AI Art Los Angeles

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

  • Quantum machine learning

    Quantum machine learning

    Quantum machine learning (QML) is the study of quantum algorithms for machine learning. It often refers to quantum algorithms for machine learning tasks which analyze classical data, sometimes called quantum-enhanced machine learning. QML algorithms use qubits and quantum operations to try to improve the space and time complexity of classical machine learning algorithms. Hybrid QML methods involve both classical and quantum processing, where computationally difficult subroutines are outsourced to a quantum device. These routines can be more complex in nature and executed faster on a quantum computer. Furthermore, quantum algorithms can be used to analyze quantum states instead of classical data. The term "quantum machine learning" is sometimes used to refer classical machine learning methods applied to data generated from quantum experiments (i.e. machine learning of quantum systems), such as learning the phase transitions of a quantum system or creating new quantum experiments. QML also extends to a branch of research that explores methodological and structural similarities between certain physical systems and learning systems, in particular neural networks. For example, some mathematical and numerical techniques from quantum physics are applicable to classical deep learning and vice versa. Furthermore, researchers investigate more abstract notions of learning theory with respect to quantum information, sometimes referred to as "quantum learning theory". == Machine learning with quantum computers == Quantum-enhanced machine learning refers to quantum algorithms that solve tasks in machine learning, thereby improving and often expediting classical machine learning techniques. Such algorithms typically require one to encode the given classical data set into a quantum computer to make it accessible for quantum information processing. Subsequently, quantum information processing routines are applied and the result of the quantum computation is read out by measuring the quantum system. For example, the outcome of the measurement of a qubit reveals the result of a binary classification task. While many proposals of QML algorithms are still purely theoretical and require a full-scale universal quantum computer to be tested, others have been implemented on small-scale or special purpose quantum devices. === Quantum associative memories and quantum pattern recognition === Early work on quantum associative memories has been done by Dan Ventura and Tony Martinez and by Carlo A. Trugenberger in the late 1990s and early 2000s. Associative (or content-addressable) memories are able to recognize stored content on the basis of a similarity measure, while random access memories are accessed by the address of stored information and not its content. As such they must be able to retrieve both incomplete and corrupted patterns, the essential machine learning task of pattern recognition. Typical classical associative memories store p patterns in the O ( n 2 ) {\displaystyle O(n^{2})} interactions (synapses) of a real, symmetric energy matrix over a network of n artificial neurons. The encoding is such that the desired patterns are local minima of the energy functional and retrieval is done by minimizing the total energy, starting from an initial configuration. Unfortunately, classical associative memories are severely limited by the phenomenon of cross-talk. When too many patterns are stored, spurious memories appear which quickly proliferate, so that the energy landscape becomes disordered and no retrieval is anymore possible. The number of storable patterns is typically limited by a linear function of the number of neurons, p ≤ O ( n ) {\displaystyle p\leq O(n)} . Quantum associative memories (in their simplest realization) store patterns in a unitary matrix U acting on the Hilbert space of n qubits. Retrieval is realized by the unitary evolution of a fixed initial state to a quantum superposition of the desired patterns with probability distribution peaked on the most similar pattern to an input. By its very quantum nature, the retrieval process is thus probabilistic. Because quantum associative memories are free from cross-talk, however, spurious memories are never generated. Correspondingly, they have a superior capacity than classical ones. The number of parameters in the unitary matrix U is O ( p n ) {\displaystyle O(pn)} . One can thus have efficient, spurious-memory-free quantum associative memories for any polynomial number of patterns. If the matrix U is encoded as a unique operator (as opposed as to a sequence of gates as in the circuit model), e.g. by an optical interferometer, the retrieval becomes efficient even for an exponential number of patterns. === Linear algebra simulation with quantum amplitudes === A number of quantum algorithms for machine learning are based on the idea of amplitude encoding, that is, to associate the amplitudes of a quantum state with the inputs and outputs of computations. Since a state of n {\displaystyle n} qubits is described by 2 n {\displaystyle 2^{n}} complex amplitudes, this information encoding can allow for an exponentially compact representation. Intuitively, this corresponds to associating a discrete probability distribution over binary random variables with a classical vector. The goal of algorithms based on amplitude encoding is to formulate quantum algorithms whose resources grow polynomially in the number of qubits n {\displaystyle n} , which amounts to a logarithmic time complexity in the number of amplitudes and thereby the dimension of the input. Many QML algorithms in this category are based on variations of the quantum algorithm for linear systems of equations (colloquially called HHL, after the paper's authors) which, under specific conditions, performs a matrix inversion using an amount of physical resources growing only logarithmically in the dimensions of the matrix. One of these conditions is that a Hamiltonian which entry-wise corresponds to the matrix can be simulated efficiently, which is known to be possible if the matrix is sparse or low rank. For reference, any known classical algorithm for matrix inversion requires a number of operations that grows more than quadratically in the dimension of the matrix (e.g. O ( n 2.373 ) {\displaystyle O{\mathord {\left(n^{2.373}\right)}}} ), but they are not restricted to sparse matrices. Quantum matrix inversion can be applied to machine learning methods in which the training reduces to solving a linear system of equations, for example in least-squares linear regression, the least-squares version of support vector machines, and Gaussian processes. A crucial bottleneck of methods that simulate linear algebra computations with the amplitudes of quantum states is state preparation, which often requires one to initialise a quantum system in a state whose amplitudes reflect the features of the entire dataset. Although efficient methods for state preparation are known for specific cases, this step easily hides the complexity of the task. === Variational quantum algorithms (VQAs) === In a variational quantum algorithm, a classical computer optimizes the parameters used to prepare a quantum state, while a quantum computer is used to do the actual state preparation and measurement. VQAs are considered promising candidates for noisy intermediate-scale quantum computers. Variational quantum circuits (or parameterized quantum circuits) are a popular class of VQAs where the parameters are those used in a fixed quantum circuit. Researchers have studied VQCs to solve optimization problems and find the ground state energy of complex quantum systems, which were difficult to solve using a classical computer. === Quantum binary classifier === Pattern reorganization is one of the important tasks of machine learning, binary classification is one of the tools or algorithms to find patterns. Binary classification is used in supervised learning and in unsupervised learning. In QML, classical bits are converted to qubits and they are mapped to Hilbert space; complex value data are used in a quantum binary classifier to use the advantage of Hilbert space. By exploiting the quantum mechanic properties such as superposition, entanglement, interference the quantum binary classifier produces the accurate result in short period of time. === Quantum machine learning algorithms based on Grover search === Another approach to improving classical machine learning with quantum information processing uses amplitude amplification methods based on Grover's search algorithm, which has been shown to solve unstructured search problems with a quadratic speedup compared to classical algorithms. These quantum routines can be employed for learning algorithms that translate into an unstructured search task, as can be done, for instance, in the case of the k-medians and the k-nearest neighbors algorithms. Other applications include quadratic speedups in the training of perceptrons. An e

    Read more →
  • Use of artificial intelligence by the United States Department of Defense

    Use of artificial intelligence by the United States Department of Defense

    The United States Department of Defense has been analyzing and employing military applications of artificial intelligence since at least 2014. The program initially focused on drones and other robots, but has also been using large language models for military research and analysis. The current US policy on lethal autonomous weapons is Department of Defense Directive 3000.09, updated in January 2023. == Background == The United States Department of Defense began developing lethal autonomous weapons as early as the Reagan administration. An early version of the Tomahawk missile could have been used to destroy Soviet ships without direct human control; the initiative was abandoned after the United States and the Soviet Union signed START I. By 2014, the United Kingdom, Israel, and Norway had already begun using missiles equipped with artificial intelligence systems. The Department of Defense established a policy on the use of artificial intelligence in 2012. == History == === 2016–2017: Carter secretaryship === In May 2016, secretary of defense Ash Carter stated that his Third Offset strategy would include utilizing artificial intelligence as a military advantage. The New York Times reported that year that the Department of Defense had tested an autonomous drone at an approximation of a Middle Eastern village at Camp Edwards. Deputy secretary of defense Robert O. Work, who advocated for developing artificial intelligence, told the Times that the United States needed to compete with China and Russia by having a tactical advantage they could not easily replicate. The initiative was developed by DARPA beginning in 2015. The use of artificial intelligence in the U.S. military was controversial within the department; in February, Paul Scharre, who worked for the Office of the Secretary of Defense in the secretaryships of Robert Gates and Leon Panetta, published a report about the risks of artificial intelligence for broad military applications. === 2017–2019: Mattis secretaryship === By 2017, the United States Air Force had already begun using artificial intelligence in military robots. The Air Force's use of Neurala, an artificial intelligence company, concerned officials in the Department of Defense after an investigation found that Neurala had accepted money from an investment firm with funding from a state-run Chinese company. The Department of Defense began heavily investing in artificial intelligence after Work established Project Maven, an initiative to encourage the development and integration of artificial intelligence in the military, in April 2017. In May 2018, secretary of defense Jim Mattis privately expressed to president Donald Trump that he needed to establish a national strategy on artificial intelligence, quoting an article from former secretary of state Henry Kissinger that called for a presidential commission on the technology. The Department of Defense established the Joint Artificial Intelligence Center the following month. Google began working with the Department of Defense on analyzing drone footage as early as March. Google's involvement in the initiative led to protests from employees and mass resignations. Seeking to quell internal unrest, Google stated it would not renew its contract with the Department of Defense in June. The Department of Defense announced an artificial intelligence contract with Microsoft in October. === 2025–present: Hegseth secretaryship === In December 2025, secretary of defense Pete Hegseth announced GenAI.mil, an artificial intelligence platform for the Department of Defense. In a video announcing the platform, Hegseth stated that Department of Defense workers would be able to "conduct deep research, format documents and even analyze video or imagery." The Department of Defense contracted first Gemini by Google, then ChatGPT by OpenAI, and finally Grok by xAI for the platform. Claude by Anthropic was also contracted by the Department of Defense and was in use on secure servers until it was revealed that Claude had been used in the 2026 operation to capture Nicolás Maduro, who was at the time the leader of Venezuela. This revelation sparked a high-profile dispute over Anthropic's ability to constrain Claude's useage, resulting in the termination of Anthropic's $200 million defense contract. The Department of Defense also moved to label Anthropic a supply chain risk, which was later blocked by a federal judge.

    Read more →
  • T-norm

    T-norm

    In mathematics, a t-norm (also T-norm or, unabbreviated, triangular norm) is a kind of binary operation used in the framework of probabilistic metric spaces and in multi-valued logic, specifically in fuzzy logic. A t-norm generalizes intersection in a lattice and conjunction in logic. The name triangular norm refers to the fact that in the framework of probabilistic metric spaces t-norms are used to generalize the triangle inequality of ordinary metric spaces. == Definition == A t-norm is a function T: [0, 1] × [0, 1] → [0, 1] that satisfies the following properties: Commutativity: T(a, b) = T(b, a) Monotonicity: T(a, b) ≤ T(c, d) if a ≤ c and b ≤ d Associativity: T(a, T(b, c)) = T(T(a, b), c) The number 1 acts as identity element: T(a, 1) = a Since a t-norm is a binary algebraic operation on the interval [0, 1], infix algebraic notation is also common, with the t-norm usually denoted by ∗ {\displaystyle } . The defining conditions of the t-norm are exactly those of a partially ordered abelian monoid on the real unit interval [0, 1]. (Cf. ordered group.) The monoidal operation of any partially ordered abelian monoid L is therefore by some authors called a triangular norm on L. === Classification of t-norms === A t-norm is called continuous if it is continuous as a function, in the usual interval topology on [0, 1]2. (Similarly for left- and right-continuity.) A t-norm is called strict if it is continuous and strictly monotone. A t-norm is called nilpotent if it is continuous and each x in the open interval (0, 1) is nilpotent, that is, there is a natural number n such that x ∗ {\displaystyle } ... ∗ {\displaystyle } x (n times) equals 0. A t-norm ∗ {\displaystyle } is called Archimedean if it has the Archimedean property, that is, if for each x, y in the open interval (0, 1) there is a natural number n such that x ∗ {\displaystyle } ... ∗ {\displaystyle } x (n times) is less than or equal to y. The usual partial ordering of t-norms is pointwise, that is, T1 ≤ T2 if T1(a, b) ≤ T2(a, b) for all a, b in [0, 1]. As functions, pointwise larger t-norms are sometimes called stronger than those pointwise smaller. In the semantics of t-norm fuzzy logics, however, the larger a t-norm, the weaker (in terms of logical strength) conjunction it represents. == Prominent examples == Minimum t-norm ⊤ m i n ( a , b ) = min { a , b } , {\displaystyle \top _{\mathrm {min} }(a,b)=\min\{a,b\},} also called the Gödel t-norm, as it is the standard semantics for conjunction in Gödel fuzzy logic. Besides that, it occurs in most t-norm based fuzzy logics as the standard semantics for weak conjunction. It is the pointwise largest t-norm (see the properties of t-norms below). Product t-norm ⊤ p r o d ( a , b ) = a ⋅ b {\displaystyle \top _{\mathrm {prod} }(a,b)=a\cdot b} (the ordinary product of real numbers). Besides other uses, the product t-norm is the standard semantics for strong conjunction in product fuzzy logic. It is a strict Archimedean t-norm. Łukasiewicz t-norm ⊤ L u k ( a , b ) = max { 0 , a + b − 1 } . {\displaystyle \top _{\mathrm {Luk} }(a,b)=\max\{0,a+b-1\}.} The name comes from the fact that the t-norm is the standard semantics for strong conjunction in Łukasiewicz fuzzy logic. It is a nilpotent Archimedean t-norm, pointwise smaller than the product t-norm. Drastic t-norm ⊤ D ( a , b ) = { b if a = 1 a if b = 1 0 otherwise. {\displaystyle \top _{\mathrm {D} }(a,b)={\begin{cases}b&{\mbox{if }}a=1\\a&{\mbox{if }}b=1\\0&{\mbox{otherwise.}}\end{cases}}} The name reflects the fact that the drastic t-norm is the pointwise smallest t-norm (see the properties of t-norms below). It is a right-continuous Archimedean t-norm. Nilpotent minimum ⊤ n M ( a , b ) = { min ( a , b ) if a + b > 1 0 otherwise {\displaystyle \top _{\mathrm {nM} }(a,b)={\begin{cases}\min(a,b)&{\mbox{if }}a+b>1\\0&{\mbox{otherwise}}\end{cases}}} is a standard example of a t-norm that is left-continuous, but not continuous. Despite its name, the nilpotent minimum is not a nilpotent t-norm. Hamacher product ⊤ H 0 ( a , b ) = { 0 if a = b = 0 a b a + b − a b otherwise {\displaystyle \top _{\mathrm {H} _{0}}(a,b)={\begin{cases}0&{\mbox{if }}a=b=0\\{\frac {ab}{a+b-ab}}&{\mbox{otherwise}}\end{cases}}} is a strict Archimedean t-norm, and an important representative of the parametric classes of Hamacher t-norms and Schweizer–Sklar t-norms. == Properties of t-norms == The drastic t-norm is the pointwise smallest t-norm and the minimum is the pointwise largest t-norm: ⊤ D ( a , b ) ≤ ⊤ ( a , b ) ≤ ⊤ m i n ( a , b ) , {\displaystyle \top _{\mathrm {D} }(a,b)\leq \top (a,b)\leq \mathrm {\top _{min}} (a,b),} for any t-norm ⊤ {\displaystyle \top } and all a, b in [0, 1]. In particular, we have that: ⊤ D ( a , b ) ≤ ⊤ L u k ( a , b ) ≤ ⊤ p r o d ( a , b ) ≤ ⊤ m i n ( a , b ) , {\displaystyle \top _{\mathrm {D} }(a,b)\leq \top _{\mathrm {Luk} }(a,b)\leq \top _{\mathrm {prod} }(a,b)\leq \mathrm {\top _{min}} (a,b),} for all a, b in [0, 1]. For every t-norm T, the number 0 acts as null element: T(a, 0) = 0 for all a in [0, 1]. A t-norm T has zero divisors if and only if it has nilpotent elements; each nilpotent element of T is also a zero divisor of T. The set of all nilpotent elements is an interval [0, a] or [0, a), for some a in [0, 1]. === Properties of continuous t-norms === Although real functions of two variables can be continuous in each variable without being continuous on [0, 1]2, this is not the case with t-norms: a t-norm T is continuous if and only if it is continuous in one variable, i.e., if and only if the functions fy(x) = T(x, y) are continuous for each y in [0, 1]. Analogous theorems hold for left- and right-continuity of a t-norm. A continuous t-norm is Archimedean if and only if 0 and 1 are its only idempotents. A continuous Archimedean t-norm is strict if 0 is its only nilpotent element; otherwise it is nilpotent. By definition, moreover, a continuous Archimedean t-norm T is nilpotent if and only if each x < 1 is a nilpotent element of T. Thus with a continuous Archimedean t-norm T, either all or none of the elements of (0, 1) are nilpotent. If it is the case that all elements in (0, 1) are nilpotent, then the t-norm is isomorphic to the Łukasiewicz t-norm; i.e., there is a strictly increasing function f such that ⊤ ( x , y ) = f − 1 ( ⊤ L u k ( f ( x ) , f ( y ) ) ) . {\displaystyle \top (x,y)=f^{-1}(\top _{\mathrm {Luk} }(f(x),f(y))).} If on the other hand it is the case that there are no nilpotent elements of T, the t-norm is isomorphic to the product t-norm. In other words, all nilpotent t-norms are isomorphic, the Łukasiewicz t-norm being their prototypical representative; and all strict t-norms are isomorphic, with the product t-norm as their prototypical example. The Łukasiewicz t-norm is itself isomorphic to the product t-norm undercut at 0.25, i.e., to the function p(x, y) = max(0.25, x ⋅ y) on [0.25, 1]2. For each continuous t-norm, the set of its idempotents is a closed subset of [0, 1]. Its complement—the set of all elements that are not idempotent—is therefore a union of countably many non-overlapping open intervals. The restriction of the t-norm to any of these intervals (including its endpoints) is Archimedean, and thus isomorphic either to the Łukasiewicz t-norm or the product t-norm. For such x, y that do not fall into the same open interval of non-idempotents, the t-norm evaluates to the minimum of x and y. These conditions actually give a characterization of continuous t-norms, called the Mostert–Shields theorem, since every continuous t-norm can in this way be decomposed, and the described construction always yields a continuous t-norm. The theorem can also be formulated as follows: A t-norm is continuous if and only if it is isomorphic to an ordinal sum of the minimum, Łukasiewicz, and product t-norm. A similar characterization theorem for non-continuous t-norms is not known (not even for left-continuous ones), only some non-exhaustive methods for the construction of t-norms have been found. == Residuum == For any left-continuous t-norm ⊤ {\displaystyle \top } , there is a unique binary operation ⇒ {\displaystyle \Rightarrow } on [0, 1] such that ⊤ ( z , x ) ≤ y {\displaystyle \top (z,x)\leq y} if and only if z ≤ ( x ⇒ y ) {\displaystyle z\leq (x\Rightarrow y)} for all x, y, z in [0, 1]. This operation is called the residuum of the t-norm. In prefix notation, the residuum of a t-norm ⊤ {\displaystyle \top } is often denoted by ⊤ → {\displaystyle {\vec {\top }}} or by the letter R. The interval [0, 1] equipped with a t-norm and its residuum forms a residuated lattice. The relation between a t-norm T and its residuum R is an instance of adjunction (specifically, a Galois connection): the residuum forms a right adjoint R(x, –) to the functor T(–, x) for each x in the lattice [0, 1] taken as a poset category. In the standard semantics of t-norm based fuzzy logics, where conjunction is interpreted by a t-norm, the residuum plays the role of implication (often

    Read more →
  • Shadowrun

    Shadowrun

    Shadowrun is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy, and crime, with occasional elements of conspiracy, horror, and detective fiction. From its inception in 1989, it has spawned a franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, and multiple video games. The title is taken from the game's main premise – a near-future world damaged by a massive magical event, where industrial espionage and corporate warfare runs rampant. A shadowrun – a successful data theft or physical break-in at a rival corporation or organization – is one of the main tools employed by both corporate rivals and underworld figures. Deckers (futuristic hackers) can tap into an immersive, three-dimensional cyberspace on such missions as they seek access, physical or remote, to the power structures of rival groups. They are opposed by rival deckers and lethal, potentially brain-destroying artificial intelligences called "Intrusion Countermeasures" (IC), while they are protected by street fighters and/or mercenaries, often with cyborg implants (called cyberware), magicians, and other exotic figures. Magic has also returned to the world after a series of plagues; dragons who can take human form have returned as well, and are commonly found in high positions of corporate power. == Publication history == Shadowrun was developed and published by FASA from 1989 until early 2001, when the company closed and Shadowrun was transferred to WizKids, a company founded by former FASA employees. Two years before its closure, FASA sold its videogame branch, FASA Interactive, to Microsoft corporation, keeping rights to publishing novels and pen and paper RPGs. Since then, digital rights to Shadowrun IP have belonged to Microsoft. WizKids licensed the RPG rights to Fantasy Productions, who were already publishing a German version, until WizKids was acquired by Topps in 2003. Catalyst Game Labs, a publishing imprint of InMediaRes Productions, licensed the rights from Topps to publish new products. WizKids itself produced an unsuccessful collectible action figure game based on the property, called Shadowrun Duels. A fifth edition of Shadowrun was announced in December 2012. A limited-edition softcover was sold at the Origins Game Fair in June 2013, and the PDF in July 2013. A hardcover was published in August 2013. Shadowrun Anarchy was published in October 2016 It is a simplified version of the ruleset which allows focus more on the narration than on the rules. The sixth edition, called Shadowrun, Sixth World, was announced on May 1, 2019 to coincide with the game's 30th anniversary, along with a new website at shadowrunsixthworld.com. The game was published on August 26, 2019. The mechanics for this new version are generally similar to those of fifth edition, with some rules reworked for what line developer Jason Hardy describes as streamlining. This new version also progressed the in-game year to 2080. Since 2004, Shadowrun Missions (SRM) has offered fans "living campaigns" that allow for persistent character advancement. SRM is broken down into seasons which are made up of up to 24 individual missions that can be played at home, with special missions available to play exclusively at conventions. Each SRM season develops an overarching plot focused on a specific city from the Shadowrun setting. Missions settings have included the divided city of Denver, the corporate city-state of Manhattan, the Seattle Metroplex city-state, the formerly walled-off wastelands of Chicago, and Neo-Tokyo. For Shadowrun, Sixth World missions returned to Seattle, with twenty-four missions set in 2081, right after Seattle declared independence from the UCAS. The current Shadowrun Missions setting is 2083 New Orleans. The Shadowrun role-playing game has spawned several properties, including Shadowrun: The Trading Card Game, eight video games, an action figure game (Shadowrun Duels), two magazines, an art book and more than 50 novels, starting with the Secrets of Power series which introduces some of the original characters of Shadowrun and provides an introduction to this fictional universe. In addition to the main rule book there have been over 100 published supplements including adventures and expansions to both the rules and the game settings. Catalyst Game Labs announced that 2013 would be "The Year of Shadowrun," and in addition to the release of Shadowrun fifth edition that it has collaborated with publishers on the following properties: Shadowrun: Crossfire, The Adventure Deck-building Game; Shadowrun: Sprawl Gangers, a tactical miniatures wargame; and Shadowrun: Hostile Takeover, a board game designed by Bryan C.P. Steele was planned for release in late 2014/early 2015. Catalyst had been in collaboration with Nordic Games and Cliffhanger Studios to create Shadowrun Chronicles: Boston Lockdown online RPG, however it was shuttered November 30, 2018, with the producers citing lack of funding and the end of the license terms for use of the IP. == Fictional universe == Shadowrun takes place several decades in the future (2050 in the first edition, currently 2088). The end of the Mesoamerican Long Count calendar ushered in the "Sixth World", with once-mythological beings (e.g. dragons) appearing and forms of magic suddenly emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves, dwarves, and even more exotic creatures. In North America, indigenous peoples discovered that their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they formed a federation of Native American Nations. Seattle remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting. In parallel with these magical developments, the setting's 21st century features technological and social developments associated with cyberpunk science fiction. Megacorporations control the lives of their employees and command their own armies; many of the largest have extraterritoriality, such as currently enjoyed by foreign heads of state. Technological advances make cyberware (mechanical replacement body parts) and bioware (augmented vat-grown body parts implanted in place of or in tandem with natural organs) common. The Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, corporations, governments, organized crime syndicates, and even wealthy individuals subcontract their dirty work to specialists, who then perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, and prospering, in the world of Shadowrun. The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. Among other things, this split humankind into subtypes, also known as metatypes/metahumans. Some of these metatypes take the form of common fantasy races. Likewise, some animals have turned into familiar monsters of past fantasy and lore and both monsters and human magicians have regained magical powers. By the second half of the 21st century, in the time the game is set, these events are accepted as commonplace. Man, machine, and magic exist in a world where the amazing is among the most common and technology has entered into every facet of human (and metahuman) life. === Races === Characters in Shadowrun can be humans, orks, trolls, elves, dwarves, as well as certain diverging subspecies (known as metavariants) such as gnomes, giants, dryads, etc. In the early days, when magic returned to the world, humans began to either change into, or give birth to, elf and dwarf infants, a phenomenon called Unexplained Genetic Expression (UGE). Later, some juvenile and adult humans "goblinized" into other races (mostly orks, but also some trolls). The term "metahuman" is used either to refer to humanity as a whole, including all races, or to refer specifically to non-human races, depending on context. The return of Halley's Comet brought even further variation in the form of changelings, who have variation atypical to their metatype or even species, such as electroreception. Two of the metahuman races, elves and orks, have fictional languages. Additionally, a virus known as the Human Meta-Human Vampiric Virus (HMHVV), with many variant strains, has been known to cause f

    Read more →
  • Circular thresholding

    Circular thresholding

    Circular thresholding is an algorithm for automatic image threshold selection in image processing. Most threshold selection algorithms assume that the values (e.g. intensities) lie on a linear scale. However, some quantities such as hue and orientation are a circular quantity, and therefore require circular thresholding algorithms. The example shows that the standard linear version of Otsu's method when applied to the hue channel of an image of blood cells fails to correctly segment the large white blood cells (leukocytes). In contrast the white blood cells are correctly segmented by the circular version of Otsu's method. == Methods == There are a relatively small number of circular image threshold selection algorithms. The following examples are all based on Otsu's method for linear histograms: (Tseng, Li and Tung 1995) smooth the circular histogram, and apply Otsu's method. The histogram is cyclically rotated so that the selected threshold is shifted to zero. Otsu's method and histogram rotation are applied iteratively until several heuristics involving class size, threshold location, and class variance are satisfied. (Wu et al. 2006) smooth the circular histogram until it contains only two peaks. The histogram is cyclically rotated so that the midpoint between the peaks is shifted to zero. Otsu's method and histogram rotation are applied iteratively until convergence of the threshold. (Lai and Rosin 2014) applied Otsu's method to the circular histogram. For the two class circular thresholding task they showed that, for a histogram with an even number of bins, the optimal solution for Otsu's criterion of within-class variance is obtained when the histogram is split into two halves. Therefore the optimal solution can be efficiently obtained in linear rather than quadratic time. == References and further reading == D.-C. Tseng, Y.-F. Li, and C.-T. Tung, Circular histogram thresholding for color image segmentation in Proc. Int. Conf. Document Anal. Recognit., 1995, pp. 673–676. J. Wu, P. Zeng, Y. Zhou, and C. Olivier, A novel color image segmentation method and its application to white blood cell image analysis in Proc. Int. Conf. Signal Process., vol. 2. 2006, pp. 16–20. Y.K. Lai, P.L. Rosin, Efficient Circular Thresholding, IEEE Trans. on Image Processing 23(3), 992–1001 (2014). doi:10.1109/TIP.2013.2297014

    Read more →
  • Deepfake

    Deepfake

    Deepfakes (a portmanteau of 'deep learning' and 'fake') are images, videos, or audio that have been edited or generated using artificial intelligence, AI-based tools or audio-video editing software. They may depict real or fictional people and are considered a form of synthetic media, that is media that is usually created by artificial intelligence systems by combining various media elements into a new media artifact. While the act of creating fake content is not new, deepfakes uniquely leverage machine learning and artificial intelligence techniques, including facial recognition algorithms and artificial neural networks such as variational autoencoders and generative adversarial networks (GANs). In turn, the field of image forensics has worked to develop techniques to detect manipulated images. Deepfakes have garnered widespread attention for their potential use in creating child sexual abuse material, celebrity pornographic videos, revenge porn, fake news, hoaxes, bullying, and financial fraud. Academics have raised concerns about the potential for deepfakes to promote disinformation and hate speech, as well as interfere with elections. In response, the information technology industry and governments have proposed recommendations and methods to detect and mitigate their use. Academic research has also delved deeper into the factors driving deepfake engagement online as well as potential countermeasures to malicious application of deepfakes. From traditional entertainment to gaming, deepfake technology has evolved to be increasingly convincing and available to the public, allowing for the disruption of the entertainment and media industries. == History == Photo manipulation was developed in the 19th century and soon applied to motion pictures. Technology steadily improved during the 20th century, and more quickly with the advent of digital video. Deepfake technology has been developed by researchers at academic institutions beginning in the 1990s, and later by amateurs in online communities. More recently, the methods have been adopted by industry. The development of generative adversarial networks (GANs) in the mid-2010s represented a key technical turning point in the evolution of deepfakes. GANs allowed for the creation of highly realistic fake images and videos by training competing neural networks, achieving a much improved visual fidelity over previous methods of creating the content using rules or by using autoencoders, and formed the basis for modern deepfake methods. === Academic research === Academic research related to deepfakes is split between the field of computer vision, a sub-field of computer science, which develops techniques for creating and identifying deepfakes, and humanities and social science approaches that study the social, ethical, aesthetic implications as well as journalistic and informational implications of deepfakes. As deepfakes have risen in prominence in popularity with innovations provided by AI tools, significant research has gone into detection methods and defining the factors driving engagement with deepfakes on the internet. Deepfakes have been shown to appear on social media platforms and other parts of the internet for purposes ranging from entertainment and education related to deepfakes to misinformation to elicit strong reactions. There are gaps in research related to the propagation of deepfakes on social media. Negativity and emotional response are the primary driving factors for users sharing deepfakes. === Social science and humanities approaches to deepfakes === In cinema studies, deepfakes illustrate how "the human face is emerging as a central object of ambivalence in the digital age". Video artists have used deepfakes to "playfully rewrite film history by retrofitting canonical cinema with new star performers". Film scholar Christopher Holliday analyses how altering the gender and race of performers in familiar movie scenes destabilizes gender classifications and categories. The concept of "queering" deepfakes is also discussed in Oliver M. Gingrich's discussion of media artworks that use deepfakes to reframe gender, including British artist Jake Elwes' Zizi: Queering the Dataset, an artwork that uses deepfakes of drag queens to intentionally play with gender. The aesthetic potentials of deepfakes are also beginning to be explored. Theatre historian John Fletcher notes that early demonstrations of deepfakes are presented as performances, and situates these in the context of theater, discussing "some of the more troubling paradigm shifts" that deepfakes represent as a performance genre. While most English-language academic studies of deepfakes focus on the Western anxieties about disinformation and pornography, digital anthropologist Gabriele de Seta has analyzed the Chinese reception of deepfakes, which are known as huanlian, which translates to "changing faces". The Chinese term does not contain the "fake" of the English deepfake, and de Seta argues that this cultural context may explain why the Chinese response has centered on practical regulatory measures to "fraud risks, image rights, economic profit, and ethical imbalances". === Computer science research on deepfakes === A landmark early project was the "Video Rewrite" program, published in 1997. The program modified existing video footage of a person speaking to depict that person mouthing the words from a different audio track. It was the first system to fully automate this kind of facial reanimation, and it did so using machine learning techniques to make connections between the sounds produced by a video's subject and the shape of the subject's face. Contemporary academic projects have focused on creating more realistic videos and improving deepfake techniques. The "Synthesizing Obama" program, published in 2017, modifies video footage of former president Barack Obama to depict him mouthing the words contained in a separate audio track. The project lists as a main research contribution to its photorealistic technique for synthesizing mouth shapes from audio. The "Face2Face" program, published in 2016, modifies video footage of a person's face to depict them mimicking another person's facial expressions. The project highlights its primary research contribution as the development of the first method for re-enacting facial expressions in real time using a camera that does not capture depth, enabling the technique to work with common consumer cameras. Researchers have also shown that deepfakes are expanding into other domains such as medical imagery. In this work, it was shown how an attacker can automatically inject or remove lung cancer in a patient's 3D CT scan. The result was so convincing that it fooled three radiologists and a state-of-the-art lung cancer detection AI. To demonstrate the threat, the authors successfully performed the attack on a hospital in a White hat penetration test. A survey of deepfakes, published in May 2020, provides a timeline of how the creation and detection of deepfakes have advanced over the last few years. The survey identifies that researchers have been focusing on resolving the following challenges of deepfake creation: Generalization. High-quality deepfakes are often achieved by training on hours of footage of the target. This challenge is to minimize the amount of training data and the time to train the model required to produce quality images and to enable the execution of trained models on new identities (unseen during training). Paired Training. Training a supervised model can produce high-quality results, but requires data pairing. This is the process of finding examples of inputs and their desired outputs for the model to learn from. Data pairing is laborious and impractical when training on multiple identities and facial behaviors. Some solutions include self-supervised training (using frames from the same video), the use of unpaired networks such as Cycle-GAN, or the manipulation of network embeddings. Identity leakage. This is where the identity of the driver (i.e., the actor controlling the face in a reenactment) is partially transferred to the generated face. Some solutions proposed include attention mechanisms, few-shot learning, disentanglement, boundary conversions, and skip connections. Occlusions. When part of the face is obstructed with a hand, hair, glasses, or any other item then artifacts can occur. A common occlusion is a closed mouth which hides the inside of the mouth and the teeth. Some solutions include image segmentation during training and in-painting. Temporal coherence. In videos containing deepfakes, artifacts such as flickering and jitter can occur because the network has no context of the preceding frames. Some researchers provide this context or use novel temporal coherence losses to help improve realism. As the technology improves, the interference is diminishing. Overall, deepfakes are expected to have several implications in media and society, med

    Read more →
  • BL (logic)

    BL (logic)

    In mathematical logic, basic fuzzy logic (or shortly BL), the logic of the continuous t-norms, is one of the t-norm fuzzy logics. It belongs to the broader class of substructural logics, or logics of residuated lattices; it extends the logic MTL of all left-continuous t-norms. == Syntax == === Language === The language of the propositional logic BL consists of countably many propositional variables and the following primitive logical connectives: Implication → {\displaystyle \rightarrow } (binary) Strong conjunction ⊗ {\displaystyle \otimes } (binary). The sign & is a more traditional notation for strong conjunction in the literature on fuzzy logic, while the notation ⊗ {\displaystyle \otimes } follows the tradition of substructural logics. Bottom ⊥ {\displaystyle \bot } (nullary — a propositional constant); 0 {\displaystyle 0} or 0 ¯ {\displaystyle {\overline {0}}} are common alternative signs and zero a common alternative name for the propositional constant (as the constants bottom and zero of substructural logics coincide in MTL). The following are the most common defined logical connectives: Weak conjunction ∧ {\displaystyle \wedge } (binary), also called lattice conjunction (as it is always realized by the lattice operation of meet in algebraic semantics). Unlike MTL and weaker substructural logics, weak conjunction is definable in BL as A ∧ B ≡ A ⊗ ( A → B ) {\displaystyle A\wedge B\equiv A\otimes (A\rightarrow B)} Negation ¬ {\displaystyle \neg } (unary), defined as ¬ A ≡ A → ⊥ {\displaystyle \neg A\equiv A\rightarrow \bot } Equivalence ↔ {\displaystyle \leftrightarrow } (binary), defined as A ↔ B ≡ ( A → B ) ∧ ( B → A ) {\displaystyle A\leftrightarrow B\equiv (A\rightarrow B)\wedge (B\rightarrow A)} As in MTL, the definition is equivalent to ( A → B ) ⊗ ( B → A ) . {\displaystyle (A\rightarrow B)\otimes (B\rightarrow A).} (Weak) disjunction ∨ {\displaystyle \vee } (binary), also called lattice disjunction (as it is always realized by the lattice operation of join in algebraic semantics), defined as A ∨ B ≡ ( ( A → B ) → B ) ∧ ( ( B → A ) → A ) {\displaystyle A\vee B\equiv ((A\rightarrow B)\rightarrow B)\wedge ((B\rightarrow A)\rightarrow A)} Top ⊤ {\displaystyle \top } (nullary), also called one and denoted by 1 {\displaystyle 1} or 1 ¯ {\displaystyle {\overline {1}}} (as the constants top and zero of substructural logics coincide in MTL), defined as ⊤ ≡ ⊥ → ⊥ {\displaystyle \top \equiv \bot \rightarrow \bot } Well-formed formulae of BL are defined as usual in propositional logics. In order to save parentheses, it is common to use the following order of precedence: Unary connectives (bind most closely) Binary connectives other than implication and equivalence Implication and equivalence (bind most loosely) === Axioms === A Hilbert-style deduction system for BL has been introduced by Petr Hájek (1998). Its single derivation rule is modus ponens: from A {\displaystyle A} and A → B {\displaystyle A\rightarrow B} derive B . {\displaystyle B.} The following are its axiom schemata: ( B L 1 ) : ( A → B ) → ( ( B → C ) → ( A → C ) ) ( B L 2 ) : A ⊗ B → A ( B L 3 ) : A ⊗ B → B ⊗ A ( B L 4 ) : A ⊗ ( A → B ) → B ⊗ ( B → A ) ( B L 5 a ) : ( A → ( B → C ) ) → ( A ⊗ B → C ) ( B L 5 b ) : ( A ⊗ B → C ) → ( A → ( B → C ) ) ( B L 6 ) : ( ( A → B ) → C ) → ( ( ( B → A ) → C ) → C ) ( B L 7 ) : ⊥ → A {\displaystyle {\begin{array}{ll}{\rm {(BL1)}}\colon &(A\rightarrow B)\rightarrow ((B\rightarrow C)\rightarrow (A\rightarrow C))\\{\rm {(BL2)}}\colon &A\otimes B\rightarrow A\\{\rm {(BL3)}}\colon &A\otimes B\rightarrow B\otimes A\\{\rm {(BL4)}}\colon &A\otimes (A\rightarrow B)\rightarrow B\otimes (B\rightarrow A)\\{\rm {(BL5a)}}\colon &(A\rightarrow (B\rightarrow C))\rightarrow (A\otimes B\rightarrow C)\\{\rm {(BL5b)}}\colon &(A\otimes B\rightarrow C)\rightarrow (A\rightarrow (B\rightarrow C))\\{\rm {(BL6)}}\colon &((A\rightarrow B)\rightarrow C)\rightarrow (((B\rightarrow A)\rightarrow C)\rightarrow C)\\{\rm {(BL7)}}\colon &\bot \rightarrow A\end{array}}} The axioms (BL2) and (BL3) of the original axiomatic system were shown to be redundant (Chvalovský, 2012) and (Cintula, 2005). All the other axioms were shown to be independent (Chvalovský, 2012). == Semantics == Like in other propositional t-norm fuzzy logics, algebraic semantics is predominantly used for BL, with three main classes of algebras with respect to which the logic is complete: General semantics, formed of all BL-algebras — that is, all algebras for which the logic is sound Linear semantics, formed of all linear BL-algebras — that is, all BL-algebras whose lattice order is linear Standard semantics, formed of all standard BL-algebras — that is, all BL-algebras whose lattice reduct is the real unit interval [0, 1] with the usual order; they are uniquely determined by the function that interprets strong conjunction, which can be any continuous t-norm.

    Read more →
  • Age Of

    Age Of

    Age Of is the eighth studio album by American electronic producer Oneohtrix Point Never, released on June 1, 2018, on Warp Records. Recorded over two years, it is the first Oneohtrix Point Never album to prominently feature Daniel Lopatin's own vocals. The album was accompanied by the MYRIAD tour, which premiered as a "conceptual concertscape" in 2018 at the Park Avenue Armory and ended its run in 2019. It features contributions from James Blake (who additionally produced and mixed the album), Anohni, Prurient, Kelsey Lu and Eli Keszler. The artwork, which employs Jim Shaw's "The Great Whatsit" as a central image, was designed by David Rudnick. While not entering the official United States Billboard 200 chart, it peaked at number 59 on the magazine's Top Current Albums chart. == Background == Lopatin produced Age Of in parts of a two-year period, during which he was also producing for other artists, including Anohni, FKA Twigs, Iggy Pop, and David Byrne. After composing the soundtrack for the Safdie Brothers' 2017 film Good Time, Lopatin moved to an Airbnb lodge in South Central Massachusetts, derived from his aspiration to live out the modern cliche of musicians moving to the woods to record albums; the eerie atmosphere in the lodge at nighttime influenced his desire to make "weird, little nightmare ballads". In addition to Lopatin's own singing, the album also features vocal performances from Anohni and Prurient, while instrumentalists Kelsey Lu and Eli Keszler contribute to several tracks. When the record was nearly finished, Lopatin reached out to musician James Blake to contribute to the mixing process, eventually traveling to Los Angeles to complete the album. The track "The Station" was originally composed as a demo for R&B singer Usher which was ultimately not used. On July 9, 2018, Lopatin released the original topline (vocal melody) demo for The Station through Sendspace. The track "Toys 2" imagines a theoretical sequel to the 1992 film Toys where actor Robin Williams' image has been recreated with CGI (as his will specifically forbade any usage of his image after his death), and pokes fun at the common electronic music trope of composing a soundtrack to a theoretical film (which Lopatin described as "horribly cliché"). == Concept and MYRIAD == Influences on Age Of included Stanley Kubrick's 1968 film 2001: A Space Odyssey, which inspired the narrative of the album's accompanying performance installation and tour MYRIAD, as well as William Strauss's The Fourth Turning, a favorite book of former White House Chief Strategist Steve Bannon, which Lopatin described as "insidious, like the voice of a computer insisting on the truth about history without any sensitivity given to how complex and non-linear systems might be"; Lopatin was subsequently inspired to "[use] that sort of taxonomy as a kind of farce to then create these little frameworks for understanding". Other inspirations included the writings of the 1990s multidisciplinary collective Cybernetic Culture Research Unit and the works of singer-songwriters such as Bruce Cockburn, Bob Dylan, and Paul Simon. Around the time Lopatin began finalizing Age Of in his Airbnb lodge, he began working on the concept for MYRIAD, a conceptual concert performance which premiered at Park Avenue Armory. He described the concept as a four-part "epochal song cycle" showcasing the idiocy of previous generations of living organisms. The loose story concerns a group of artificial intelligences near the end of time named a "Limitless Living Informational Intelligence" (represented in the MYRIAD logo as nine squares) which, for leisurely purposes, attempt to replicate the cultures and behaviors of the previously existent human species. It does this by determining an "average" of human experiences through the species' "recorded output", and does so through imperfect, heuristic techniques. The show was consequently divided into four sections, each representing an epoch of the cycle concept loosely inspired by the Strauss–Howe generational theory: the Age of Ecco, the Age of Harvest, the Age of Excess, and the Age of Bondage. Ecco is "a phase of pre-evolutionary ignorance", Harvest is "living in agrarian harmony with the world", Excess is "the age of unchecked industrial ambition", and Bondage is "an era of engorgement, wherein "we keep making more and more shit until there's no space left." MYRIAD mainly featured "three-hundred pound sculptures that hang from the ceiling like kebabs that secrete ooze", and a full ensemble that toured to perform songs from Age Of, including Eli Keszler, Kelly Moran and Aaron David Ross. The sculptures, as well as the visuals displayed on five polygon panels, were created by frequent Oneohtrix Point Never collaborator Nate Boyce. Initially, Lopatin planned for each of the album's four epoches to be represented by fragrances, the more noisy epochs being pleasant to the nose to make a "weird dissonance". However, due to lack of time and resources, that part of the plan was scrapped. == Composition == Whereas previous Oneohtrix Point Never albums followed musical styles from only distinctive eras, Age Of is the first album by Lopatin to incorporate elements of unique genres from a variety of periods, hence the "incompleteness" of its title according to reviewer Heather Phares, and his first pop-song-oriented release since his work for Ford & Lopatin. The sound palettes it uses are those from a variety of styles such as chamber pop, "android"-like folk and country music, yacht rock, smooth jazz, R&B, Future-style soul, black metal, new age, and stadium pop, as well as post-industrial sounds on tracks like "Warning", "We'll Take It" and "Same", and, in particular, baroque music and medieval music on the opening title track, "Age Of". Critics also noted elements of Lopatin's past discography being present on Age Of. The instrumentation of Age Of is made up of MIDI harpsichords, guitars, pianos, brass and vocals, as well as Lopatin's trademark unorthodox sound design, samples and synth presets. The LP's use of the harpsichord shows its similarities "with Eastern instruments such as the koto and with rapid-fire electronic melodies", wrote Phares. == Critical reception == Age Of was critically well-received upon its distribution. Some reviewers praised the album's use of collaborators. Reviewing the album for AllMusic, Heather Phares called Age Of a "landmark work" for Lopatin. She praised it as his "widest-ranging" release, elaborating that he "matches the album's ambition with plenty of emotion" and "gives his music exciting new shapes." Ross Devlin of The Skinny, in a five-star review of the record, also highlighted the album's amount of ambition, particularly the "wealth of exquisitely baroque moments, exploring history as a pliable, multi-dimensional rift", that gave it "exceptional sonic depth". The Observer praised Age Of for continuing the "off-kilter composition and unexpected instrumentation" of Lopatin's previous releases, and critic Matt McDermott highlighted that the producer increased his musical range with the record: "It's a dizzying trip meant to shore up Lopatin's status as an avant-garde auteur while aiding his forays into mainstream pop culture." Age Of was ranked the 15th best release of the year in The Wire magazine's annual critics' poll. == Track listing == Notes "Myriad Industries" is stylized as "myriad.industries". Sample credits "Age Of" contains a sample of "Blow the Wind" by Jocelyn Pook. "Manifold" contains a sample from "Overture (Ararat the Border Crossing)" by Tayfun Erdem; and a sample from "Venice Beach in Winter" (listed in the liner notes as "a keyboard sample from Reharmonization") by Julian Bradley. "Myriad Industries" contains a sample of "EchoSpace" by Gil Trythall. == Accolades == == Personnel == Daniel Lopatin – production, lead vocals, album art, design James Blake – additional production, mixing, keyboards Gabriel Schuman, Joshua Smith and Evan Sutton – assistance Greg Calbi – mastering David Rudnick – album art, design Prurient – vocals Kelsey Lu – keyboards Anohni – vocals Eli Keszler – drums Shaun Trujillo – words == Charts ==

    Read more →
  • Douglas Parkhill

    Douglas Parkhill

    Douglas F. Parkhill is a Canadian technologist and former research minister, best known for his pioneering work on what is now called cloud computing, and his work on Canada's Telidon videotex project. He started working at the Canadian ministry of Communications (now part of the Department of Trade and Industry) in 1969, having previously worked at the Mitre Corporation. He was responsible for many activities in communications satellites, computer communications, command and control systems and telecommunications. He was winner of the Treasury Board of Canada Secretariat's Outstanding Achievement award in 1982, the Conestoga shield for services to government and industry in computer communications research and development, the Touche Ross award for Telidon development. He was an author of several publications including the 1966 book, The Challenge of the Computer Utility. In the book, Parkhill thoroughly explored many of the modern-day characteristics of cloud computing (elastic provisioning through a utility service) as well as the comparison to the electricity industry and the use of public, private, government and community forms. The book won the McKinsey Foundation award for distinguished contributions to management literature. He worked with Dave Godfrey, the Canadian writer and novelist on a later book Gutenberg two about the social and political meaning of computer technology. He was in charge of research at the Federal Department of Communications at the time when the department was funding development of the Telidon videotext system, was heavily involved in promoting the system, and had overall control of the program. In a radio broadcast in 1980, he outlined some of the potential of the system, from financial information, to theatre reservations, with the ability to pay and print out tickets from the system. He later documented the history of the Telidon project, and the history of videotext in general. == Publications == The Challenge of the Computer Utility, Addison-Wesley, 1966, ISBN 0-201-05720-4 edited with Dave Godfrey, Gutenberg Two: The New Electronics and Social Change, Press Porcepic, 1979, ISBN 0-88878-191-1 The Beginning of a Beginning. Ottawa; Department of Communications, 1987. A history of the Telidon project.

    Read more →
  • The Way (novel series)

    The Way (novel series)

    The Way series is a trilogy of science fiction novels and one short story by American author Greg Bear published from 1985 to 1999. The first novel was Eon (1985), followed by a sequel, Eternity and a prequel, Legacy. It also includes The Way of All Ghosts, a short story that falls between Legacy and Eon. == Novels == === Eon === Eon chronicles the appearance and discovery of the Thistledown, and its subsequent effect on humanity. In the early 21st century, the United States and the USSR are on the verge of nuclear war. In that tense political climate, an asteroid appears out of near space after an unusual supernova and settles into an extremely elliptical orbit near Earth orbit. The two nations each try to claim this mysterious object, which appears to be a virtual duplicate of Juno. It is hollow and contains seven vast terraformed chambers. Two of the chambers contain cities long abandoned by human beings who seemed to come from Earth's future. The asteroid is called the Thistledown by its builders. A startling discovery is that it is bigger inside than outside. The seventh chamber appears to stretch into infinity. The human inhabitants of the Thistledown come from an alternate timeline, approximately 1000 years in the future. In their timeline, human civilization was nearly destroyed by the "Death", a calamitous World War involving nuclear weapons. The Death occurred at approximately the same time as the appearance of the Thistledown in the present time. Its presence threatens to cause the Death to occur on the current timeline as well. An expedition is sent down the seemingly infinite seventh chamber (The "Way", as it is known) where it encounters the descendants of humanity. The high technology of this civilization, known as the Hexamon, has control over genetic engineering, human augmentation, and matter itself. The Hexamon includes several alien species who have come to live with humanity's descendants. The Hexamon itself is at war with an alien race known as the Jarts from further down the corridor still. In 2007, CGSociety organised a "CG Challenge" based upon Eon === Eternity === Jarts, politics, and technology make up the second book in the series: Eternity. The Jart religion is based on the preservation of all data, which encompasses all life forms, past and present, and sending that data to the Jarts' future masters, their descendants. === Legacy === In the third book (a prequel, set in the time before Eon), Legacy, soldier Olmy ap Sennon is sent to spy on a group of dissidents who have used the spacetime tunnel of "the Way" (introduced in Eon) to colonize the alien world of Lamarckia, a planet with an ecosystem that learns from its changed environment in a way that resembles Lamarckian evolution. Its plants and animals turn out to actually be parts of continent-sized organisms. === "The Way of All Ghosts" === In the short story "The Way of All Ghosts" soldier Olmy ap Sennon is sent to close a lesion that formed out of a wayward gate into perfection. This story was published in 1999 in Far Horizons. == Fictional history of the Thistledown == Within the universe of The Way, the Thistledown is an asteroid starship built by hollowing out Juno and fitting it with mass-driver (rail gun) engines and thermonuclear drives. Inside the asteroid, seven giant "Chambers" are built, of which two host cities for the inhabitants, while others host machinery and recreation areas. The asteroid is prepared 500 years in the future, as told in Bear's novel Eon, and is engaged on a multi-generational journey to Epsilon Eridani, around which a habitable planet is known to circle. The journey is meant to take 60 years, as the ship can only maintain a velocity of 20% the speed of light. This limitation is removed after the technology of the Thistledown was improved to include inertial dampeners, allowing higher accelerations. Inhabiting the Thistledown are the best and brightest of Earth, who are quite diverse both culturally and politically. The Thistledown's society includes one transcendent genius, Konrad Korzenowski, whose preference for living in the Thistledown as compared with an outer universe, causes him to experiment with closed-geodesic space time in the Seventh Chamber, 20 years into the Thistledown's voyage. The results of his experiments are shattering in the extreme: He creates a unique pocket universe: The Way. == The Way == === Origin === The eponymous Way is an extension of the 7th Chamber, and was formed in the novels using the machinery of the 6th Chamber. This machinery is a selective inertial damper, developed by engineers within the Thistledown with twofold purpose—to permit the Thistledown to accelerate to the limit of its engines (up to 99% the speed of light) and to selectively dampen inertia within the vessel, e.g., water within waterways, high velocity train systems. The inertial dampening machinery within the 6th Chamber is anchored to the structure of the Thistledown, equally spaced around the chamber at the vertices of a regular heptagon. === Creation === At the creation, and rejoining of the Way to the Thistledown, the character Konrad Korzenowski and his engineers designed and 'built' the Way out of the in-folded geodesics of the inertial dampening field of the 6th Chamber machinery. This is described in the books by first considering the inertial dampening field: Within the Thistledown, the field envelops the asteroid, effectively isolating it from the Einsteinian Metrical Frame, permitting relative inertia to be ignored. The Thistledown was, at the time of activation, isolated from its continuum, but only selectively. Its matter and energy anchored it to its continuum and relative time, but its geometry and quantum entanglement had been strained by the inertial dampener, thus making it susceptible to superspace distortions, and therefore it could be affected by them negatively. Korzenowski, having been influenced by the earlier work of Vazquez on Earth, and in developing her work within the Thistledown, planned a radical extension of the inertial field of the 6th Chamber - effectively extending the field away to an infinite extent within the 7th Chamber. In order to do this effectively, he and his engineers modified a set of semi-sentient field calibration tools to build the first Clavicles. Unlike the field calibration tools from which they were descended, the Clavicles possessed the ability not only to manipulate the field, but extend it as an extension of the will of the operator. Already radical enough, Korzenowski and his team went further. By extending the field of the 6th Chamber from within the 7th Chamber of the Thistledown, they could then directly access what Vasquez had calculated within her own work—alternate world lines as non-gravity bent geodesics of superspace. Korzenowski thus 'felt' superspace within the 7th Chamber, selecting the infinite selection of possible alternate pocket universes accessible by the Clavicle to form, as a sheer act of will, the Way from his designs and his vision. The resulting structure was constructed, not of matter, but of previously in-folded superspace vectors now infinitely extended. (in the manner of Schwarzschild folded geometry, or of an asymptotic curve.) The Way was thus opened. The Way's geometry also gave rise to the Flaw - as superspace geometry of the field boundary was extended infinitely, so the folded geodesics of the field unfold in the geometric centre of the Way to form a singularity. This singularity, the Flaw, rests within the Way's plasma tube (which in turn is sustained by the Flaw). The Flaw 'produces' gravity by actively repulsing matter away from itself in an acceleration at the square of the distance away from itself. In addition, any object encircling the Flaw, and then exerting pressure against it, experiences this pressure as a translation force along the Flaw's length perpendicular to the direction of force. The motion thus induced is controllable by the angle at which an annular ring enclosure is pressed against the Flaw. The same spatial transform also can be used to turn tip turbines in order to generate electricity. The Flaw permits a violation of the First Law of Thermodynamics, therefore defining the Way as a perpetual motion machine of the First Order, making energy out of nothing. === Early history === The Way, as formed, was described by Bear as being in vacuum and did not consist of matter within its infinite length. Due to extremely slight ambiguity involved in its creation, the synchronicity between time within the Way, and within the Thistledown, was not exact. Thus, the Engineers spend two decades working to correct these faults using the Clavicles to manipulate the junction between Way and Thistledown. During this period, ambition led Korzenowksi to use the clavicle to open the first exploratory gate within the way, leading to the universe of the Jarts. Though the gate to Jart world was closed, the advanced Jarts neve

    Read more →
  • Clinical decision support system

    Clinical decision support system

    A clinical decision support system (CDSS) is a form of health information technology that provides clinicians, staff, patients, or other individuals with knowledge and person-specific information to enhance decision-making in clinical workflows. CDSS tools include alerts and reminders, clinical guidelines, condition-specific order sets, patient data summaries, diagnostic support, and context-aware reference information. They often leverage artificial intelligence to analyze clinical data and help improve care quality and safety. CDSSs constitute a major topic in artificial intelligence in medicine. == Characteristics == A clinical decision support system is an active knowledge system that uses variables of patient data to produce advice regarding health care. This implies that a CDSS is simply a decision support system focused on using knowledge management. === Purpose === The main purpose of modern CDSS is to assist clinicians at the point of care. This means that clinicians interact with a CDSS to help to analyze and reach a diagnosis based on patient data for different diseases. In the early days, CDSSs were conceived to make decisions for the clinician in a literal manner. The clinician would input the information and wait for the CDSS to output the "right" choice, and the clinician would simply act on that output. However, the modern methodology of using CDSSs to assist means that the clinician interacts with the CDSS, utilizing both their knowledge and the CDSS's, better to analyse the patient's data than either a human or a CDSS could do on their own. Typically, a CDSS makes suggestions for the clinician to review, and the clinician is expected to pick out useful information from the presented results and discount erroneous CDSS suggestions. The two main types of CDSS are knowledge-based systems and non-knowledge-based (machine learning–based) systems: An example of how a clinician might use a clinical decision support system is a diagnosis decision support system (DDSS). DDSS requests some of the patient's data and, in response, proposes a set of possible diagnoses. The physician then takes the output of the DDSS and determines which diagnoses are likely and which are not, and, if necessary, orders further tests to narrow down the diagnosis. Another example of a CDSS would be a case-based reasoning (CBR) system. A CBR system might use previous case data to help determine the appropriate amount of beams and the optimal beam angles for use in radiotherapy for brain cancer patients; medical physicists and oncologists would then review the recommended treatment plan to determine its viability. Another important classification of a CDSS is based on the timing of its use. Physicians use these systems at the point of care to help them as they are dealing with a patient, with the timing of use being either pre-diagnosis, during diagnosis, or post-diagnosis. Pre-diagnosis CDSS systems help the physician prepare the diagnoses. CDSSs help review and filter the physician's preliminary diagnostic choices to improve outcomes. Post-diagnosis CDSS systems are used to mine data to derive connections between patients and their past medical history and clinical research to predict future events. Early speculation that AI-based decision support would replace clinicians in common tasks has largely given way to a consensus around assistive models, in which AI augments rather than supplants clinical judgment. Contemporary deep learning-based systems, unlike earlier rule-based tools, can be trained directly on clinical data without manual rule authoring and integrated into electronic health record workflows at the point of care. Another approach, used by the National Health Service in England, is to use a CDSS to triage medical conditions out of hours by suggesting a suitable next step to the patient (e.g. call an ambulance, or see a general practitioner on the next working day). The suggestion, which may be disregarded by either the patient or the phone operative if common sense or caution suggests otherwise, is based on the known information and an implicit conclusion about what the worst-case diagnosis is likely to be; it is not always revealed to the patient because it might well be incorrect and is not based on a medically-trained person's opinion - it is only used for initial triage purposes. === Knowledge-based === Most CDSSs consist of three parts: the knowledge base, an inference engine, and a mechanism to communicate. The knowledge base contains the rules and associations of compiled data which most often take the form of IF-THEN rules. If this was a system for determining drug interactions, then a rule might be that IF drug X is taken AND drug Y is taken THEN alert the user. Using another interface, an advanced user could edit the knowledge base to keep it up to date with new drugs. The inference engine combines the rules from the knowledge base with the patient's data. The communication mechanism allows the system to show the results to the user as well as have input into the system. An expression language such as GELLO or CQL (Clinical Quality Language) is needed for expressing knowledge artefacts in a computable manner. For example: if a patient has diabetes mellitus, and if the last haemoglobin A1c test result was less than 7%, recommend re-testing if it has been over six months, but if the last test result was greater than or equal to 7%, then recommend re-testing if it has been over three months. The current focus of the HL7 CDS WG is to build on the Clinical Quality Language (CQL). The U.S. Centers for Medicare & Medicaid Services (CMS) has announced that it plans to use CQL for the specification of Electronic Clinical Quality Measures (eCQMs). === Non-knowledge-based === CDSSs which do not use a knowledge base use a form of artificial intelligence called machine learning, which allow computers to learn from past experiences and/or find patterns in clinical data. This eliminates the need for writing rules and expert input. However, since systems based on machine learning cannot explain the reasons for their conclusions, most clinicians do not use them directly for diagnoses, reliability and accountability reasons. Nevertheless, they can be useful as post-diagnostic systems, for suggesting patterns for clinicians to look into in more depth. As of 2012, three types of non-knowledge-based systems are support-vector machines, artificial neural networks and genetic algorithms. Artificial neural networks use nodes and weighted connections between them to analyse the patterns found in patient data to derive associations between symptoms and a diagnosis. Genetic algorithms are based on simplified evolutionary processes using directed selection to achieve optimal CDSS results. The selection algorithms evaluate components of random sets of solutions to a problem. The solutions that come out on top are then recombined and mutated and run through the process again. This happens over and over until the proper solution is discovered. They are functionally similar to neural networks in that they are also "black boxes" that attempt to derive knowledge from patient data. Non-knowledge-based networks often focus on a narrow list of symptoms, such as symptoms for a single disease, as opposed to the knowledge-based approach, which covers the diagnosis of many diseases. An example of a non-knowledge-based CDSS is a web server developed using a support vector machine for the prediction of gestational diabetes in Ireland. == Regulations == === History, United States === The IOM had published a report in 1999, To Err is Human, which focused on the patient safety crisis in the United States, pointing to the incredibly high number of deaths. This statistic attracted great attention to the quality of patient care. The Institute of Medicine (IOM) promoted the usage of health information technology, including clinical decision support systems, to advance the quality of patient care. With the enactment of the American Recovery and Reinvestment Act of 2009 (ARRA), there was a push for widespread adoption of health information technology through the Health Information Technology for Economic and Clinical Health Act (HITECH). Through these initiatives, more hospitals and clinics were integrating electronic medical records (EMRs) and computerized physician order entry (CPOE) within their health information processing and storage. Despite the absence of laws, the CDSS vendors would almost certainly be viewed as having a legal duty of care to both the patients who may adversely be affected due to CDSS usage and the clinicians who may use the technology for patient care. However, duties of care legal regulations are not explicitly defined yet. With the enactment of the HITECH Act included in the ARRA, encouraging the adoption of health IT, more detailed case laws for CDSS and EMRs were still being defined by the Office of National Coordinator for Health Informati

    Read more →
  • Stanhope Demonstrator

    Stanhope Demonstrator

    The Stanhope Demonstrator was the first machine to solve problems in logic. It was designed by Charles Stanhope, 3rd Earl Stanhope to demonstrate consequences in logic symbolically. The first model was constructed in 1775. It consisted of two slides coloured red and gray mounted in a square brass frame. This could be used to demonstrate the solution to a syllogistic type of problem in which objects might have two different properties and the question was how many would have both properties. Scales marked zero to ten were used to set the numbers or proportions of objects with the two properties. This form of inference anticipated the numerically definite syllogism which Augustus De Morgan laid out in his book, Formal Logic, in 1847. == Construction == The device was a brass plate about four inches square which was mounted on a piece of mahogany which was three-quarters of an inch thick. There was an opening with a depression in the wood about one and a half inches square and half an inch deep. This opening was called the holon, meaning "whole", and represented the full set of objects under consideration. A slide of red translucent glass could be inserted from the right across the holon. A slide of gray wood could be slid under the red slide. When the device was used for the "Rule for the Logic of Certainty", the gray slider was inserted from the left. When it was used for the "Rule for the Logic of Probability", the gray slider was inserted from above. The red and the gray sliders represented the two affirmative propositions which were being combined. Stanhope called these ho and los. At least four of the devices with this square style were built. In 1879, Robert Harley wrote that he had one which he had been given by Stanhope's great-grandson, Arthur, who had kept one. The other two were owned by Henry Prevost Babbage – the son of Charles Babbage, who continued his work on the Analytical Engine. One of the devices was donated to the Science Museum, London by the last Earl in 1953. Other styles, such as circular models, were constructed, but these were less convenient.

    Read more →
  • DigitaltMuseum

    DigitaltMuseum

    DigitaltMuseum (lit. 'The Digital Museum') is a website database in Norwegian and Swedish for art, images and cultural history museums. The service was established in 2009 after a trial period. The database is developed and operated by KulturIT. KulturIT ANS was established by the Norwegian Museum of Cultural History and Maihaugen in consultation with the Norwegian Archive, Library and Museum Authority (ABM) in 2007. In 2015, the company underwent a corporate transformation and KulturIT AS was established on 12 February. The website has per 2025 around 2,548,022 images. Many of the images are in the public domain or under Creative Commons licenses and are being imported into Wikimedia Commons. The website's API was developed in 2012. == Institutions == As of 2025, there are 223 collaborating museums. == Mission == DigitaltMuseum aims to make the museums' collections accessible to all interested parties, regardless of time and place. The website aims to facilitate easy use of the collections through various methods including image searches, research, teaching and joint knowledge development. DigitaltMuseum contains collections from several hundred Norwegian and Swedish museums, totalling around five million objects. The website contains both historical images from the areas and themes covered by the museums, as well as images of artefacts from the collections. Parts of the collection have previously only been shown in the museums' exhibitions and books and have therefore rarely or never been shown to the public.

    Read more →
  • Computer-assisted legal research

    Computer-assisted legal research

    Computer-assisted legal research (CALR) or computer-based legal research is a mode of legal research that uses databases of court opinions, statutes, court documents, and secondary material. Electronic databases make large bodies of case law easily available. Databases also have additional benefits, such as Boolean searches, evaluating case authority, organizing cases by topic, and providing links to cited material. Databases are available through paid subscription or for free. Subscription-based services include Westlaw, LexisNexis, JustCite, HeinOnline, Bloomberg Law, Lex Intell, VLex and LexEur. As of 2015, the commercial market grossed $8 billion. Free services include OpenJurist, Google Scholar, AltLaw, Ravel Law, WIPO Lex, Law Delta and the databases of the Free Access to Law Movement. == Purposes == Computer-assisted legal research is undertaken by a variety of actors. It is taught as a topic in many law degrees and is used extensively by undergraduate and postgraduate law students in meeting the work requirements of their degree courses. Professors of Law rely on the digitization of primary and secondary sources of law when conducting their research and writing the material that they submit for publication. Professional lawyers rely on computer-assisted legal research in order to properly understand the status of the law and so to act effectively in the best interest of their client. They may also consult the text of case judgements and statutes specifically, as well as wider academic comment, in order to form the basis of (or response to) an appeal. The availability of legal information online differs by type, jurisdiction and subject matter. The types of information available include: Texts of statutes, statutory instruments, civil codes, etc. Explanatory notes and government publications relating to statutes and their operation Texts of governing documents such as constitutions and treaties Case judgements Journals on legal matters or legal theory Dictionaries and legal encyclopedia Legal texts and materials in the form of e-books Current affairs and market information Educational information on the law and its operation == Before the Internet == Prior to the advent and popularization of the World Wide Web, access to digital legal information was largely through the use of CD-ROMs, designed and sold by commercial organizations. Dial-up services were also available from the 1970s. As the use of the Internet spread in the early 1990s, companies such as LexisNexis and Westlaw incorporated Internet connectivity into their software packages. Browser-based legal information started to be published by Legal Information Institutes from 1992. == Publicly available information == The first effort to provide free computer access to legal information was made by two academics, Peter Martin and Tom Bruce, in 1992. Today, the Legal Information Institute freely publishes such resources as the text of the United States Constitution, judgements of the United States Supreme Court, and the text of the United States Code. The Australasian Legal Information Institute (AusLII) was established soon after in 1995. Other legal information institutes, such as those of Great Britain and Ireland (BAILII), Canada (CII) and South Africa (SAfLI) soon followed. LIIs were partially formalized in 2002 following the signing of the Declaration of Free Access to the Law, which has been signed by 54 countries. At the time of writing, the World Legal Information Institute contains in excess of 1800 databases from 123 jurisdictions. Many governments also publish legal information online. For example, UK legislation and statutory instruments have been publicly available online since 2010. Depending on the jurisdiction in question, the decisions of higher appellate courts may also be published online, either by the Legal Information Institute or by the court service directly. Sources of European Union Law are published for free by EUR-Lex in 23 languages, including judgments of the European Courts. Similarly, judgements of the European Court of Human Rights are published on its website.

    Read more →
  • Autonomic computing

    Autonomic computing

    Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth. == Description == The AC system concept is designed to make adaptive decisions, using high-level policies. It will constantly check and optimize its status and automatically adapt itself to changing conditions. An autonomic computing framework is composed of autonomic components (AC) interacting with each other. An AC can be modeled in terms of two main control schemes (local and global) with sensors (for self-monitoring), effectors (for self-adjustment), knowledge and planner/adapter for exploiting policies based on self- and environment awareness. This architecture is sometimes referred to as Monitor-Analyze-Plan-Execute (MAPE). Driven by such vision, a variety of architectural frameworks based on "self-regulating" autonomic components has been recently proposed. A similar trend has recently characterized significant research in the area of multi-agent systems. However, most of these approaches are typically conceived with centralized or cluster-based server architectures in mind and mostly address the need of reducing management costs rather than the need of enabling complex software systems or providing innovative services. Some autonomic systems involve mobile agents interacting via loosely coupled communication mechanisms. Autonomy-oriented computation is a paradigm proposed by Jiming Liu in 2001 that uses artificial systems imitating social animals' collective behaviours to solve difficult computational problems. For example, ant colony optimization could be studied in this paradigm. == Problem of growing complexity == Forecasts suggested that the computing devices in use would grow at 38% per year and the average complexity of each device was increasing. This volume and complexity was managed by highly skilled humans; but the demand for skilled IT personnel was already outstripping supply, with labour costs exceeding equipment costs by a ratio of up to 18:1. Computing systems have brought great benefits of speed and automation but there is now an overwhelming economic need to automate their maintenance. In a 2003 IEEE Computer article, Kephart and Chess warn that the dream of interconnectivity of computing systems and devices could become the "nightmare of pervasive computing" in which architects are unable to anticipate, design and maintain the complexity of interactions. They state the essence of autonomic computing is system self-management, freeing administrators from low-level task management while delivering better system behavior. A general problem of modern distributed computing systems is that their complexity, and in particular the complexity of their management, is becoming a significant limiting factor in their further development. Large companies and institutions are employing large-scale computer networks for communication and computation. The distributed applications running on these computer networks are diverse and deal with multiple tasks, ranging from internal control processes to presenting web content to customer support. Additionally, mobile computing is pervading these networks at an increasing speed: employees need to communicate with their companies while they are not in their office. They do so by using laptops, personal digital assistants, or mobile phones with diverse forms of wireless technologies to access their companies' data. This creates an enormous complexity in the overall computer network which is hard to control manually by human operators. Manual control is time-consuming, expensive, and error-prone. The manual effort needed to control a growing networked computer-system tends to increase quickly. 80% of such problems in infrastructure happen at the client specific application and database layer. Most 'autonomic' service providers guarantee only up to the basic plumbing layer (power, hardware, operating system, network and basic database parameters). == Characteristics of autonomic systems == A possible solution could be to enable modern, networked computing systems to manage themselves without direct human intervention. The Autonomic Computing Initiative (ACI) aims at providing the foundation for autonomic systems. It is inspired by the autonomic nervous system of the human body. This nervous system controls important bodily functions (e.g. respiration, heart rate, and blood pressure) without any conscious intervention. In a self-managing autonomic system, the human operator takes on a new role: instead of controlling the system directly, he/she defines general policies and rules that guide the self-management process. For this process, IBM defined the following four types of property referred to as self-star (also called self-, self-x, or auto-) properties. Self-configuration: Automatic configuration of components; Self-healing: Automatic discovery, and correction of faults; Self-optimization: Automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements; Self-protection: Proactive identification and protection from arbitrary attacks. Others such as Poslad and Nami and Sharifi have expanded on the set of self-star as follows: Self-regulation: A system that operates to maintain some parameter, e.g., Quality of service, within a reset range without external control; Self-learning: Systems use machine learning techniques such as unsupervised learning which does not require external control; Self-awareness (also called Self-inspection and Self-decision): System must know itself. It must know the extent of its own resources and the resources it links to. A system must be aware of its internal components and external links in order to control and manage them; Self-organization: System structure driven by physics-type models without explicit pressure or involvement from outside the system; Self-creation (also called Self-assembly, Self-replication): System driven by ecological and social type models without explicit pressure or involvement from outside the system. A system's members are self-motivated and self-driven, generating complexity and order in a creative response to a continuously changing strategic demand; Self-management (also called self-governance): A system that manages itself without external intervention. What is being managed can vary dependent on the system and application. Self -management also refers to a set of self-star processes such as autonomic computing rather than a single self-star process; Self-description (also called self-explanation or Self-representation): A system explains itself. It is capable of being understood (by humans) without further explanation. IBM has set forth eight conditions that define an autonomic system: The system must know itself in terms of what resources it has access to, what its capabilities and limitations are and how and why it is connected to other systems; be able to automatically configure and reconfigure itself depending on the changing computing environment; be able to optimize its performance to ensure the most efficient computing process; be able to work around encountered problems by either repairing itself or routing functions away from the trouble; detect, identify and protect itself against various types of attacks to maintain overall system security and integrity; adapt to its environment as it changes, interacting with neighboring systems and establishing communication protocols; rely on open standards and cannot exist in a proprietary environment; anticipate the demand on its resources while staying transparent to users. Even though the purpose and thus the behaviour of autonomic systems vary from system to system, every autonomic system should be able to exhibit a minimum set of properties to achieve its purpose: Automatic: This essentially means being able to self-control its internal functions and operations. As such, an autonomic system must be self-contained and able to start-up and operate without any manual intervention or external help. Again, the knowledge required to bootstrap the system (Know-how) must be inherent to the system. Adaptive: An autonomic system must be able to change its operation (i.e., its configuration, state and functions). This will allow the system to cope with temporal and spatial changes in its operational context either long term (environment customisation/optimisation) or short term (exceptional conditions such as malicious attacks, faults, etc.). Aware: An autonomic system must be able to monitor (sense) its operational context as well as its internal state in order to be able to asses

    Read more →