computer: I DON'T KNOW. Person: Stack up two pyramids. Computer: I CAN'T. Person: Will you please stack up both of the red blocks and either a green cube or a pyramid? Computer: OK. Person: Which cube is sitting on the table? Computer: THE LARGE GREEN ONE WHICH SUPPORTS THE RED PYRAMID. Person: Is there a large block behind a pyramid? Computer: YES, THREE OF THEM: A LARGE RED ONE, A LARGE GREEN CUBE, AND THE BLUE ONE. Person: Put a small one onto the green cube which supports a pyramid. Computer: OK. Person: Put the littlest pyramid on top of it. Computer: OK. Person: Does the shortest thing the tallest pyramid's support supports support anything green? Computer: YES, THE GREEN PYRAMID. Person: What color is it? Computer: BY "IT", I ASSUME YOU MEAN THE SHORTEST THING THE TALLEST PYRAMID'S SUPPORT SUPPORTS. Computer: RED Person: How many things are on top of green cubes? Computer: I'M NOT SURE WHAT YOU MEAN BY "ON TOP OF" IN THE PHRASE "ON TOP OF GREEN CUBES" . DO YOU MEAN: 1 - DIRECTLY ON THE SURFACE 2 - ANWHERE ON TOP OF ? Person: 2 Computer: THREE OF THEM. Person: Had you touched any pyramid before you put the green one on the little cube? Computer: YES, THE GREEN ONE. Person: When did you pick it up? Computer: WHILE I WAS STACKING UP THE RED CUBE, A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why? Computer: TO GET RID OF IT. Person: Why did you do that? Computer: TO CLEAN OFF THE RED CUBE. Person: Why did you clear off that cube? Computer: TO PUT IT ON A LARGE GREEN CUBE. Person: Why did you do that? Computer: TO STACK UP THE RED CUBE , A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why did you do that? Computer: BECAUSE YOU ASKED ME TO. Person: How did you do it? Computer: BY PUTTING A LARGE RED BLOCK ON THE TABLE ; THEN LETTING GO OF IT ; THEN PUTTING A LARGE GREEN CUBE ON IT ; THEN LETTING GO OF THAT CUBE ; THEN PUTTING THE RED CUBE ON THAT CUBE; THEN LETTING GO OF THAT CUBE. Person: How many objects did you touch while you were doing it? Computer: FOUR OF THEM. Person: What did the red cube support before you started to clean it off? Computer: THE GREEN PYRAMID. Person: There were five blocks to the left of the box then. Computer: NO, ONLY FOUR OF THEM: THE RED CUBE, TWO LARGE GREEN CUBES AND A LARGE RED BLOCK. Person: Put the blue pyramid on the block in the box. Computer: OK. Person: Is there anything which is bigger than every pyramid but is not as wide as the thing that supports it? Computer: YES, THE BLUE BLOCK. Person: Does a steeple Computer (interrupting): SORRY, I DON'T KNOW THE WORD "STEEPLE". Person: A "steeple" is a stack which contains two green cubes and a pyramid. Computer: I UNDERSTAND. Person: Are there any steeples now? Computer: NO. Person: Build one. Computer: OK. Person: Call the biggest block "superblock". Computer: OK. Person: Have you picked superblock up since we began? Computer: YES. Person: Why did you drop it? Computer: BY "IT", I ASSUME YOU MEAN THE SUPERBLOCK. I CAN'T EXPLAIN A NON-EXISTENT EVENT. Person: Is there anything to the right of the red pyramid? Computer: YES, FOUR THINGS: THE BOX, THE RED CUBE, THE BLUE PYRAMID AND THE BLOCK NAMED SUPERBLOCK Person: Thank you. Computer: YOU'RE WELCOME! == Consequences == SHRDLU was considered a tremendously successful demonstration of artificial intelligence (AI). This led other AI researchers to excessive optimism which was soon lost when later systems attempted to deal with situations with a more realistic level of ambiguity and complexity. Subsequent efforts of the SHRDLU type, such as Cyc, have tended to focus on providing the program with considerably more information from which it can draw conclusions. In a 1991 interview, Winograd said about SHRDLU: [...] the famous dialogue with SHRDLU where you could pick up a block, and so on, I very carefully worked through, line by line. If you sat down in front of it, and asked it a question that wasn't in the dialogue, there was some probability it would answer it. I mean, if it was reasonably close to one of the questions that was there in form and in content, it would probably get it. But there was no attempt to get it to the point where you could actually hand it to somebody and they could use it to move blocks around. And there was no pressure for that whatsoever. Pressure was for something you could demo. Take a recent example, Negroponte's Media Lab, where instead of "perish or publish" it's "demo or die." I think that's a problem. I think AI suffered from that a lot, because it led to "Potemkin villages", things which - for the things they actually did in the demo looked good, but when you looked behind that there wasn't enough structure to make it really work more generally. Though not intentionally developed as such, SHRDLU is considered the first known formal example of interactive fiction, as the user interacts with simple commands to move objects around a virtual environment, though lacking the distinct story-telling normally present in the interactive fiction genre. The 1976-1977 game Colossal Cave Adventure is broadly considered to be the first true work of interactive fiction.

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  • News analytics

    News analytics

    In trading strategy, news analysis refers to the measurement of the various qualitative and quantitative attributes of textual (unstructured data) news stories. Some of these attributes are: sentiment, relevance, and novelty. Expressing news stories as numbers and metadata permits the manipulation of everyday information in a mathematical and statistical way. This data is often used in financial markets as part of a trading strategy or by businesses to judge market sentiment and make better business decisions. News analytics are usually derived through automated text analysis and applied to digital texts using elements from natural language processing and machine learning such as latent semantic analysis, support vector machines, "bag of words" among other techniques. == Applications and strategies == The application of sophisticated linguistic analysis to news and social media has grown from an area of research to mature product solutions since 2007. News analytics and news sentiment calculations are now routinely used by both buy-side and sell-side in alpha generation, trading execution, risk management, and market surveillance and compliance. There is however a good deal of variation in the quality, effectiveness and completeness of currently available solutions. A large number of companies use news analysis to help them make better business decisions. Academic researchers have become interested in news analysis especially with regards to predicting stock price movements, volatility and traded volume. Provided a set of values such as sentiment and relevance as well as the frequency of news arrivals, it is possible to construct news sentiment scores for multiple asset classes such as equities, Forex, fixed income, and commodities. Sentiment scores can be constructed at various horizons to meet the different needs and objectives of high and low frequency trading strategies, whilst characteristics such as direction and volatility of asset returns as well as the traded volume may be addressed more directly via the construction of tailor-made sentiment scores. Scores are generally constructed as a range of values. For instance, values may range between 0 and 100, where values above and below 50 convey positive and negative sentiment, respectively. === Absolute return strategies === The objective of absolute return strategies is absolute (positive) returns regardless of the direction of the financial market. To meet this objective, such strategies typically involve opportunistic long and short positions in selected instruments with zero or limited market exposure. In statistical terms, absolute return strategies should have very low correlation with the market return. Typically, hedge funds tend to employ absolute return strategies. Below, a few examples show how news analysis can be applied in the absolute return strategy space with the purpose to identify alpha opportunities applying a market neutral strategy or based on volatility trading. Example 1 Scenario: The gap between the news sentiment scores for direction, S {\displaystyle S} , of Company X {\displaystyle X} and Market Y {\displaystyle Y} has moved beyond + 20 {\displaystyle +20} . That is, S X − S Y {\displaystyle S_{X}-S_{Y}} ≥ 20 {\displaystyle 20} . Action: Buy the stock on Company X {\displaystyle X} and short the future on Market Y {\displaystyle Y} . Exit Strategy: When the gap in the news sentiment scores for direction of Company X {\displaystyle X} and Market Y {\displaystyle Y} has disappeared, S X − S Y {\displaystyle S_{X}-S_{Y}} = 0 {\displaystyle 0} , sell the stock on Company X {\displaystyle X} and go long the future on Market Y {\displaystyle Y} to close the positions. Example 2 Scenario: The news sentiment score for volatility of Company X {\displaystyle X} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} indicating an expected volatility above the option implied volatility. Action: Buy a short-dated straddle (the purchase of both a put and a call) on the stock of Company X {\displaystyle X} . Exit Strategy: Keep the straddle on Company X {\displaystyle X} until expiry or until a certain profit target has been reached. === Relative return strategies === The objective of relative return strategies is to either replicate (passive management) or outperform (active management) a theoretical passive reference portfolio or benchmark. To meet these objectives such strategies typically involve long positions in selected instruments. In statistical terms, relative return strategies often have high correlation with the market return. Typically, mutual funds tend to employ relative return strategies. Below, a few examples show how news analysis can be applied in the relative return strategy space with the purpose to outperform the market applying a stock picking strategy and by making tactical tilts to ones asset allocation model. Example 1 Scenario: The news sentiment score for direction of Company X {\displaystyle X} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} . Action: Buy the stock on Company X {\displaystyle X} . Exit Strategy: When the news sentiment score for direction of Company X {\displaystyle X} falls below 60 {\displaystyle 60} , sell the stock on Company X {\displaystyle X} to close the position. Example 2 Scenario: The news sentiment score for direction of Sector Z {\displaystyle Z} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} . Action: Include Sector Z {\displaystyle Z} as a tactical bet in the asset allocation model. Exit Strategy: When the news sentiment score for direction of Sector Z {\displaystyle Z} falls below 60 {\displaystyle 60} , remove the tactical bet for Sector Z {\displaystyle Z} from the asset allocation model. === Financial risk management === The objective of financial risk management is to create economic value in a firm or to maintain a certain risk profile of an investment portfolio by using financial instruments to manage risk exposures, particularly credit risk and market risk. Other types include Foreign exchange, Shape, Volatility, Sector, Liquidity, Inflation risks, etc. Below, a few examples show how news analysis can be applied in the financial risk management space with the purpose to either arrive at better risk estimates in terms of Value at Risk (VaR) or to manage the risk of a portfolio to meet ones portfolio mandate. Example 1 Scenario: The bank operates a VaR model to manage the overall market risk of its portfolio. Action: Estimate the portfolio covariance matrix taking into account the development of the news sentiment score for volume. Implement the relevant hedges to bring the VaR of the bank in line with the desired levels. Example 2 Scenario: A portfolio manager operates his portfolio towards a certain desired risk profile. Action: Estimate the portfolio covariance matrix taking into account the development of the news sentiment score for volume. Scale the portfolio exposure according to the targeted risk profile. === Computer algorithms using news analytics === Within 0.33 seconds, computer algorithms using news analytics can notify subscribers which company the news is about, if the news article sentiment is positive or negative, if the news is ranked as high or low relative importance … relative relevance. the stock price reaction and the increase in trade volume is concentrated in the first 5 seconds after an news article is released. === Algorithmic order execution === The objective of algorithmic order execution, which is part of the concept of algorithmic trading, is to reduce trading costs by optimizing on the timing of a given order. It is widely used by hedge funds, pension funds, mutual funds, and other institutional traders to divide up large trades into several smaller trades to manage market impact, opportunity cost, and risk more effectively. The example below shows how news analysis can be applied in the algorithmic order execution space with the purpose to arrive at more efficient algorithmic trading systems. Example 1 Scenario: A large order needs to be placed in the market for the stock on Company X {\displaystyle X} . Action: Scale the daily volume distribution for Company X {\displaystyle X} applied in the algorithmic trading system, thus taking into account the news sentiment score for volume. This is followed by the creation of the desired trading distribution forcing greater market participation during the periods of the day when volume is expected to be heaviest. == Effects == Being able to express news stories as numbers permits the manipulation of everyday information in a statistical way that allows computers not only to make decisions once made only by humans, but to do so more efficiently. Since market participants are always looking for an edge, the speed of computer connections and the delivery of news analysis, measured in milliseconds, have become essential.

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  • IRCF360

    IRCF360

    Infrared Control Freak 360 (IRCF360) is a 360-degree proximity sensor and a motion sensing devices, developed by ROBOTmaker. The sensor is in BETA developers release as a low cost (software configurable) sensor for use within research, technical and hobby projects. == Overview == The 360-degree sensor was originally designed as a short range micro robot proximity sensor and mainly intended for Swarm robotics, Ant robotics, Swarm intelligence, autonomous Qaudcopter, Drone, UAV, multi-robot simulations e.g. Jasmine Project where 360 proximity sensing is required to avoid collision with other robots and for simple IR inter-robot communications. To overcome certain limitation with Infra-red (IR) proximity sensing (e.g. detection of dark surfaces) the sensing module includes ambient light sensing and basic tactile sensing functionality during forward movement sensing/probing providing photovore and photophobe robot swarm behaviours and characteristics. A project named Sensorium Project was started aimed at broadening the Sensors audience beyond its typical robot sensor usage. To demonstrate the sensor's functionality, opensource Java based Integrated Development Environments (IDE) are used, such as Arduino and Processing (programming language).

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  • KL-ONE

    KL-ONE

    KL-ONE (pronounced "kay ell won") is a knowledge representation system in the tradition of semantic networks and frames; that is, it is a frame language. The system is an attempt to overcome semantic indistinctness in semantic network representations and to explicitly represent conceptual information as a structured inheritance network. == Overview == There is a whole family of KL-ONE-like systems. One of the innovations that KL-ONE initiated was the use of a deductive classifier, an automated reasoning engine that can validate a frame ontology and deduce new information about the ontology based on the initial information provided by a domain expert. Frames in KL-ONE are called concepts. These form hierarchies using subsume-relations; in the KL-ONE terminology a super class is said to subsume its subclasses. Multiple inheritance is allowed. Actually a concept is said to be well-formed only if it inherits from more than one other concept. All concepts, except the top concept (usually THING), must have at least one super class. In KL-ONE descriptions are separated into two basic classes of concepts: primitive and defined. Primitives are domain concepts that are not fully defined. This means that given all the properties of a concept, this is not sufficient to classify it. They may also be viewed as incomplete definitions. Using the same view, defined concepts are complete definitions. Given the properties of a concept, these are necessary and sufficient conditions to classify the concept. The slot-concept is called roles and the values of the roles are role-fillers. There are several different types of roles to be used in different situations. The most common and important role type is the generic RoleSet that captures the fact that the role may be filled with more than one filler.

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