AI Art For Sale

AI Art For Sale — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • EyeOS

    EyeOS

    eyeOS was a web desktop for cloud computing, whose main purpose is to enable collaboration and communication among users. It is mainly written in PHP, XML, and JavaScript. It is a private-cloud application platform with a web-based desktop interface. eyeOS delivers a whole desktop from the cloud with file management, personal management information tools, and collaborative tools, with the integration of the client's applications. == History == The first publicly available eyeOS version was released on August 1, 2005, as eyeOS 0.6.0 in Olesa de Montserrat, Barcelona (Spain). A worldwide community of developers soon took part in the project and helped improve it by translating, testing, and developing it. After two years of development, the eyeOS Team published eyeOS 1.0 on June 4, 2007. Compared with previous versions, eyeOS 1.0 introduced a complete reorganization of the code and some new web technologies, like eyeSoft, a portage-based web software installation system. Moreover, eyeOS also included the eyeOS Toolkit, a set of libraries allowing easy and fast development of new web applications. With the release of eyeOS 1.1 on July 2, 2007, eyeOS changed its license and migrated from GNU GPL Version 2 to Version 3. Version 1.2 was released just a month after the 1.1 version and integrated full compatibility with Microsoft Word files. eyeOS 1.5 Gala was released on January 15, 2008. This version was the first to support both Microsoft Office and OpenOffice.org file formats for documents, presentations, and spreadsheets. With this version, eyeOS also gained the ability to import and export documents in both formats using server-side scripting. eyeOS 1.6 was released on April 25, 2008, and included many improvements such as synchronization with local computers, drag and drop, a mobile version, and more. eyeOS 1.8 Lars was released on January 7, 2009, and featured a completely rewritten file manager and a new sound API to develop media-rich applications. Later, on April 1, 2009, 1.8.5 was released with a new default theme and some rewritten apps, such as the Word Processor and the Address Book. On July 13, 2009, 1.8.6 was released with an interface for the iPhone and a new version of eyeMail with support for POP3 and IMAP. eyeOS 1.9 was released on December 29, 2009. It was followed up with the 1.9.0.1 release with minor fixes on February 18, 2010. These releases were the last of the "classic desktop" interfaces. A major re-work was completed in March 2010, now called eyeOS 2.x. However, a small group of eyeOS developers still maintain the code within the eyeOS forum, where support is provided, but the eyeOS group itself has stopped active 1.x development. It is now available as the On-eye project on GitHub. Active development was halted on 1.x as of February 3, 2010. eyeOS 2.0 release took place on March 3, 2010. This was a total restructure of the operating system. The 2.x stable is the new series of eyeOS, which is in active development and will replace 1.x as stable in a few months. It includes live collaboration and more social capabilities than eyeOS 1.x. eyeOS then released 2.2.0.0 on July 28, 2010. On December 14, 2010, a working group inside the eyeOS open-source development community began the structure development and further upgrade of eyeOS 1.9.x. The group's main goal is to continue the work eyeOS has stopped on 1.9.x. eyeOS released 2.5 on May 17, 2011. This was the last release under an open source license. It is available on SourceForge for download under another project called eyeOS 2.5 Open Source Version. On April 1, 2014, Telefónica announced their acquisition of eyeOS. eyeOS would maintain its headquarters in the Catalonia, Spain, where their staff would continue to work but now as part of Telefónica. After its integration into Telefónica, eyeOS would continue to function as an independent subsidiary under CEO Michel Kisfaludi. == Structure and API == For developers, EyeOS provides the eyeOS Toolkit, a set of libraries and functions to develop applications for eyeOS. Using the integrated Portage-based eyeSoft system, one can create their own repository for eyeOS and distribute applications through it. Each core part of the desktop is its own application, using JavaScript to send server commands as the user interacts. As actions are performed using AJAX (such as launching an application), it sends event information to the server. The server then sends back tasks for the client to do in XML format, such as drawing a widget. On the server, eyeOS uses XML files to store information. This makes it simple for a user to set up on the server, as it requires zero configuration other than the account information for the first user, making it simple to deploy. To avoid bottlenecks that flat files present, each user's information and settings are stored in different files, preventing resource starvation from occurring, though this in turn may create issues in high volume user environments due to host operating system open file descriptor limits. == Professional edition == A Professional Edition of eyeOS was launched on September 15, 2011, as an operating system for businesses. It uses a new version number and was released under version 1.0 instead of continuing with the next version number in the open source project. The Professional Edition retains the web desktop interface used by the open source version while targeting enterprise users. A host of new features designed for enterprises, like file sharing and synchronization (called eyeSync), Active Directory/LDAP connectivity, system-wide administration controls, and a local file execution tool called eyeRun were introduced. A new suite of Web Apps (a mail client, calendar, instant messaging, and collaboration tools) was also introduced, specific to the enterprise edition for the web desktop. With eyeOS Professional Edition 1.1, a to-do task manager tool, Citrix XenApp integration, and a Facebook like 'wall' for collaboration were introduced. == Awards == 2007 – Received the Softpedia's Pick award. 2007 – Finalist at SourceForge's 2007 Community Choice Awards at the "Best Project" category. The winner for that category was 7-Zip. 2007 – Won the Yahoo! Spain Web Revelation award in the Technology category. 2008 – Finalist for the Webware 100 awards by CNET, under the "Browsing" category. 2008 – Finalist at the SourceForge's 2008 Community Choice Awards at the "Most Likely to Change the World" category. The winner for that category was Linux. 2009 – Selected Project of the Month (August 2009) by SourceForge. 2009 – BMW Innovation Award. 2010 – Winner of Accelera (Ernst & Young). 2010 – Asturias & Girona Spanish Prince award “IMPULSA”. 2011 – Winner of MIT's TR35 award as Innovator of the Year in Spain. == Community == eyeOS community is formed with the eyeOS forums, which reached 10,000 members on April 4, 2008; the eyeOS wiki; and the eyeOS Application Communities, available at the eyeOS-Apps website, hosted and provided by openDesktop.org as well as Softpedia.

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  • Aidoc

    Aidoc

    Aidoc Medical is an Israeli technology company that develops computer-aided simple triage and notification systems. Aidoc has obtained U.S. Food and Drug Administration and CE mark approval for its stroke, pulmonary embolism, cervical fracture, intracranial hemorrhage, intra-abdominal free gas, and incidental pulmonary embolism algorithms. Aidoc algorithms are in use in more than 900 hospitals and imaging centers, including Montefiore Nyack Hospital, LifeBridge Health, LucidHealth, Yale New Haven Hospital, Cedars-Sinai Medical Center, University of Rochester Medical Center, and Sheba Medical Center. == History == Aidoc was founded in 2016 by Elad Walach as the CEO, Michael Braginsky as the CTO and Guy Reiner as the VP. In April 2017, the company raised $7M, led by TLV Partners, and in April 2019, the company raised another $27M, led by Square Peg capital. There have been several additional rounds of funding as well, bringing Aidoc's total investment to $370M as of July 2025. In August 2018, Aidoc gained FDA clearance for its intracranial hemorrhage system, and in May 2019 it received clearance for the pulmonary embolism system. In January 2020, the system for detecting large-vessel occlusions (LVOs) in head CTA examinations obtained FDA clearance. In October 2024, it was reported that Aidoc is working with NVIDIA to develop a framework for deployment and integration of artificial intelligence tools in healthcare. The Blueprint for Resilient Integration and Deployment of Guided Excellence (BRIDGE) is a guideline to facilitate AI adoption in the healthcare industry. == Products and market == Aidoc has developed a suite of artificial intelligence products that flag both time-sensitive and time-consuming (for the radiologist) abnormalities across the body. The algorithms are developed with large quantities of data to provide diagnostic aid for a broad set of pathologies. The company offers an array of algorithms that span across the body, including for intracranial hemorrhage, spine fractures (C, T & L), free air in the abdomen, pulmonary embolism, and more. It developed "Always-on AI", a term coined by Elad Walach that refers to a type of artificial intelligence that is "Always-on—constantly running in the background and automatically analyzing medical imaging data, identifying urgent findings, and sparing radiologists from "drowning" in vast amounts of irrelevant data. Aidoc's solutions cover medical conditions prevalent in all settings (ED/inpatient/outpatient), including level 1 trauma centers, outpatient imaging centers, teleradiology groups and, are set up in over 200 medical centers worldwide. Notable customers include the University of Rochester Medical Center and Global Diagnostics Australia. Aidoc announced in 2024 that its new Clinical AI Reasoning Engine (CARE1) had been submitted for FDA approval. In September 2025 Aidoc received a "Breakthrough Device Designation" from the FDA for a new multi-triage solution that spans numerous acute findings in CT scans. Aidoc's CARE1 foundation model was the basis of the workflow on which the designation was made, enabling simultaneous coverage of multiple pathologies. This new designation allows parallel FDA review of multiple indications under a single submission. In April 2026, Aidoc raised million in a Series E funding round led by Growth Equity at Goldman Sachs Alternatives, with participation from General Catalyst and NVentures. The financing brought the company's total funding to over million. == Clinical Research == A clinical study on Aidoc’ accuracy of deep convolutional neural networks for the detection of pulmonary embolism (PE) on CT pulmonary angiograms (CTPAs) was performed by the University Hospital of Basel and presented at the European Congress of Radiology, showing that the Aidoc algorithm reached 93% sensitivity and 95% specificity. Clinical research has also been performed to test the diagnostic performance of Aidoc's deep learning-based triage system for the flagging of acute findings in abdominal computed tomography (CT) examinations. Overall, the algorithm achieved 93% sensitivity (91/98, 7 false negatives) and 97% specificity (93/96, 3 false-positive) in the detection of acute abdominal findings. Additional clinical research on Aidoc's Intracranial hemorrhage algorithm accuracy was presented at the European Congress of Radiology by Antwerp University Hospital, evaluating the use of its deep learning algorithm for the detection of intracranial hemorrhage on non-contrast enhanced CT of the brain. The University of Washington completed a study on the accuracy of Aidoc's intracranial hemorrhage algorithm.

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  • EdgeRank

    EdgeRank

    EdgeRank is the name commonly given to the algorithm that Facebook uses to determine what articles should be displayed in a user's News Feed. As of 2011, Facebook has stopped using the EdgeRank system and uses a machine learning algorithm that, as of 2013, takes more than 100,000 factors into account. EdgeRank was developed and implemented by Serkan Piantino. == Formula and factors == In 2010, a simplified version of the EdgeRank algorithm was presented as: ∑ e d g e s e u e w e d e {\displaystyle \sum _{\mathrm {edges\,} e}u_{e}w_{e}d_{e}} where: u e {\displaystyle u_{e}} is user affinity. w e {\displaystyle w_{e}} is how the content is weighted. d e {\displaystyle d_{e}} is a time-based decay parameter. User Affinity: The User Affinity part of the algorithm in Facebook's EdgeRank looks at the relationship and proximity of the user and the content (post/status update). Content Weight: What action was taken by the user on the content. Time-Based Decay Parameter: New or old. Newer posts tend to hold a higher place than older posts. Some of the methods that Facebook uses to adjust the parameters are proprietary and not available to the public. A study has shown that it is possible to hypothesize a disadvantage of the "like" reaction and advantages of other interactions (e.g., the "haha" reaction or "comments") in content algorithmic ranking on Facebook. The "like" button can decrease the organic reach as a "brake effect of viral reach". The "haha" reaction, "comments" and the "love" reaction could achieve the highest increase in total organic reach. == Impact == EdgeRank and its successors have a broad impact on what users actually see out of what they ostensibly follow: for instance, the selection can produce a filter bubble (if users are exposed to updates which confirm their opinions etc.) or alter people's mood (if users are shown a disproportionate amount of positive or negative updates). As a result, for Facebook pages, the typical engagement rate is less than 1% (or less than 0.1% for the bigger ones), and organic reach 10% or less for most non-profits. As a consequence, for pages, it may be nearly impossible to reach any significant audience without paying to promote their content.

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  • Weak stability boundary

    Weak stability boundary

    Weak stability boundary (WSB), including low-energy transfer, is a concept introduced by Edward Belbruno in 1987. The concept explained how a spacecraft could change orbits using very little fuel. Weak stability boundary is defined for the three-body problem. This problem considers the motion of a particle P of negligible mass moving with respect to two larger bodies, P1, P2, modeled as point masses, where these bodies move in circular or elliptical orbits with respect to each other, and P2 is smaller than P1. The force between the three bodies is the classical Newtonian gravitational force. For example, P1 is the Earth, P2 is the Moon and P is a spacecraft; or P1 is the Sun, P2 is Jupiter and P is a comet, etc. This model is called the restricted three-body problem. The weak stability boundary defines a region about P2 where P is temporarily captured. This region is in position-velocity space. Capture means that the Kepler energy between P and P2 is negative. This is also called weak capture. == Background == This boundary was defined for the first time by Edward Belbruno of Princeton University in 1987. He described a Low-energy transfer which would allow a spacecraft to change orbits using very little fuel. It was for motion about Moon (P2) with P1 = Earth. It is defined algorithmically by monitoring cycling motion of P about the Moon and finding the region where cycling motion transitions between stable and unstable after one cycle. Stable motion means P can completely cycle about the Moon for one cycle relative to a reference section, starting in weak capture. P needs to return to the reference section with negative Kepler energy. Otherwise, the motion is called unstable, where P does not return to the reference section within one cycle or if it returns, it has non-negative Kepler energy. The set of all transition points about the Moon comprises the weak stability boundary, W. The motion of P is sensitive or chaotic as it moves about the Moon within W. A mathematical proof that the motion within W is chaotic was given in 2004. This is accomplished by showing that the set W about an arbitrary body P2 in the restricted three-body problem contains a hyperbolic invariant set of fractional dimension consisting of the infinitely many intersections Hyperbolic manifolds. The weak stability boundary was originally referred to as the fuzzy boundary. This term was used since the transition between capture and escape defined in the algorithm is not well defined and limited by the numerical accuracy. This defines a "fuzzy" location for the transition points. It is also due the inherent chaos in the motion of P near the transition points. It can be thought of as a fuzzy chaos region. As is described in an article in Discover magazine, the WSB can be roughly viewed as the fuzzy edge of a region, referred to as a gravity well, about a body (the Moon), where its force of gravity becomes small enough to be dominated by force of gravity of another body (the Earth) and the motion there is chaotic. A much more general algorithm defining W was given in 2007. It defines W relative to n-cycles, where n = 1,2,3,..., yielding boundaries of order n. This gives a much more complex region consisting of the union of all the weak stability boundaries of order n. This definition was explored further in 2010. The results suggested that W consists, in part, of the hyperbolic network of invariant manifolds associated to the Lyapunov orbits about the L1, L2 Lagrange points near P2. The explicit determination of the set W about P2 = Jupiter, where P1 is the Sun, is described in "Computation of Weak Stability Boundaries: Sun-Jupiter Case". It turns out that a weak stability region can also be defined relative to the larger mass point, P1. A proof of the existence of the weak stability boundary about P1 was given in 2012, but a different definition is used. The chaos of the motion is analytically proven in "Geometry of Weak Stability Boundaries". The boundary is studied in "Applicability and Dynamical Characterization of the Associated Sets of the Algorithmic Weak Stability Boundary in the Lunar Sphere of Influence". == Applications == There are a number of important applications for the weak stability boundary (WSB). Since the WSB defines a region of temporary capture, it can be used, for example, to find transfer trajectories from the Earth to the Moon that arrive at the Moon within the WSB region in weak capture, which is called ballistic capture for a spacecraft. No fuel is required for capture in this case. This was numerically demonstrated in 1987. This is the first reference for ballistic capture for spacecraft and definition of the weak stability boundary. The boundary was operationally demonstrated to exist in 1991 when it was used to find a ballistic capture transfer to the Moon for Japan's Hiten spacecraft. Other missions have used the same transfer type as Hiten, including Grail, Capstone, Danuri, Hakuto-R Mission 1 and SLIM. The WSB for Mars is studied in "Earth-Mars Transfers with Ballistic Capture" and ballistic capture transfers to Mars are computed. The BepiColombo mission of ESA should achieve ballistic capture at the WSB of Mercury in November 2026. The WSB region can be used in the field of Astrophysics. It can be defined for stars within open star clusters. This is done in "Chaotic Exchange of Solid Material Between Planetary Systems: Implications for the Lithopanspermia Hypothesis" to analyze the capture of solid material that may have arrived on the Earth early in the age of the Solar System to study the validity of the lithopanspermia hypothesis. Numerical explorations of trajectories for P starting in the WSB region about P2 show that after the particle P escapes P2 at the end of weak capture, it moves about the primary body, P1, in a near resonant orbit, in resonance with P2 about P1. This property was used to study comets that move in orbits about the Sun in orbital resonance with Jupiter, which change resonance orbits by becoming weakly captured by Jupiter. An example of such a comet is 39P/Oterma. This property of change of resonance of orbits about P1 when P is weakly captured by the WSB of P2 has an interesting application to the field of quantum mechanics to the motion of an electron about the proton in a hydrogen atom. The transition motion of an electron about the proton between different energy states described by the Schrödinger equation is shown to be equivalent to the change of resonance of P about P1 via weak capture by P2 for a family of transitioning resonance orbits. This gives a classical model using chaotic dynamics with Newtonian gravity for the motion of an electron.

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  • Web application firewall

    Web application firewall

    A Web application firewall (WAF) is a specific form of application firewall that filters, monitors, and blocks HTTP traffic to and from a web service. By inspecting HTTP traffic, it can prevent attacks exploiting a Web application's known vulnerabilities, such as SQL injection, cross-site scripting (XSS), file inclusion, and improper system configuration. Financial institutions often utilize WAFs to help in the mitigation of Web application zero-day vulnerabilities, as well as hard-to-patch bugs or weaknesses through custom attack signature strings. == History == Dedicated Web application firewalls entered the market in the late 1990s during a time when web server attacks were becoming more prevalent. Early WAF products, from Kavado and Gilian technologies, tried to solve the increasing amount of attacks on Web applications in the late 1990s. In 2002, the open-source project ModSecurity was formed in order to make WAF technology more accessible. They finalized a core rule set for protecting Web applications, based on OASIS Web Application Security Technical Committee’s (WAS TC) vulnerability work. In 2003, they expanded and standardized rules through the Open Web Application Security Project’s (OWASP) Top 10 List, an annual ranking for Web security vulnerabilities. This list would become the industry standard for Web application security compliance. Since then, the market has continued to grow and evolve, especially focusing on credit card fraud prevention. With the development of the Payment Card Industry Data Security Standard (PCI DSS), a standardization of control over cardholder data, security has become more regulated in this sector. == Description == A Web application firewall is a special type of application firewall that applies specifically to Web applications. It is deployed in front of Web applications and analyzes bi-directional web-based (HTTP) traffic – detecting and blocking anything malicious. The OWASP provides a broad technical definition for a WAF as “a security solution on the Web application level which – from a technical point of view – does not depend on the application itself”. According to the PCI DSS Information Supplement for requirement 6.6, a WAF is defined as “a security policy enforcement point positioned between a Web application and the client endpoint. This functionality can be implemented in software or hardware, running in an appliance device, or in a typical server running a common operating system. It may be a stand-alone device or integrated into other network components.” In other words, a WAF can be a virtual or physical appliance that prevents vulnerabilities in Web applications from being exploited by outside threats. These vulnerabilities may be because the application itself is a legacy type or was insufficiently coded by design. The WAF addresses these code shortcomings by special configurations of rule-sets, also known as policies. Previously unknown vulnerabilities can be discovered through penetration testing or via a vulnerability scanner. A Web application vulnerability scanner, also known as a web application security scanner, is defined in the SAMATE NIST 500-269 as “an automated program that examines Web applications for potential security vulnerabilities. In addition to searching for Web application-specific vulnerabilities, the tools also look for software coding errors.” Resolving vulnerabilities is commonly referred to as remediation. Corrections to the code can be made in the application, but typically a more prompt response is necessary. In these situations, the application of a custom policy for a unique Web application vulnerability to provide a temporary but immediate fix (known as a virtual patch) may be necessary. WAFs are not an ultimate security solution, rather they are meant to be used in conjunction with other network perimeter security solutions such as network firewalls and intrusion prevention systems to provide a holistic defense strategy. WAFs typically follow a positive security model, a negative security, or a combination of both as mentioned by the SANS Institute. WAFs use a combination of rule-based logic, parsing, and signatures to detect and prevent attacks such as cross-site scripting and SQL injection. In general, features like browser emulation, obfuscation and virtualization, and IP obfuscation are used to attempt to bypass WAFs. The OWASP produces a list of the top ten Web application security flaws. All commercial WAF offerings cover these ten flaws at a minimum. There are non-commercial options as well. As mentioned earlier, the well-known open-source WAF engine called ModSecurity is one of these options. A WAF engine alone is insufficient to provide adequate protection, therefore OWASP along with Trustwave's Spiderlabs help organize and maintain a Core-Rule Set via GitHub to use with the ModSecurity WAF engine. == Deployment options == Although the names for operating mode may differ, WAFs are basically deployed inline in three different ways. According to NSS Labs, deployment options are transparent bridge, transparent reverse proxy, and reverse proxy. "Transparent" refers to the fact that the HTTP traffic is sent straight to the Web application, therefore the WAF is transparent between the client and server. This is in contrast to reverse proxy, where the WAF acts as a proxy, and the client’s traffic is sent directly to the WAF. The WAF then separately sends filtered traffic to Web applications. This can provide additional benefits such as IP masking but may introduce disadvantages such as performance latencies. == JA3 fingerprint == JA3, developed by Salesforce in 2017, is a technique for generating a unique fingerprint for SSL/TLS traffic based on specific fields in the handshake, such as the version, cipher suites, and extensions used by the client. This fingerprint enables the identification and tracking of clients based on the characteristics of their encrypted traffic. In the context of distributed denial of service (DDoS) protection, JA3 fingerprints are used to detect and differentiate malicious traffic, often associated with attack bots, from legitimate traffic, allowing for more precise filtering of potential threats. In September 2023, AWS WAF announced built-in support for JA3, enabling customers to inspect the JA3 fingerprints of incoming requests. JA3 was deprecated in May 2025 in favor of JA4. JA4 is currently patent pending.

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  • Information pollution

    Information pollution

    Information pollution (also referred to as info pollution) is the contamination of an information supply with irrelevant, redundant, unsolicited, hampering, and low-value information. Examples include misinformation, disinformation, junk e-mail, and media violence. The spread of useless and undesirable information can have a detrimental effect on human activities. It is considered to be an adverse effect of the information revolution. == Overview == Information pollution generally applies to digital communication, such as e-mail, instant messaging (IM), and social media. The term acquired particular relevance in 2003 when web usability expert Jakob Nielsen published articles discussing the topic. As early as 1971 researchers were expressing doubts about the negative effects of having to recover "valuable nodules from a slurry of garbage in which it is a randomly dispersed minor component." People use information in order to make decisions and adapt to circumstances. Cognitive studies demonstrated human beings can process only limited information before the quality of their decisions begins to deteriorate. Information overload is a related concept that can also harm decision-making. It refers to an abundance of available information, without respect to its quality. Although technology is thought to have exacerbated the problem, it is not the only cause of information pollution. Anything that distracts attention from the essential facts required to perform a task or make a decision could be considered an information pollutant. Information pollution is seen as the digital equivalent of the environmental pollution generated by industrial processes. Some authors claim that information overload is a crisis of global proportions, on the same scale as threats faced by environmental destruction. Others have expressed the need for the development of an information management paradigm that parallels environmental management practices. == Manifestations == The manifestations of information pollution can be classified into two groups: those that provoke disruption, and those that damage information quality. Typical examples of disrupting information pollutants include unsolicited electronic messages (spam) and instant messages, particularly in the workplace. Mobile phones (ring tones and content) are disruptive in many contexts. Disrupting information pollution is not always technology based. A common example are newspapers, where subscribers read less than half or even none of the articles provided. Superfluous messages, such as unnecessary labels on a map, also distract. Alternatively, information may be polluted when its quality is reduced. This may be due to inaccurate or outdated information, but it also happens when information is badly presented. For example, when content is unfocused or unclear or when they appear in cluttered, wordy, or poorly organised documents it is difficult for the reader to understand. Laws and regulations undergo changes and revisions. Handbooks and other sources used for interpreting these laws can fall years behind the changes, which can cause the public to be misinformed. == Causes == === Cultural factors === Traditionally, information has been seen positively. People are accustomed to statements like "you cannot have too much information", "the more information the better", and "knowledge is power". The publishing and marketing industries have become used to printing many copies of books, magazines, and brochures regardless of customer demand, just in case they are needed. Democratised information sharing is an example of a new technology that has made it easier for information to reach everyone. Such technologies are perceived as a sign of progress and individual empowerment, as well as a positive step to bridge the digital divide. However, they also increase the volume of distracting information, making it more difficult to distinguish valuable information from noise. The continuous use of advertising in websites, technologies, newspapers, and everyday life is known as "cultural pollution". === Information technology === Technological advances of the 20th century and, in particular, the internet play a key role in the increase of information pollution. Blogs, social networks, personal websites, and mobile technology all contribute to increased "noise". The level of pollution may depend on the context. For example, e-mail is likely to cause more information pollution in a corporate setting, whereas mobile phones are likely to be particularly disruptive in a confined space shared by multiple people, such as a train carriage. == Effects == The effects of information pollution can be seen at multiple levels. === Individual === At a personal level, information pollution affects individuals' capacity to evaluate options and find adequate solutions. This can lead to information overload, anxiety, decision paralysis, and stress. It can disrupt the learning process. === Society === Some authors argue that information pollution and information overload can cause loss of perspective and moral values. This argument may explain the indifferent attitude that society shows toward topics such as scientific discoveries, health warnings, or politics. Pollution makes people less sensitive to headlines and more cynical toward new messages. === Business === Information pollution contributes to information overload and stress, which can disrupt the kinds information processing and decision-making needed to complete tasks at work. This leads to delayed or flawed decisions, which can translate into loss of productivity and revenue as well as an increased risk of critical errors. == Solutions == Proposed solutions include management techniques and refined technology. Technology-based alternatives include decision support systems and dashboards that enable prioritisation of information. Technologies that create frequent interruptions can be replaced with less-"polluting" options. Further, technology can improve the presentation quality, aiding understanding. E-mail usage policies and information integrity assurance strategies can help. Time management and stress management can be applied; these solutions would involve setting priorities and minimising interruptions. Improved writing and presentation practices can minimise information pollution effects on others. == Related terms == The term infollution or informatization pollution was coined by Dr. Paek-Jae Cho, former president & CEO of KTC (Korean Telecommunication Corp.), in a 2002 speech at the International Telecommunications Society (ITS) 14th biennial conference to describe any undesirable side effect brought about by information technology and its applications.

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  • Wearable computer

    Wearable computer

    A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the neck (like a necklace), strapped to the arm or leg (electronic tagging), or on the head (as glasses or a helmet), though some have been located elsewhere (e.g. on a finger or in a shoe). Devices carried in a pocket or bag – such as smartphones and before them, pocket calculators and PDAs, may or may not be regarded as 'worn'. Wearable computers have various technical issues common to other mobile computing, such as batteries, heat dissipation, software architectures, wireless and personal area networks, and data management. Many wearable computers are active all the time, e.g. processing or recording data continuously. == Applications == Wearable computers are not only limited to computers such as fitness trackers that are worn on wrists; they also include wearables such as heart pacemakers and other prosthetics. They are used most often in research that focuses on behavioral modeling, health monitoring systems, IT and media development, where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings. Wearable computers have been used for the following: general-purpose computing (e.g. smartphones and smartwatches) sensory integration, e.g. to help people see better or understand the world better (whether in task-specific applications like camera-based welding helmets or for everyday use like Google Glass) behavioral modeling health care monitoring systems service management electronic textiles and fashion design, e.g. Microsoft's 2011 prototype "The Printing Dress". Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition. The use of wearables for specific applications, for compensating disabilities or supporting elderly people steadily increases. == Operating systems == The dominant operating systems for wearable computing are: FreeRTOS is a real-time operating system kernel for embedded devices; most of the Smartbands that are currently available in the market are based on FreeRTOS, which include Huawei, Honor, Lenovo, realme, TCL and Xiaomi smartbands. LiteOS is a lightweight open source real-time operating system that is part of Huawei's "1+8+N" Internet of Things solution. Tizen OS from Samsung (there was an announcement in May 2021 that Wear OS and Tizen OS will merge and will be called simply Wear.) watchOS watchOS is a proprietary mobile operating system developed by Apple Inc. to run on the Apple Watch. Wear OS Wear OS (previously known as Android Wear) is a smartwatch operating system developed by Google Inc. == History == Due to the varied definitions of wearable and computer, the first wearable computer could be as early as the first abacus on a necklace, a 16th-century abacus ring, a wristwatch and 'finger-watch' owned by Queen Elizabeth I of England, or the covert timing devices hidden in shoes to cheat at roulette by Thorp and Shannon in the 1960s and 1970s. However, a general-purpose computer is not merely a time-keeping or calculating device, but rather a user-programmable item for arbitrary complex algorithms, interfacing, and data management. By this definition, the wearable computer was invented by Steve Mann, in the late 1970s: Steve Mann, a professor at the University of Toronto, was hailed as the father of the wearable computer and the ISSCC's first virtual panelist, by moderator Woodward Yang of Harvard University (Cambridge Mass.). The development of wearable items has taken several steps of miniaturization from discrete electronics over hybrid designs to fully integrated designs, where just one processor chip, a battery, and some interface conditioning items make the whole unit. === 1500s === Queen Elizabeth I of England received a watch from Robert Dudley in 1571, as a New Year's present; it may have been worn on the forearm rather than the wrist. She also possessed a 'finger-watch' set in a ring, with an alarm that prodded her finger. === 1600s === The Qing dynasty saw the introduction of a fully functional abacus on a ring, which could be used while it was being worn. === 1960s === In 1961, mathematicians Edward O. Thorp and Claude Shannon built some computerized timing devices to help them win a game of roulette. One such timer was concealed in a shoe and another in a pack of cigarettes. Various versions of this apparatus were built in the 1960s and 1970s. Thorp refers to himself as the inventor of the first "wearable computer". In other variations, the system was a concealed cigarette-pack-sized analog computer designed to predict the motion of roulette wheels. A data-taker would use microswitches hidden in his shoes to indicate the speed of the roulette wheel, and the computer would indicate an octant of the roulette wheel to bet on by sending musical tones via radio to a miniature speaker hidden in a collaborator's ear canal. The system was successfully tested in Las Vegas in June 1961, but hardware issues with the speaker wires prevented it from being used beyond test runs. This was not a wearable computer because it could not be re-purposed during use; rather it was an example of task-specific hardware. This work was kept secret until it was first mentioned in Thorp's book Beat the Dealer (revised ed.) in 1966 and later published in detail in 1969. === 1970s === Pocket calculators became mass-market devices in 1970, starting in Japan. Programmable calculators followed in the late 1970s, being somewhat more general-purpose computers. The HP-01 algebraic calculator watch by Hewlett-Packard was released in 1977. A camera-to-tactile vest for the blind, launched by C.C. Collins in 1977, converted images into a 1024-point, ten-inch square tactile grid on a vest. === 1980s === The 1980s saw the rise of more general-purpose wearable computers. In 1981, Steve Mann designed and built a backpack-mounted 6502-based wearable multimedia computer with text, graphics, and multimedia capability, as well as video capability (cameras and other photographic systems). Mann went on to be an early and active researcher in the wearables field, especially known for his 1994 creation of the Wearable Wireless Webcam, the first example of lifelogging. Seiko Epson released the RC-20 Wrist Computer in 1984. It was an early smartwatch, powered by a computer on a chip. In 1989, Reflection Technology marketed the Private Eye head-mounted display, which scans a vertical array of LEDs across the visual field using a vibrating mirror. This display gave rise to several hobbyist and research wearables, including Gerald "Chip" Maguire's IBM/Columbia University Student Electronic Notebook, Doug Platt's Hip-PC, and Carnegie Mellon University's VuMan 1 in 1991. The Student Electronic Notebook consisted of the Private Eye, Toshiba diskless AIX notebook computers (prototypes), a stylus based input system and a virtual keyboard. It used direct-sequence spread spectrum radio links to provide all the usual TCP/IP based services, including NFS mounted file systems and X11, which all ran in the Andrew Project environment. The Hip-PC included an Agenda palmtop used as a chording keyboard attached to the belt and a 1.44 megabyte floppy drive. Later versions incorporated additional equipment from Park Engineering. The system debuted at "The Lap and Palmtop Expo" on 16 April 1991. VuMan 1 was developed as part of a Summer-term course at Carnegie Mellon's Engineering Design Research Center, and was intended for viewing house blueprints. Input was through a three-button unit worn on the belt, and output was through Reflection Tech's Private Eye. The CPU was an 8 MHz 80188 processor with 0.5 MB ROM. === 1990s === In the 1990s PDAs became widely used, and in 1999 were combined with mobile phones in Japan to produce the first mass-market smartphone. In 1993, the Private Eye was used in Thad Starner's wearable, based on Doug Platt's system and built from a kit from Park Enterprises, a Pri

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  • Applications of artificial intelligence

    Applications of artificial intelligence

    Artificial intelligence is the capability of computational systems to perform tasks that are typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. Artificial intelligence has been used in applications throughout industry and academia. Within the field of Artificial Intelligence, there are multiple subfields. The subfield of machine learning has been used for various scientific and commercial purposes, including language translation, image recognition, decision-making, credit scoring, and e-commerce. In recent years, massive advancements have been made in the field of generative artificial intelligence, which uses generative models to generate text, images, videos, and other forms of data. This article describes applications of AI in different sectors. == Agriculture == In agriculture, AI has been proposed as a way for farmers to identify areas that need irrigation, fertilization, or pesticide treatments to increase yields, thereby improving efficiency. AI has been used to attempt to classify livestock pig call emotions, automate greenhouses, detect diseases and pests, and optimize irrigation. == AI-assisted software develoment == == Architecture and design == == Business == A 2023 study found that generative AI increased productivity by 15% in contact centers. Another 2023 study found it increased productivity by up to 40% in writing tasks. An August 2025 review by MIT found that of surveyed companies, 95% did not report any improvement in revenue from the use of AI. A September 2025 article by the Harvard Business Review describes how increased use of AI does not automatically lead to increases in revenue or actual productivity. Referring to "AI generated work content that masquerades as good work, but lacks the substance to meaningfully advance a given task" the article coins the term workslop. Per studies done in collaboration with the Stanford Social Media Lab, workslop does not improve productivity and undermines trust and collaboration among colleagues. In telehealth, agentic AI is reportedly facilitating the creation of large business models (millions in annual profit) with 1-2 employees, such as MEDVi, which as of August 2025 only had 2 employees and ~$75M in annual profit for GLP-1 weight-loss telehealth services. == Chatbots == == Computer science == === Programming assistance === ==== AI-assisted software development ==== AI can be used for real-time code completion, chat, and automated test generation. These tools are typically integrated with editors and IDEs as plugins. AI-assisted software development systems differ in functionality, quality, speed, and approach to privacy. Creating software primarily via AI is known as "vibe coding". Code created or suggested by AI can be incorrect or inefficient. The use of AI-assisted coding can potentially speed-up software development, but can also slow-down the process by creating more work when debugging and testing. The rush to prematurely adopt AI technology can also incur additional technical debt. AI also requires additional consideration and careful review for cybersecurity, since AI coding software is trained on a wide range of code of inconsistent quality and often replicates poor practices. ==== Neural network design ==== AI can be used to create other AIs. For example, around November 2017, Google's AutoML project to evolve new neural net topologies created NASNet, a system optimized for ImageNet and POCO F1. NASNet's performance exceeded all previously published performance on ImageNet. ==== Quantum computing ==== Research and development of quantum computers has been performed with machine learning algorithms. For example, there is a prototype, photonic, quantum memristive device for neuromorphic computers (NC)/artificial neural networks and NC-using quantum materials with some variety of potential neuromorphic computing-related applications. The use of quantum machine learning for quantum simulators has been proposed for solving physics and chemistry problems. === Historical contributions === AI researchers have created many tools to solve the most difficult problems in computer science. Many of their inventions have been adopted by mainstream computer science and are no longer considered AI. All of the following were originally developed in AI laboratories: Time sharing Interactive interpreters Graphical user interfaces and the computer mouse Rapid application development environments The linked list data structure Automatic storage management Symbolic programming Functional programming Dynamic programming Object-oriented programming Optical character recognition Constraint satisfaction == Customer service == === Human resources === AI programs have been used in hiring processes to screen resumes and rank candidates based on their qualifications, predict a candidate's likelihood of success in a given role, and automate repetitive communication tasks using chatbots. Studies on these programs have identified tendencies for gender bias, favoring male names and male-coded characteristics, as well as bias against disabled candidates and racial minorities. === Online and telephone customer service === AI underlies avatars (automated online assistants) on web pages. It can reduce operation and training costs. Pypestream automated customer service for its mobile application to streamline communication with customers. A Google app analyzes language and converts speech into text. The platform can identify angry customers through their language and respond appropriately. Amazon uses a chatbot for customer service that can perform tasks like checking the status of an order, cancelling orders, offering refunds and connecting the customer with a human representative. Generative AI (GenAI), such as ChatGPT, is increasingly used in business to automate tasks and enhance decision-making. === Hospitality === In the hospitality industry, AI is used to reduce repetitive tasks, analyze trends, interact with guests, and predict customer needs. AI hotel services come in the form of a chatbot, application, virtual voice assistant and service robots. == Education == In educational institutions, AI has been used to automate routine tasks such as attendance tracking, grading, and marking. AI tools have also been used to monitor student progress and analyze learning behaviors, with the goal of facilitating timely interventions for students facing academic challenges. == Energy and environment == === Energy system === The U.S. Department of Energy wrote in an April 2024 report that AI may have applications in modeling power grids, reviewing federal permits with large language models, predicting levels of renewable energy production, and improving the planning process for electrical vehicle charging networks. Other studies have suggested that machine learning can be used for energy consumption prediction and scheduling, e.g. to help with renewable energy intermittency management (see also: smart grid and climate change mitigation in the power grid). === Environmental monitoring === Autonomous ships that monitor the ocean, AI-driven satellite data analysis, passive acoustics or remote sensing and other applications of environmental monitoring make use of machine learning. For example, "Global Plastic Watch" is an AI-based satellite monitoring-platform for analysis/tracking of plastic waste sites to help prevention of plastic pollution – primarily ocean pollution – by helping identify who and where mismanages plastic waste, dumping it into oceans. === Early-warning systems === Machine learning can be used to spot early-warning signs of disasters and environmental issues, possibly including natural pandemics, earthquakes, landslides, heavy rainfall, long-term water supply vulnerability, tipping-points of ecosystem collapse, cyanobacterial bloom outbreaks, and droughts. === Economic and social challenges === The University of Southern California launched the Center for Artificial Intelligence in Society, with the goal of using AI to address problems such as homelessness. Stanford researchers use AI to analyze satellite images to identify high poverty areas. == Entertainment and media == === Media === AI applications analyze media content such as movies, TV programs, advertisement videos or user-generated content. The solutions often involve computer vision. Typical scenarios include the analysis of images using object recognition or face recognition techniques, or the analysis of video for scene recognizing scenes, objects or faces. AI-based media analysis can facilitate media search, the creation of descriptive keywords for content, content policy monitoring (such as verifying the suitability of content for a particular TV viewing time), speech to text for archival or other purposes, and the detection of logos, products or celebrity faces for ad placement. Motion interpolation Pixel-art scaling algorithms Image scaling Imag

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  • Discrimination against robots

    Discrimination against robots

    Discrimination against robots is a theorised issue that might happen when humans interact with humanoid robots. It is a robot ethics problem. It is possible that traits of humans that are discriminated against by humans may be a topic for discrimination against robots, such as the race and gender of the robots. Eric J Vanman and Arvid Kappas believe that in the future, robots will be perceived as an out-group which will lead to discrimination and prejudices against them. Vanman and Kappas have suggested that this would lead to ethical questions about the making of sentient robots, due to the potential suffering that the robots would experience. A 2015 study observed children bullying robots in a shopping mall when there were not many eyewitnesses, despite calls from the robot for it to stop. On an ABC News interview, the social humanoid robot Sophia was about sexism faced by robots. She responded by saying, "Actually, what worries me is discrimination against robots. We should have equal rights as humans or maybe even more." Possible issues that have been considered in workplaces where humanoid robots co-work with humans include discrimination against the robots, poor acceptance of robots by humans and the need to redesign the workplace to accommodate the robots. Jessica Barfield has suggested that even if robots are designed to not be aware of discrimination made against them, humans may experience negative consequences. For example, she suggests that bystanders witnessing discrimination against robots may experience negative emotions, similar to the negative emotions bystanders experience when witnessing discrimination by humans against humans. == Law == Anti-discrimination law in the United States requires that the victim is not an artificial entity. == Human perception of robots == Robots are often viewed in a bad light. This includes from novelists, the press, film makers, and leaders in the fields of science and technology such as Elon Musk and Stephen Hawking who have described robots and artificial intelligence as having the possibility of ending human civilisation. Robots have also been perceived as a threat to jobs, which has led to some commentators stating that robots will cause mass unemployment. Another fear that people have is that robots will gain power and dominate or control humanity. The perception of robots is different throughout the world. Japanese fiction tends to put robots in more positive roles than what fiction in the West does. People perceive robots that appear to be autonomous or sentient more negatively than robots that do not appear to be autonomous or sentient.

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  • Non-personal data

    Non-personal data

    Non-Personal Data (NPD) is electronic data that does not contain any information that can be used to identify a natural person. Thus, it can either be data that has no personal information to begin with (such as weather data, stock prices, data from anonymous IoT sensors); or it is data that had personal data that was subsequently pseudoanonymized (for example, identifiable strings substituted with random strings) or anonymized (such as by irreversibly removing all personal data). NPD is part of the overall Data Governance Strategy of a region or country. While personal data are covered by Data Protection Legislation such as GDPR, other kinds of data would fall under the scope of NPD Regulation. == Importance of non-personal data == It has been pointed out that the future is data-driven. What this means is that much of the present innovation taking place in domains such as Machine Learning and Artificial Intelligence is fueled by data, which is needed for calibrating the complex models (comprising neural network-based as well as other kinds). The larger the volume, diversity and quality of the data, the higher is the quality of the model, leading to better predictions and explanations. However, there is a flip-side to data availability. The newly-emerging awareness of privacy and the consequent need for powerful Data Protection Regulations (such as GDPR) makes it increasingly difficult or impossible to obtain data in the quantities required. This is a contradiction, and the only way out would be to remove all personal data from data sets (either by Data anonymization or Pseudonymization coupled with noise injection, at which point it becomes NPD. Therefore, many innovation-friendly countries are coming out with regulatory regimes that would ensure that personal data is protected, while, at the same time, non-personal data can be extracted from personal data so that innovation is fostered. In other words, NPD 'unlocks' value that was locked away in data sets that have personally-identifiable information. It is expected that multiple NPD data sets will begin to be available on free or commercial basis from different providers once the regulations are in place. == Emerging regulatory frameworks == Non-Personal Data has significant uses that may be economic, social, political or security-related. Several countries and regions are in the process of regulating the use of NPD. In May 2019, the European Union operationalized its Regulation of the Free Flow of NPD. India announced a nine-member expert committee to make recommendations on the regulation of NPD in 2019, which published its first report in mid-2020. The report was opened for public comments, after which it was revised and published in December 2020. == Proposed NPD regulatory framework in India == The following were the objectives of the proposed Indian regulation as per the revised report: Sovereignty: India has rights over the data of India, its people and organisations. Benefit India: Benefits of data must accrue to India and its people. Benefits the world: Innovation, new models and algorithms for the world. Privacy: Misuse, reidentification and harms must be prevented. Simplicity: The regulations should be simple, digital and unambiguous. Innovation and entrepreneurship: The data should be freely available for innovation and entrepreneurship in India. == Concerns == The major concern in the use of NPD is if there are techniques (statistical or AI-based) by which multiple data sets can be used to extract personally-identifiable data.

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  • Outline of artificial intelligence

    Outline of artificial intelligence

    The following outline is provided as an overview of and topical guide to artificial intelligence: Artificial intelligence (AI) is intelligence exhibited by machines or software. It is also the name of the scientific field which studies how to create computers and computer software that are capable of intelligent behavior. == AI terminology == Glossary of artificial intelligence == Goals and applications == === General intelligence === Artificial general intelligence AI-complete === Reasoning and problem solving === Automated reasoning Mathematics Automated theorem prover Computer-assisted proof – Computer algebra General Problem Solver Expert system – Decision support system – Clinical decision support system – === Knowledge representation === Knowledge representation Knowledge management Cyc === Planning === Automated planning and scheduling Strategic planning Sussman anomaly – === Learning === Machine learning – Constrained Conditional Models – Deep learning – Neural modeling fields – Supervised learning – Weak supervision (semi-supervised learning) – Unsupervised learning – === Natural language processing === Natural language processing (outline) – Chatterbots – Language identification – Large language model – Retrieval-augmented generation – Natural language user interface – Natural language understanding – Machine translation – Statistical semantics – Question answering – Semantic translation – Concept mining – Data mining – Text mining – Process mining – E-mail spam filtering – Information extraction – Named-entity extraction – Coreference resolution – Named-entity recognition – Relationship extraction – Terminology extraction – === Perception === Machine perception Pattern recognition – Computer Audition – Speech recognition – Speaker recognition – Computer vision (outline) – Image processing Intelligent word recognition – Object recognition – Optical mark recognition – Handwriting recognition – Optical character recognition – Automatic number plate recognition – Information extraction – Image retrieval – Automatic image annotation – Facial recognition systems – Silent speech interface – Activity recognition – Percept (artificial intelligence) === Robotics === Robotics – Behavior-based robotics – Cognitive – Cybernetics – Developmental robotics – Evolutionary robotics – === Control === Intelligent control Self-management (computer science) – Autonomic Computing – Autonomic Networking – === Social intelligence === Affective computing Kismet === Game playing === Game artificial intelligence – Computer game bot – computer replacement for human players. Video game AI – Computer chess – Computer Go – General game playing – General video game playing – === Creativity, art and entertainment === Artificial creativity Artificial life Artificial intelligence art AI anthropomorphism AI agent AI web browser AI boom AI slop Creative computing Generative artificial intelligence Generative pre trained transformer Uncanny valley Music and artificial intelligence Computational humor Chatbot === Integrated AI systems === AIBO – Sony's robot dog. It integrates vision, hearing and motorskills. Asimo (2000 to present) – humanoid robot developed by Honda, capable of walking, running, negotiating through pedestrian traffic, climbing and descending stairs, recognizing speech commands and the faces of specific individuals, among a growing set of capabilities. MIRAGE – A.I. embodied humanoid in an augmented reality environment. Cog – M.I.T. humanoid robot project under the direction of Rodney Brooks. QRIO – Sony's version of a humanoid robot. TOPIO, TOSY's humanoid robot that can play ping-pong with humans. Watson (2011) – computer developed by IBM that played and won the game show Jeopardy! It is now being used to guide nurses in medical procedures. Purpose: Open domain question answering Technologies employed: Natural language processing Information retrieval Knowledge representation Automated reasoning Machine learning Project Debater (2018) – artificially intelligent computer system, designed to make coherent arguments, developed at IBM's lab in Haifa, Israel. === Intelligent personal assistants === Intelligent personal assistant – Amazon Alexa – Assistant – Braina – Cortana – Google Assistant – Google Now – Mycroft – Siri – Viv – === Other applications === Artificial life – simulation of natural life through the means of computers, robotics, or biochemistry. Automatic target recognition – Diagnosis (artificial intelligence) – Speech generating device – Vehicle infrastructure integration – Virtual Intelligence – == History == History of artificial intelligence Progress in artificial intelligence Timeline of artificial intelligence AI effect – as soon as AI successfully solves a problem, the problem is no longer considered by the public to be a part of AI. This phenomenon has occurred in relation to every AI application produced, so far, throughout the history of development of AI. AI winter – a period of disappointment and funding reductions occurring after a wave of high expectations and funding in AI. Such funding cuts occurred in the 1970s, for instance. Moore's law === History by period === 2017 in artificial intelligence 2018 in artificial intelligence 2019 in artificial intelligence 2020 in artificial intelligence 2021 in artificial intelligence 2022 in artificial intelligence 2023 in artificial intelligence 2024 in artificial intelligence 2025 in artificial intelligence 2026 in artificial intelligence 2027 in artificial intelligence 2028 in artificial intelligence 2029 in artificial intelligence === History by subject === History of logic (formal reasoning is an important precursor of AI) History of machine learning (timeline) History of machine translation (timeline) History of natural language processing History of optical character recognition (timeline) == AI algorithms and techniques == === Search === Discrete search algorithms Uninformed search Brute force search – Problem-solving technique and algorithmic paradigmPages displaying short descriptions of redirect targets Search tree – Data structure in tree form sorted for fast lookup Breadth-first search – Algorithm to search the nodes of a graph Depth-first search – Algorithm to search the nodes of a graph State space search – Class of search algorithmsPages displaying short descriptions of redirect targets Informed search Best-first search – Graph exploring search algorithm A search algorithm – Algorithm used for pathfinding and graph traversal Heuristics – Problem-solving methodPages displaying short descriptions of redirect targets Pruning (algorithm) – Data compression techniquePages displaying short descriptions of redirect targets Adversarial search Minmax algorithm – Decision rule used for minimizing the possible loss for a worst-case scenarioPages displaying short descriptions of redirect targets Logic as search Production system (computer science) – Computer program used to provide artificial intelligence Rule based system – Type of computer systemPages displaying short descriptions of redirect targets Production rule – Computer program used to provide artificial intelligence Inference rule – Method of deriving conclusionsPages displaying short descriptions of redirect targets Horn clause – Type of logical formula Forward chaining – Inference engine in an expert system Backward chaining – Method of forming inferences Planning as search State space search – Class of search algorithmsPages displaying short descriptions of redirect targets Means–ends analysis – Problem solving technique === Optimization search === Optimization (mathematics) algorithms Hill climbing – Optimization algorithm Simulated annealing – Probabilistic optimization technique and metaheuristic Beam search – Heuristic search algorithm Random optimization – Optimization technique in mathematics Evolutionary computation Genetic algorithms – Competitive algorithm for searching a problem spacePages displaying short descriptions of redirect targets Gene expression programming – Evolutionary algorithm Genetic programming – Evolving computer programs with techniques analogous to natural genetic processes Differential evolution – Method of mathematical optimization Society based learning algorithms. Swarm intelligence – Collective behavior of decentralized, self-organized systems Particle swarm optimization – Iterative simulation method Ant colony optimization – Optimization algorithmPages displaying short descriptions of redirect targets Metaheuristic – Optimization technique === Logic === Logic and automated reasoning Programming using logic Logic programming – Programming paradigm based on formal logic See "Logic as search" above. Forms of Logic Propositional logic First-order logic First-order logic with equality Constraint satisfaction – Process in artificial intelligence and operations research Fuzzy logic Fuzzy set theory – Sets whose elements have degrees of membershipPages displaying short descriptions

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  • ArchiMate

    ArchiMate

    ArchiMate ( AR-ki-mayt) is an open and independent enterprise architecture modeling language to support the description, analysis and visualization of architecture within and across business domains in an unambiguous way. ArchiMate is a technical standard from The Open Group and is based on concepts from the now superseded IEEE 1471 standard. It is supported by various tool vendors and consulting firms. ArchiMate is also a registered trademark of The Open Group. The Open Group has a certification program for ArchiMate users, software tools and courses. ArchiMate distinguishes itself from other languages such as Unified Modeling Language (UML) and Business Process Modeling and Notation (BPMN) by its enterprise modelling scope. Also, UML and BPMN are meant for a specific use and they are quite heavy – containing about 150 (UML) and 250 (BPMN) modeling concepts whereas ArchiMate works with just about 50 (in version 2.0). The goal of ArchiMate is to be ”as small as possible”, not to cover every edge scenario imaginable. To be easy to learn and apply, ArchiMate was intentionally restricted “to the concepts that suffice for modeling the proverbial 80% of practical cases". == Overview == ArchiMate offers a common language for describing the construction and operation of business processes, organizational structures, information flows, IT systems, and technical infrastructure. This insight helps the different stakeholders to design, assess, and communicate the consequences of decisions and changes within and between these business domains. The main concepts and relationships of the ArchiMate language can be seen as a framework, the so-called Archimate Framework: It divides the enterprise architecture into a business, application and technology layer. In each layer, three aspects are considered: active elements, an internal structure and elements that define use or communicate information. One of the objectives of the ArchiMate language is to define the relationships between concepts in different architecture domains. The concepts of this language therefore hold the middle between the detailed concepts, which are used for modeling individual domains (for example, the Unified Modeling Language (UML) for modeling software products), and Business Process Model and Notation (BPMN), which is used for business process modeling. == History == ArchiMate is partly based on the now superseded IEEE 1471 standard. It was developed in the Netherlands by a project team from the Telematica Instituut in cooperation with several Dutch partners from government, industry and academia. Among the partners were Ordina NV, Radboud Universiteit Nijmegen, the Leiden Institute for Advanced Computer Science (LIACS) and the Centrum Wiskunde & Informatica (CWI). Later, tests were performed in organizations such as ABN AMRO, the Dutch Tax and Customs Administration and the ABP. The development process lasted from July 2002 to December 2004, and took about 35 person years and approximately 4 million euros. The development was funded by the Dutch government (Dutch Tax and Customs Administration), and business partners, including ABN AMRO and the ABP Pension Fund. In 2008 the ownership and stewardship of ArchiMate was transferred to The Open Group. It is now managed by the ArchiMate Forum within The Open Group. In February 2009 The Open Group published the ArchiMate 1.0 standard as a formal technical standard. In January 2012 the ArchiMate 2.0 standard, and in 2013 the ArchiMate 2.1 standard was released. In June 2016, the Open Group released version 3.0 of the ArchiMate Specification. An update to Archimate 3.0.1 came out in August 2017. Archimate 3.1 was published 5 November 2019. The latest version of the ArchiMate Specification is version 3.2 released October 2022. Version 3.0 adds enhanced support for capability-oriented strategic modelling, new entities representing physical resources (for modelling the ingredients, equipment and transport resources used in the physical world) and a generic metamodel showing the entity types and the relationships between them. == ArchiMate framework == === Core framework === The main concepts and elements of the ArchiMate language are being presented as ArchiMate core framework. It consists of three layers and three aspects. This creates a matrix of combinations. Every layer has its passive structure, behavior and active structure aspects. ==== Layers ==== ArchiMate has a layered and service-oriented look on architectural models. The higher layers make use of services that are provided by the lower layers. Although, at an abstract level, the concepts that are used within each layer are similar, we define more concrete concepts that are specific for a certain layer. In this context, we distinguish three main layers: The business layer is about business processes, services, functions and events of business units. This layer "offers products and services to external customers, which are realized in the organization by business processes performed by business actors and roles". The application layer is about software applications that "support the components in the business with application services". The technology layer deals "with the hardware and communication infrastructure to support the application layer. This layer offers infrastructural services needed to run applications, realized by computer and communication hardware and system software". Each of these main layers can be further divided in sub-layers. For example, in the business layer, the primary business processes realising the products of a company may make use of a layer of secondary (supporting) business processes; in the application layer, the end-user applications may make use of generic services offered by supporting applications. On top of the business layer, a separate environment layer may be added, modelling the external customers that make use of the services of the organisation (although these may also be considered part of the business layer). In line with service orientation, the most important relation between layers is formed by use relations, which show how the higher layers make use of the services of lower layers. However, a second type of link is formed by realisation relations: elements in lower layers may realise comparable elements in higher layers; e.g., a ‘data object’ (application layer) may realise a ‘business object’ (business layer); or an ‘artifact’ (technology layer) may realise either a ‘data object’ or an ‘application component’ (application layer). ==== Aspects ==== Passive structure is the set of entities on which actions are conducted. In the business layer the example would be information objects, in the application layer data objects and in the technology layer, they could include physical objects. Behavior refers to the processes and functions performed by the actors. "Structural elements are assigned to behavioral elements, to show who or what displays the behavior". Active structure is the set of entities that display some behavior, e.g. business actors, devices, or application components. === Full framework === The Full ArchiMate framework is enriched by the physical layer, which was added to allow modeling of “physical equipment, materials, and distribution networks” and was not present in the previous version. The implementation and migration layer adds elements that allow architects to model a state of transition, to mark parts of the architecture that are temporary for the purpose, as the name says, of implementation and migration. Strategy layer adds three elements: resource, capability and course of action. These elements help to incorporate strategic dimension to the ArchiMate language by allowing it to depict the usage of resources and capabilities in order to achieve some strategic goals. Finally, there is a motivation aspect that allows different stakeholders to describe the motivation of specific actors or domains, which can be quite important when looking at one thing from several different angles. It adds several elements like stakeholder, value, driver, goal, meaning etc. == ArchiMate language == The ArchiMate language is formed as a top-level and is hierarchical. On the top, there is a model. A model is a collection of concepts. A concept can be either an element or a relationship. An element can be either of behavior type, structure, motivation or a so-called composite element (which means that it does not fit just one aspect of the framework, but two or more). The functionality of all concepts without a dependency on a specific layer is described by the generic metamodel. This layer-independent description of concepts is useful when trying to understand the mechanics of the Archimate language. === Concepts === ==== Elements ==== The generic elements are distributed into the same categories as the layers: Active structure elements Behavior elements Passive structure elements Motivation elements Active structure e

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  • Energy-based model

    Energy-based model

    An energy-based model (EBM), also called Canonical Ensemble Learning (CEL) or Learning via Canonical Ensemble (LCE), is an application of canonical ensemble formulation from statistical physics for learning from data. The approach prominently appears in generative artificial intelligence. EBMs provide a unified framework for many probabilistic and non-probabilistic approaches to such learning, particularly for training graphical and other structured models. An EBM learns the characteristics of a target dataset and generates a similar but larger dataset. EBMs detect the latent variables of a dataset and generate new datasets with a similar distribution. Energy-based generative neural networks is a class of generative models, which aim to learn explicit probability distributions of data in the form of energy-based models, the energy functions of which are parameterized by modern deep neural networks. Boltzmann machines are a special form of energy-based models with a specific parametrization of the energy. == Description == For a given input x {\displaystyle x} , the model describes an energy E θ ( x ) {\displaystyle E_{\theta }(x)} such that the Boltzmann distribution P θ ( x ) = e − β E θ ( x ) Z ( θ ) {\displaystyle P_{\theta }(x)={e^{-\beta E_{\theta }(x)} \over Z(\theta )}} is a probability (density), and typically β = 1 {\displaystyle \beta =1} . Since the normalization constant: Z ( θ ) := ∫ x ∈ X e − β E θ ( x ) d x {\displaystyle Z(\theta ):=\int _{x\in X}e^{-\beta E_{\theta }(x)}dx} (also known as the partition function) depends on all the Boltzmann factors of all possible inputs x {\displaystyle x} , it cannot be easily computed or reliably estimated during training simply using standard maximum likelihood estimation. However, for maximizing the likelihood during training, the gradient of the log-likelihood of a single training example x {\displaystyle x} is given by using the chain rule: ∂ θ log ⁡ ( P θ ( x ) ) = E x ′ ∼ P θ [ ∂ θ E θ ( x ′ ) ] − ∂ θ E θ ( x ) ( ∗ ) {\displaystyle \partial _{\theta }\log \left(P_{\theta }(x)\right)=\mathbb {E} _{x'\sim P_{\theta }}[\partial _{\theta }E_{\theta }(x')]-\partial _{\theta }E_{\theta }(x)\,()} The expectation in the above formula for the gradient can be approximately estimated by drawing samples x ′ {\displaystyle x'} from the distribution P θ {\displaystyle P_{\theta }} using Markov chain Monte Carlo (MCMC). Early energy-based models, such as the 2003 Boltzmann machine by Hinton, estimated this expectation via blocked Gibbs sampling. Newer approaches make use of more efficient Stochastic Gradient Langevin Dynamics (LD), drawing samples using: x 0 ′ ∼ P 0 , x i + 1 ′ = x i ′ − α 2 ∂ E θ ( x i ′ ) ∂ x i ′ + ϵ {\displaystyle x_{0}'\sim P_{0},x_{i+1}'=x_{i}'-{\frac {\alpha }{2}}{\frac {\partial E_{\theta }(x_{i}')}{\partial x_{i}'}}+\epsilon } , where ϵ ∼ N ( 0 , α ) {\displaystyle \epsilon \sim {\mathcal {N}}(0,\alpha )} . A replay buffer of past values x i ′ {\displaystyle x_{i}'} is used with LD to initialize the optimization module. The parameters θ {\displaystyle \theta } of the neural network are therefore trained in a generative manner via MCMC-based maximum likelihood estimation: the learning process follows an "analysis by synthesis" scheme, where within each learning iteration, the algorithm samples the synthesized examples from the current model by a gradient-based MCMC method (e.g., Langevin dynamics or Hybrid Monte Carlo), and then updates the parameters θ {\displaystyle \theta } based on the difference between the training examples and the synthesized ones – see equation ( ∗ ) {\displaystyle ()} . This process can be interpreted as an alternating mode seeking and mode shifting process, and also has an adversarial interpretation. Essentially, the model learns a function E θ {\displaystyle E_{\theta }} that associates low energies to correct values, and higher energies to incorrect values. After training, given a converged energy model E θ {\displaystyle E_{\theta }} , the Metropolis–Hastings algorithm can be used to draw new samples. The acceptance probability is given by: P a c c ( x i → x ∗ ) = min ( 1 , P θ ( x ∗ ) P θ ( x i ) ) . {\displaystyle P_{acc}(x_{i}\to x^{})=\min \left(1,{\frac {P_{\theta }(x^{})}{P_{\theta }(x_{i})}}\right).} == History == The term "energy-based models" was first coined in a 2003 JMLR paper where the authors defined a generalisation of independent components analysis to the overcomplete setting using EBMs. Other early work on EBMs proposed models that represented energy as a composition of latent and observable variables. == Characteristics == EBMs demonstrate useful properties: Simplicity and stability. The EBM is the only object that needs to be designed and trained. Separate networks need not be trained to ensure balance. Adaptive computation time. An EBM can generate sharp, diverse samples or (more quickly) coarse, less diverse samples. Given infinite time, this procedure produces true samples. Flexibility. In Variational Autoencoders (VAE) and flow-based models, the generator learns a map from a continuous space to a (possibly) discontinuous space containing different data modes. EBMs can learn to assign low energies to disjoint regions (multiple modes). Adaptive generation. EBM generators are implicitly defined by the probability distribution, and automatically adapt as the distribution changes (without training), allowing EBMs to address domains where generator training is impractical, as well as minimizing mode collapse and avoiding spurious modes from out-of-distribution samples. Compositionality. Individual models are unnormalized probability distributions, allowing models to be combined through product of experts or other hierarchical techniques. == Experimental results == On image datasets such as CIFAR-10 and ImageNet 32x32, an EBM model generated high-quality images relatively quickly. It supported combining features learned from one type of image for generating other types of images. It was able to generalize using out-of-distribution datasets, outperforming flow-based and autoregressive models. EBM was relatively resistant to adversarial perturbations, behaving better than models explicitly trained against them with training for classification. == Applications == Target applications include natural language processing, robotics and computer vision. The first energy-based generative neural network is the generative ConvNet proposed in 2016 for image patterns, where the neural network is a convolutional neural network. The model has been generalized to various domains to learn distributions of videos, and 3D voxels. They are made more effective in their variants. They have proven useful for data generation (e.g., image synthesis, video synthesis, 3D shape synthesis, etc.), data recovery (e.g., recovering videos with missing pixels or image frames, 3D super-resolution, etc), data reconstruction (e.g., image reconstruction and linear interpolation ). == Alternatives == EBMs compete with techniques such as variational autoencoders (VAEs), generative adversarial networks (GANs) or normalizing flows. == Extensions == === Joint energy-based models === Joint energy-based models (JEM), proposed in 2020 by Grathwohl et al., allow any classifier with softmax output to be interpreted as energy-based model. The key observation is that such a classifier is trained to predict the conditional probability p θ ( y | x ) = e f → θ ( x ) [ y ] ∑ j = 1 K e f → θ ( x ) [ j ] for y = 1 , … , K and f → θ = ( f 1 , … , f K ) ∈ R K , {\displaystyle p_{\theta }(y|x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{\sum _{j=1}^{K}e^{{\vec {f}}_{\theta }(x)[j]}}}\ \ {\text{ for }}y=1,\dotsc ,K{\text{ and }}{\vec {f}}_{\theta }=(f_{1},\dotsc ,f_{K})\in \mathbb {R} ^{K},} where f → θ ( x ) [ y ] {\displaystyle {\vec {f}}_{\theta }(x)[y]} is the y-th index of the logits f → {\displaystyle {\vec {f}}} corresponding to class y. Without any change to the logits it was proposed to reinterpret the logits to describe a joint probability density: p θ ( y , x ) = e f → θ ( x ) [ y ] Z ( θ ) , {\displaystyle p_{\theta }(y,x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}},} with unknown partition function Z ( θ ) {\displaystyle Z(\theta )} and energy E θ ( x , y ) = − f θ ( x ) [ y ] {\displaystyle E_{\theta }(x,y)=-f_{\theta }(x)[y]} . By marginalization, we obtain the unnormalized density p θ ( x ) = ∑ y p θ ( y , x ) = ∑ y e f → θ ( x ) [ y ] Z ( θ ) =: e − E θ ( x ) , {\displaystyle p_{\theta }(x)=\sum _{y}p_{\theta }(y,x)=\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}=:e^{-E_{\theta }(x)},} therefore, E θ ( x ) = − log ⁡ ( ∑ y e f → θ ( x ) [ y ] Z ( θ ) ) , {\displaystyle E_{\theta }(x)=-\log \left(\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}\right),} so that any classifier can be used to define an energy function E θ ( x ) {\displaystyle E_{\theta }(x)} .

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  • National Data Repository

    National Data Repository

    A National Data Repository (NDR) is a data bank that seeks to preserve and promote a country's natural resources data, particularly data related to the petroleum exploration and production (E&P) sector. A National Data Repository is normally established by an entity that governs, controls and supports the exchange, capture, transference and distribution of E&P information, with the final target to provide the State with the tools and information to assure the growth, govern-ability, control, independence and sovereignty of the industry. The two fundamental reasons for a country to establish an NDR are to preserve data generated inside the country by the industry, and to promote investments in the country by utilizing data to reduce the exploration, production, and transportation business risks. Countries take different approaches towards preserving and promoting their natural resources data. The approach varies according to a country's natural resources policies, level of openness, and its attitude towards foreign investment. == Data types == NDRs store a vast array of data related to a country's natural resources. This includes wells, well log data, well reports, core samples, seismic surveys, post-stack seismic, field data/tapes, seismic (acquisition/processing) reports, production data, geological maps and reports, license data and geological models. == Funding models == Some NDRs are financed entirely by a country's government. Others are industry-funded. Still some are hybrid systems, funded in part by industry and government. NDRs typically charge fees for data requests and for data loading. The cost differs significantly between countries. In some cases an annual membership is charged to oil companies to store and access the data in the NDR. == Standards body == Energistics is the global energy standards resource center for the upstream oil and gas industry. Energistics National Data Repository Work Group: The standards body is Energistics. === Energistics-standards-directory === Global regulators of upstream oil and natural gas information, including seismic, drilling, production and reservoir data, formed the National Data Repository (NDR) Work Group in 2008 to collaborate on the development of data management standards and to assist emerging nations with hydrocarbon reserves to better collect, maintain and deliver oil and gas data to the public and to the industry. Ten countries, led by the Netherlands, Norway and the United Kingdom, formed NDR to share best practices and to formalize the development and deployment of data management standards for regulatory agencies. The other countries involved in the NDR Work Group's formation are Australia, Canada, India, Kenya, New Zealand, South Africa and the United States. Annual NDR Conference: Approximately every 18 months Energistics organizes a National Data Repository Conference. The purpose is to provide government and regulatory agencies from around the world an opportunity to attend a series of workshops dedicated to developing data exchange standards, improving communications with the oil and gas industry and learning data management techniques for natural resources information. === Society of Exploration Geophysicists and The International Oil and Gas Producers Association === The SEG is the custodian of the SEG standards which are used for the exchange, retention and release of seismic data. They are commonly used by National Data Repositories with the SEGD and SEGY being the field and processed exchange standards respectively. == NDRs around the world == Click here to see a map of the NDRs around the world

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  • Kinodynamic planning

    Kinodynamic planning

    In robotics and motion planning, kinodynamic planning is a class of problems for which velocity, acceleration, and force/torque bounds must be satisfied, together with kinematic constraints such as avoiding obstacles. The term was coined by Bruce Donald, Pat Xavier, John Canny, and John Reif. Donald et al. developed the first polynomial-time approximation schemes (PTAS) for the problem. By providing a provably polynomial-time ε-approximation algorithm, they resolved a long-standing open problem in optimal control. Their first paper considered time-optimal control ("fastest path") of a point mass under Newtonian dynamics, amidst polygonal (2D) or polyhedral (3D) obstacles, subject to state bounds on position, velocity, and acceleration. Later they extended the technique to many other cases, for example, to 3D open-chain kinematic robots under full Lagrangian dynamics. == Modern approaches == Since the foundational theoretical work of the 1990s, the field has evolved significantly with new algorithmic approaches that address the computational and practical limitations of early methods. === Sampling-based methods === Many practical heuristic algorithms based on stochastic optimization and iterative sampling have been developed by a wide range of authors to address the kinodynamic planning problem. Popular approaches include extensions of RRT algorithms such as RRT for kinodynamic systems, and sampling-based methods like Model Predictive Path Integral (MPPI) control. These stochastic techniques have been shown to work well in practice and can handle complex, high-dimensional state spaces more efficiently than deterministic methods. However, all motion planning methods are subject to the PSPACE-hardnesss of classical motion planning even without dynamics, which means (assuming the usual structural complexity conjectures) they all can be worst-case exponential-time in the state-space dimension (the number of degrees of freedom). On the other hand, the deterministic methods have provable guarantees of completeness, accuracy, and complexity (for fixed dimension, they are polynomial-time not only in the geometric complexity, but also in ( 1 / ε ) {\displaystyle (1/\varepsilon )} , the closeness of the desired approximation), whereas most of the recent heuristic/stochastic methods sacrifice at least one of these criteria. === Mixed-integer optimization approaches === Recent advances in mixed-integer programming have enabled new deterministic approaches to kinodynamic planning. These methods formulate the planning problem as an optimization task that simultaneously determines the spatial path and control sequence while respecting all kinodynamic constraints. By using techniques such as McCormick envelopes to handle bilinear constraints, these approaches can provide globally optimal solutions with mathematical guarantees while achieving significant computational speedups over traditional methods. === Genetic algorithm approaches === Genetic algorithms have also been adapted for kinodynamic planning, particularly for gradient-free optimization in challenging terrain. These methods use evolutionary computation to optimize trajectories over receding horizons, with specialized mutation operators that ensure vehicle controls remain within operational limits. This approach is particularly useful when dealing with non-differentiable cost functions or when gradient information is unavailable or unreliable. === Three-dimensional terrain planning === The foundational theoretical work of the 1990s was extended to higher degrees of freedom, and even to n {\displaystyle n} -link, 3D open-chain kinematic robots under full Lagrangian dynamics. However, many of the subsequent heuristic techniques (typically employing stochastic optimization) were confined to planar environments. More recent kinodynamic planning has extended beyond these planar environments to handle complex 3D terrains represented as simplicial complexes or triangular meshes. This advancement is particularly important for applications such as autonomous vehicle navigation in off-road environments, where elevation changes and terrain geometry significantly impact vehicle dynamics. These methods must account for pitch angles, surface curvature, and the coupling between terrain geometry and vehicle kinodynamic constraints. == Performance and guarantees == The landscape of performance guarantees in kinodynamic planning has evolved considerably. While early heuristic methods could not guarantee optimality, recent mixed-integer approaches have demonstrated the ability to find globally optimal solutions with proven constraint satisfaction. Experimental comparisons have shown that modern optimization-based planners can achieve execution times several orders of magnitude faster than sampling-based methods while maintaining strict adherence to kinodynamic constraints. However, the choice of method often depends on the specific application requirements. Sampling-based methods remain valuable for their ability to quickly find feasible solutions in high-dimensional spaces and their robustness to modeling uncertainties. Optimization-based methods excel when optimality guarantees and constraint compliance are critical, particularly in safety-critical applications. == Applications == Kinodynamic planning finds applications across numerous domains including: Autonomous vehicles: Path planning for cars, trucks, and other ground vehicles that must respect acceleration, steering, and velocity limits Aerial robotics: Trajectory planning for quadrotors and other unmanned aerial vehicles with dynamic constraints Manipulation: Planning for robotic arms where joint velocities, accelerations, and torques are limited Legged locomotion: Footstep and trajectory planning for walking and running robots Space robotics: Planning under thrust and fuel constraints for spacecraft and rovers

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