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  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Chinese room

    Chinese room

    The Chinese room argument holds that a computer executing a program cannot have a mind, understanding, or consciousness, regardless of how intelligently or human-like the program may make the computer behave. The argument was presented in a 1980 paper by the American philosopher John Searle, entitled "Minds, Brains, and Programs" and published in the journal Behavioral and Brain Sciences. Similar arguments had been made previously by others, including Gottfried Wilhelm Leibniz, Peter Winch, and Anatoly Dneprov. Searle's version has been widely discussed in the years since. The centerpiece of Searle's argument is a thought experiment known as the "Chinese room". The argument is directed against the philosophical positions of functionalism and computationalism, which hold that the mind may be viewed as an information-processing system operating on formal symbols, and that simulation of a given mental state is sufficient for its presence. Specifically, the argument is intended to refute a position Searle calls the strong AI hypothesis: "The appropriately programmed computer with the right inputs and outputs would thereby have a mind in exactly the same sense human beings have minds." Although its proponents originally presented the argument in reaction to statements of artificial intelligence (AI) researchers, it is not an argument against the goals of mainstream AI research because it does not show a limit in the amount of intelligent behavior a machine can display. The argument applies only to digital computers running programs and does not apply to machines in general. While widely discussed, the argument has been subject to significant criticism and remains controversial among philosophers of mind and AI researchers. == Chinese room thought experiment == Suppose that artificial intelligence research has succeeded in programming a computer to behave as if it understands Chinese. The machine accepts Chinese characters as input, carries out each instruction of the program step by step, and then produces Chinese characters as output. The machine does this so perfectly that no one can tell that they are communicating with a machine and not a hidden Chinese speaker. The questions at issue are these: does the machine actually understand the conversation, or is it just simulating the ability to understand the conversation? Does the machine have a mind in exactly the same sense that people do, or is it just acting as if it had a mind? Now suppose that Searle is in a room with an English version of the program, along with sufficient pencils, paper, erasers and filing cabinets. Chinese characters are slipped in under the door, and he follows the program step-by-step, which eventually instructs him to slide other Chinese characters back out under the door. If the computer had passed the Turing test this way, it follows that Searle would do so as well, simply by running the program by hand. Searle can see no essential difference between the roles of the computer and himself in the experiment. Each simply follows a program, step-by-step, producing behavior that makes them appear to understand. However, Searle would not be able to understand the conversation. Therefore, he argues, it follows that the computer would not be able to understand the conversation either. Searle argues that, without "understanding" (or "intentionality"), we cannot describe what the machine is doing as "thinking" and, since it does not think, it does not have a "mind" in the normal sense of the word. Therefore, he concludes that the strong AI hypothesis is false: a computer running a program that simulates a mind would not have a mind in the same sense that human beings have a mind. == History == Gottfried Wilhelm Leibniz made a similar argument in 1713 against mechanism, the idea that everything that makes up a human being could, in principle, be explained in mechanical terms—in other words, that a person, including their mind, is merely a very complex machine. Leibniz used the thought experiment of expanding the brain until it was the size of a mill. He found it difficult to imagine that a "mind" capable of "perception" could be constructed using only mechanical processes. British philosopher Peter Winch made the same point in his 1958 book The Idea of a Social Science and its Relation to Philosophy, in which he argues that "a man who understands Chinese is not a man who has a firm grasp of the statistical probabilities for the occurrence of the various words in the Chinese language" (p. 108). Soviet cyberneticist Anatoly Dneprov made an essentially identical argument in 1961, in the form of his short story "The Game". In it, a stadium of people act as switches and memory cells implementing a program to translate a sentence from Portuguese, a language none of them know. The game was organized by a "Professor Zarubin" to answer the question "Can mathematical machines think?" Speaking through Zarubin, Dneprov writes that "the only way to prove that machines can think is to turn yourself into a machine and examine your thinking process", and he concludes, as Searle does, that "even the most perfect simulation of machine thinking is not the thinking process itself." In 1974, Lawrence H. Davis imagined duplicating the brain using telephone lines and offices staffed by people, and in 1978, Ned Block envisioned the entire population of China involved in such a brain simulation. This is known as the China brain thought experiment. Searle's version appeared in his 1980 article "Minds, Brains, and Programs", published in Behavioral and Brain Sciences. It eventually became the journal's "most influential target article", generating an enormous number of commentaries and responses in the ensuing decades, and Searle had continued to defend and refine the argument in multiple papers, popular articles, and books. David Cole writes that "the Chinese Room argument has probably been the most widely discussed philosophical argument in cognitive science to appear in the past 25 years". Most of the discussion consists of attempts to refute it. "The overwhelming majority", notes Behavioral and Brain Sciences editor Stevan Harnad, "still think that the Chinese Room Argument is dead wrong". The sheer volume of the literature that has grown up around it inspired Pat Hayes to comment that the field of cognitive science ought to be redefined as "the ongoing research program of showing Searle's Chinese Room Argument to be false". Searle's argument has become "something of a classic in cognitive science", according to Harnad. Varol Akman agrees, and has described the original paper as "an exemplar of philosophical clarity and purity". == Philosophy == Although the Chinese Room argument was originally presented in reaction to the statements of artificial intelligence researchers, philosophers have come to consider it as an important part of the philosophy of mind. It is a challenge to functionalism and the computational theory of mind, and is related to such questions as the mind–body problem, the problem of other minds, the symbol grounding problem, and the hard problem of consciousness. === Strong AI === Searle identified a philosophical position he calls "strong AI": The appropriately programmed computer with the right inputs and outputs would thereby have a mind in exactly the same sense human beings have minds. The definition depends on the distinction between simulating a mind and actually having one. Searle writes that "according to Strong AI, the correct simulation really is a mind. According to Weak AI, the correct simulation is a model of the mind." The claim is implicit in some of the statements of early AI researchers and analysts. For example, in 1957, the economist and psychologist Herbert A. Simon declared that "there are now in the world machines that think, that learn and create". Simon, together with Allen Newell and Cliff Shaw, after having completed the first program that could do formal reasoning (the Logic Theorist), claimed that they had "solved the venerable mind–body problem, explaining how a system composed of matter can have the properties of mind." John Haugeland wrote that "AI wants only the genuine article: machines with minds, in the full and literal sense. This is not science fiction, but real science, based on a theoretical conception as deep as it is daring: namely, we are, at root, computers ourselves." Searle also ascribes the following claims to advocates of strong AI: AI systems can be used to explain the mind; The study of the brain is irrelevant to the study of the mind; and The Turing test is adequate for establishing the existence of mental states. === Strong AI as computationalism or functionalism === In more recent presentations of the Chinese room argument, Searle has identified "strong AI" as "computer functionalism" (a term he attributes to Daniel Dennett). Functionalism is a position in modern philosophy of mind that holds that we can define menta

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  • Demis Hassabis

    Demis Hassabis

    Sir Demis Hassabis (/ˈdɛ.mɪs/ DE-mis /hɑːˈsɑː.bis/ hah-SAH-bees; born Dimitrios Hassapis, Greek: Δημήτριος Χασάπης, 27 July 1976) is a British artificial intelligence (AI) researcher and entrepreneur. He is the chief executive officer and co-founder of Google DeepMind and Isomorphic Labs, and a UK Government AI Adviser. In 2024, Hassabis and John M. Jumper were jointly awarded the Nobel Prize in Chemistry for their AI research contributions to protein structure prediction. Hassabis is a Fellow of the Royal Society and has won awards for his research efforts, including the Breakthrough Prize, the Canada Gairdner International Award and the Lasker Award. He was appointed a CBE in 2017, and knighted in 2024 for his work on AI. He was also listed among the Time 100 most influential people in the world in 2017 and 2025, and was one of the "Architects of AI" collectively chosen as Time's 2025 Person of the Year. == Early life and education == Hassabis was born to Costas and Angela Hassapis. His father is a Greek Cypriot and his mother is a Chinese Singaporean. Demis grew up in North London. His original surname was "Hassapis" (Greek: Χασάπης), meaning "butcher" in Greek, but he later, according to Ingo Althöfer, "executed a point mutation by changing ‘p’ to ‘b’". One of his younger brothers still carries the original surname. In his early career, he was a video game AI programmer and designer, and an expert board games player. A child prodigy in chess from the age of four, when he first learnt chess by watching his father playing against his uncle, Hassabis reached master standard at the age of 13 with an Elo rating of 2300 and captained many of the England junior chess teams. He represented the University of Cambridge in the Oxford–Cambridge varsity chess matches of 1995, 1996 and 1997, winning a half blue. He first got interested in technology after buying his first computer in 1984, a ZX Spectrum 48K, funded from chess winnings. He taught himself how to program from books. He subsequently wrote his first AI program on a Commodore Amiga to play the reversi board game. Between 1988 and 1990, Hassabis was educated at Queen Elizabeth's School, Barnet, a boys' grammar school in North London. He was subsequently home-schooled by his parents for a year, before studying at the comprehensive school of Christ's College in East Finchley. He completed his A-level exams two years early at 16. === Bullfrog Productions === Asked by Cambridge University to take a gap year owing to his young age, Hassabis began his computer games career at Bullfrog Productions after entering an Amiga Power "Win-a-job-at-Bullfrog" competition. He began by playtesting on Syndicate and then at 17 co-designing and lead-programming on the 1994 game Theme Park, with the game's designer Peter Molyneux. Theme Park, a simulation video game, sold several million copies and inspired a whole genre of simulation sandbox games. Despite being offered a seven-figure sum to remain in the games industry, he turned it down. He earned enough from his gap year to pay his own way through university. === University of Cambridge === Hassabis left Bullfrog to study at Queens' College of the University of Cambridge, where he completed the Computer Science Tripos and graduated in 1997 with a double first. == Career and research == === Lionhead === After graduating from Cambridge, Hassabis worked at Lionhead Studios. Games designer Peter Molyneux, with whom Hassabis had worked at Bullfrog Productions, had recently founded the company. At Lionhead, Hassabis worked as lead AI programmer on the 2001 god game Black & White. === Elixir Studios === Hassabis left Lionhead in 1998 to found Elixir Studios, a London-based independent games developer, signing publishing deals with Eidos Interactive, Vivendi Universal and Microsoft. In addition to managing the company, Hassabis served as executive designer of the games Republic: The Revolution and Evil Genius. Each received BAFTA nominations for their interactive music scores, created by James Hannigan. The release of Elixir's first game, Republic: The Revolution, a highly ambitious and unusual political simulation game, was delayed due to its huge scope, which involved an AI simulation of the workings of an entire fictional country. The final game was reduced from its original vision and greeted with lukewarm reviews, receiving a Metacritic score of 62/100. Evil Genius, a tongue-in-cheek Austin Powers parody, fared much better with a score of 75/100. In April 2005 the intellectual property and technology rights were sold to various publishers and the studio was closed. === Neuroscience research === Following Elixir Studios, Hassabis returned to academia to obtain his PhD in cognitive neuroscience from UCL Queen Square Institute of Neurology in 2009 supervised by Eleanor Maguire. He sought to find inspiration in the human brain for new AI algorithms. He continued his neuroscience and artificial intelligence research as a visiting scientist jointly at Massachusetts Institute of Technology (MIT), in the lab of Tomaso Poggio, and Harvard University, before earning a Henry Wellcome postdoctoral research fellowship to the Gatsby Computational Neuroscience Unit at UCL in 2009 working with Peter Dayan. Working in the field of imagination, memory, and amnesia, he co-authored several influential papers published in Nature, Science, Neuron, and PNAS. His very first academic work, published in PNAS, was a landmark paper that showed systematically for the first time that patients with damage to their hippocampus, known to cause amnesia, were also unable to imagine themselves in new experiences. The finding established a link between the constructive process of imagination and the reconstructive process of episodic memory recall. Based on this work and a follow-up functional magnetic resonance imaging (fMRI) study, Hassabis developed a new theoretical account of the episodic memory system identifying scene construction, the generation and online maintenance of a complex and coherent scene, as a key process underlying both memory recall and imagination. This work received widespread coverage in the mainstream media and was listed in the top 10 scientific breakthroughs of the year by the journal Science. He later generalised these ideas to advance the notion of a 'simulation engine of the mind' whose role it was to imagine events and scenarios to aid with better planning. === DeepMind === Hassabis is the CEO and co-founder of DeepMind, a machine learning AI startup, founded in London in 2010 with Shane Legg and Mustafa Suleyman. Hassabis met Legg when both were postdocs at the Gatsby Computational Neuroscience Unit, and he and Suleyman had been friends through family. Hassabis also recruited his university friend and Elixir partner David Silver. DeepMind's mission is to "solve intelligence" and then use intelligence "to solve everything else". More concretely, DeepMind aims to combine insights from systems neuroscience with new developments in machine learning and computing hardware to unlock increasingly powerful general-purpose learning algorithms that will work towards the creation of an artificial general intelligence (AGI). The company has focused on training learning algorithms to master games, and in December 2013 it announced that it had made a pioneering breakthrough by training an algorithm called a Deep Q-Network (DQN) to play Atari games at a superhuman level by using only the raw pixels on the screen as inputs. DeepMind's early investors included several high-profile tech entrepreneurs. In 2014, Google purchased DeepMind for £400 million. Although most of the company has remained an independent entity based in London, DeepMind Health has since been directly incorporated into Google Health. Since the Google acquisition, the company has notched up a number of significant achievements, perhaps the most notable being the creation of AlphaGo, a program that defeated world champion Lee Sedol at the complex game of Go. Go had been considered a holy grail of AI, for its high number of possible board positions and resistance to existing programming techniques. However, AlphaGo beat European champion Fan Hui 5–0 in October 2015 before winning 4–1 against former world champion Lee Sedol in March 2016 and winning 3–0 against the world's top-ranked player Ke Jie in 2017. Additional DeepMind accomplishments include creating a neural Turing machine, reducing the energy used by the cooling systems in Google's data centres by 40%, and advancing research on AI safety. DeepMind has also been responsible for technical advances in machine learning, having produced a number of award-winning papers. In particular, the company has made significant advances in deep learning and reinforcement learning, and pioneered the field of deep reinforcement learning which combines these two methods. Hassabis has predicted that artificial intelligence will be "one of the most beneficial techn

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  • Embodied cognition

    Embodied cognition

    Embodied cognition represents a diverse group of theories which investigate how cognition is shaped by the bodily state and capacities of the organism. These embodied factors include the motor system, the perceptual system, bodily interactions with the environment (situatedness), and the assumptions about the world that shape the functional structure of the brain and body of the organism. Embodied cognition suggests that these elements are essential to a wide spectrum of cognitive functions, such as perception biases, memory recall, comprehension and high-level mental constructs (such as meaning attribution and categories) and performance on various cognitive tasks (reasoning or judgment). The embodied mind thesis challenges other theories, such as cognitivism, computationalism, and Cartesian dualism. It is closely related to the extended mind thesis, situated cognition, and enactivism. The modern version depends on understandings drawn from up-to-date research in psychology, linguistics, cognitive science, dynamical systems, artificial intelligence, robotics, animal cognition, plant cognition, and neurobiology. == Theory == Proponents of the embodied cognition thesis emphasize the active and significant role the body plays in the shaping of cognition and in the understanding of an agent's mind and cognitive capacities. In philosophy, embodied cognition holds that an agent's cognition, rather than being the product of mere (innate) abstract representations of the world, is strongly influenced by aspects of an agent's body beyond the brain itself. An embodied model of cognition opposes the disembodied Cartesian model, according to which all mental phenomena are non-physical and, therefore, not influenced by the body. With this opposition the embodiment thesis intends to reintroduce an agent's bodily experiences into any account of cognition. It is a rather broad thesis and encompasses both weak and strong variants of embodiment. In an attempt to reconcile cognitive science with human experience, the enactive approach to cognition defines "embodiment" as follows: By using the term embodied we mean to highlight two points: first that cognition depends upon the kinds of experience that come from having a body with various sensorimotor capacities, and second, that these individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological and cultural context. This double sense attributed to the embodiment thesis emphasizes the many aspects of cognition that researchers in different fields—such as philosophy, cognitive science, artificial intelligence, psychology, and neuroscience—are involved with. This general characterization of embodiment faces some difficulties: a consequence of this emphasis on the body, experience, culture, context, and the cognitive mechanisms of an agent in the world is that often distinct views and approaches to embodied cognition overlap. The theses of extended cognition and situated cognition, for example, are usually intertwined and not always carefully separated. And since each of the aspects of the embodiment thesis is endorsed to different degrees, embodied cognition should be better seen "as a research program rather than a well-defined unified theory". Some authors explain the embodiment thesis by arguing that cognition depends on an agent's body and its interactions with a determined environment. From this perspective, cognition in real biological systems is not an end in itself; it is constrained by the system's goals and capacities. Such constraints do not mean cognition is set by adaptive behavior (or autopoiesis) alone, but instead that cognition requires "some kind of information processing... the transformation or communication of incoming information". The acquiring of such information involves the agent's "exploration and modification of the environment". It would be a mistake, however, to suppose that cognition consists simply of building maximally accurate representations of input information...the gaining of knowledge is a stepping stone to achieving the more immediate goal of guiding behavior in response to the system's changing surroundings. Another approach to understanding embodied cognition comes from a narrower characterization of the embodiment thesis. The following narrower view of embodiment avoids any compromises to external sources other than the body and allows differentiating between embodied cognition, extended cognition, and situated cognition. Thus, the embodiment thesis can be specified as follows: Many features of cognition are embodied in that they are deeply dependent upon characteristics of the physical body of an agent, such that the agent's beyond-the-brain body plays a significant causal role, or a physically constitutive role, in that agent's cognitive processing. This thesis points out the core idea that an agent's body plays a significant role in shaping different features of cognition, such as perception, attention, memory, reasoning—among others. Likewise, these features of cognition depend on the kind of body an agent has. The thesis omits direct mention of some aspects of the "more encompassing biological, psychological and cultural context" included in the enactive definition, making it possible to separate embodied cognition, extended cognition, and situated cognition. In contrast to the embodiment thesis, the extended mind thesis limits cognitive processing neither to the brain nor even to the body, it extends it outward into the agent's world. Situated cognition emphasizes that this extension is not just a matter of including resources outside the head but stressing the role of probing and changing interactions with the agent's world. Cognition is situated in that it is inherently dependent upon the cultural and social contexts within which it takes place. This conceptual reframing of cognition as an activity influenced by the body has had significant implications. For instance, the view of cognition inherited by most contemporary cognitive neuroscience is internalist in nature. An agent's behavior along with its capacity to maintain (accurate) representations of the surrounding environment were considered as the product of "powerful brains that can maintain the world models and devise plans". From this perspective, cognizing was conceived as something that an isolated brain did. In contrast, accepting the role the body plays during cognitive processes allows us to account for a more encompassing view of cognition. This shift in perspective within neuroscience suggests that successful behavior in real-world scenarios demands the integration of several sensorimotor and cognitive (as well as affective) capacities of an agent. Thus, cognition emerges in the relationship between an agent and the affordances provided by the environment rather than in the brain alone. In 2002, a collection of positive characterizations summarizing what the embodiment thesis entails for cognition were offered. Professor of Cognitive Psychology Margaret Wilson argues that the general outlook of embodied cognition "displays an interesting co-variation of multiple observations and houses a number of different claims: (1) cognition is situated; (2) cognition is time-pressured; (3) we off-load cognitive work onto the environment; (4) the environment is part of the cognitive system; (5) cognition is for action; (6) offline cognition is bodily-based". According to Wilson, the first three and the fifth claim appear to be at least partially true, while the fourth claim is deeply problematic in that all things that have an impact on the elements of a system are not necessarily considered part of the system. The sixth claim has received the least attention in the literature on embodied cognition, yet it might be the most significant of the six claims as it shows how certain human cognitive capabilities, that previously were thought to be highly abstract, now appear to be leaning towards an embodied approach for their explanation. Wilson also describes at least five main (abstract) categories that combine both sensory and motor skills (or sensorimotor functions). The first three are working memory, episodic memory, and implicit memory; the fourth is mental imagery, and finally, the fifth concerns reasoning and problem solving. == History == The theory of embodied cognition, along with the multiple aspects it comprises, can be regarded as the imminent result of an intellectual skepticism towards the flourishment of the disembodied theory of mind put forth by René Descartes in the 17th century. According to Cartesian dualism, the mind is entirely distinct from the body and can be successfully explained and understood without reference to the body or to its processes. Research has been done to identify the set of ideas that would establish what could be considered as the early stages of embodied cognition around inquiries regarding the mind-body-soul rel

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  • Recruitee

    Recruitee

    Tellent Recruitee is a cloud-based applicant tracking system (ATS) for talent acquisition owned by Tellent. It is used by internal HR teams for processes including job postings, candidate sourcing, reporting, and applicant tracking. == History == Perry Oostdam and Pawel Smoczyk founded Recruitee after working on a mobile gaming startup. The Recruitee was launched in August 2015. In September 2015, it received a seed funding round with participation from investors Robert Pijselman and Luc Brandts. Merger In February 2021, Recruitee and the Finnish HR software provider Sympa merged their operations, backed by the growth equity firm Providence Strategic Growth (PSG). Acquisition In 2022, the group acquired the French company Javelo and the German company kiwiHR. The parent company was subsequently renamed as Tellent while Recruitee renamed as Tellent Recruitee and continues to operate as a product unit within the Tellent group. == Platform == Tellent Recruitee is a customizable recruitment software. It functions as an ATS and talent acquisition platform and includes tools to create and publish job listings, source candidates, manage recruitment agencies, and track applicants through customizable pipelines. The interface allows drag-and-drop organization of candidates. The platform also includes features for team collaboration, such as shared notes, task assignments, and candidate evaluations. It also has integrated scheduling tools and automated email communication. Tellent Recruitee also provides analytics and reports on hiring and career site metrics. The software allows for customization of career site pages and application forms. It supports integrations with other HR and productivity software, such as WhatsApp, and has various AI functionalities to support with manual recruitment tasks.

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  • AlphaGeometry

    AlphaGeometry

    AlphaGeometry is an artificial intelligence (AI) program that can solve hard problems in Euclidean geometry. The system comprises a data-driven large language model (LLM) and a rule-based symbolic engine (Deductive Database Arithmetic Reasoning). It was developed by DeepMind, a subsidiary of Google. The program solved 25 geometry problems out of 30 from the International Mathematical Olympiad (IMO) under competition time limits—a performance almost as good as the average human gold medallist. For comparison, the previous AI program, called Wu's method, managed to solve only 10 problems. DeepMind published a paper about AlphaGeometry in the peer-reviewed journal Nature on 17 January 2024. AlphaGeometry was featured in MIT Technology Review on the same day. Traditional geometry programs are symbolic engines that rely exclusively on human-coded rules to generate rigorous proofs, which makes them lack flexibility in unusual situations. AlphaGeometry combines such a symbolic engine with a specialized large language model trained on synthetic data of geometrical proofs. When the symbolic engine doesn't manage to find a formal and rigorous proof on its own, it solicits the large language model, which suggests a geometrical construct to move forward. However, it is unclear how applicable this method is to other domains of mathematics or reasoning, because symbolic engines rely on domain-specific rules and because of the need for synthetic data. == AlphaGeometry 2 == AlphaGeometry 2 is an improved version of AlphaGeometry, published on February 5, 2025. They added more features to the representation language to describe more geometry problems that involve movements of objects, and problems containing linear equations of angles, ratios, and distances. They targeted IMO geometry questions from 2000 to 2024. The expanded representation language allowed them to cover 88% of the questions. It uses Gemini finetuned on a synthetically generated dataset of problems and solutions in the representation language. The model is used for making auxiliary constructions like lines and points, to help the tree search. It is also used for autoformalization, i.e. converting a problem in English to a problem in the representation language.

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  • Moral Machine

    Moral Machine

    Moral Machine is an online platform, developed by Iyad Rahwan's Scalable Cooperation group at the Massachusetts Institute of Technology, that generates moral dilemmas and collects information on the decisions that people make between two destructive outcomes. The platform is the idea of Iyad Rahwan and social psychologists Azim Shariff and Jean-François Bonnefon, who conceived of the idea ahead of the publication of their article about the ethics of self-driving cars. The key contributors to building the platform were MIT Media Lab graduate students Edmond Awad and Sohan Dsouza. The presented scenarios are often variations of the trolley problem, and the information collected would be used for further research regarding the decisions that machine intelligence must make in the future. For example, as artificial intelligence plays an increasingly significant role in autonomous driving technology, research projects like Moral Machine help to find solutions for challenging life-and-death decisions that will face self-driving vehicles. Moral Machine was active from January 2016 to July 2020. The Moral Machine continues to be available on their website for people to experience. == The experiment == The Moral Machine was an ambitious project; it was the first attempt at using such an experimental design to test a large number of humans in over 200 countries worldwide. The study was approved by the Institute Review Board (IRB) at Massachusetts Institute of Technology (MIT). The setup of the experiment asks the viewer to make a decision on a single scenario in which a self-driving car is about to hit pedestrians. The user can decide to have the car either swerve to avoid hitting the pedestrians or keep going straight to preserve the lives it is transporting. Participants can complete as many scenarios as they want to, however the scenarios themselves are generated in groups of thirteen. Within this thirteen, a single scenario is entirely random while the other twelve are generated from a space in a database of 26 million different possibilities. They are chosen with two dilemmas focused on each of six dimensions of moral preferences: character gender, character age, character physical fitness, character social status, character species, and character number. The experiment setup remains the same throughout multiple scenarios but each scenario tests a different set of factors. Most notably, the characters involved in the scenario are different in each one. Characters may include ones such as: Stroller, girl, boy, pregnant, Male Doctor, Female Doctor, Female Athlete, Executive Female, Male Athlete, Executive Male, Large Woman, Large Man, homeless, old man, old woman, dog, criminal, and a cat. Through these different characters researchers were able to understand how a wide variety of people will judge scenarios based on those involved. == Analysis == The Moral Machine collected 40 million moral decisions from 4 million participants in 233 countries, analysis of which revealed trends within individual countries and humanity as a whole. It tested for nine factors: preference for sparing humans versus pets, passengers versus pedestrians, men versus women, young versus elderly, fit versus overweight, higher versus lower social status, jaywalkers versus law abiders, larger versus smaller groups, and inaction (i.e. staying on course) versus swerving. Globally, participants favored human lives over lives of animals like dogs and cats. They preferred to spare more lives if possible, and younger lives as opposed to older. Babies were most often spared with cats being the least spared. In terms of gender variations, people tended to spare men over women for doctors and the elderly. All countries generally shared the preference to spare pedestrians over passengers and law-abiders over criminals. Participants from less wealthy countries showed a higher tendency of sparing pedestrians who crossed illegally compared to those from more wealthy and developed countries. This is most likely due to their experience living in a society where individuals are more likely to deviate from rules due to less stringent enforcement of laws. Countries of higher economic inequality overwhelmingly prefer to save wealthier individuals over poorer ones. === Cultural differences === Researchers subdivided 130 countries with similar results into three ‘cultural clusters’. North America and European countries with significant Christian populations had a higher preference for inaction on the part of the driver and thus had less of a preference for sparing pedestrians as compared to other clusters. East Asian and Islamic countries, together constituting the second cluster, did not have as much preference to spare younger humans compared to the other two clusters and had a higher preference for sparing law-abiding humans. Latin America and Francophone countries had a higher preference for sparing women, the young, the fit, and those of higher status, but a lower preference for sparing humans over pets or other animals. Individualistic cultures tended to spare larger groups, and collectivist cultures had a stronger preference for sparing the lives of older people. For instance, China ranked far below the world average for preference to spare the younger over elderly, while the average respondent from the US exhibited a much higher tendency to save younger lives and larger groups. == Applications of the data == The findings from the moral machine can help decision makers when designing self-driving automotive systems. Designers must make sure that these vehicles are able to solve problems on the road that aligns with the moral values of humans around it. This is a challenge because of the complex nature of humans who may all make different decisions based on their personal values. However, by collecting a large amount of decisions from humans all over the world, researchers can begin to understand patterns in the context of a particular culture, community, and people. == Other features == The Moral Machine was deployed in June 2016. In October 2016, a feature was added that offered users the option to fill a survey about their demographics, political views, and religious beliefs. Between November 2016 and March 2017, the website was progressively translated into nine languages in addition to English (Arabic, Chinese, French, German, Japanese, Korean, Portuguese, Russian, and Spanish). Overall, the Moral Machine offers four different modes, with the focus being on the data-gathering feature of the website, called the Judge mode. This means that the Moral Machine, in addition to providing their own scenarios for users to judge, also invites users to create their own scenarios to be submitted and approved so that other people may also judge those scenarios. Data is also open sourced for anyone to explore via an interactive map that is featured on the Moral Machine website. == In the literature == Studies and research on the Moral Machine have taken a wide variety of approaches. However, theological examinations of the topic are still scarce where two bodies of work that examine such perspective currently exist in this regard: One is Buddhist while the other is Christian.

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  • Linagora

    Linagora

    Linagora is a French open source software editor, founded in June 2000 by Alexandre Zapolsky and Michel-Marie Maudet. Located in France, as well as in Belgium, Canada, Vietnam, the United States and Tunisia, the company employs around 200 people. In 2023, Linagora created the OpenLLM France community, alongside other French Artificial Intelligence companies and organizations. In 2025, the company launched Lucie, an opensource Large Language Model. == History == Linagora was founded on June 28, 2000. Its name is a contraction of the words "Linux" and "Agora". The company was founded by Alexandre Zapolsky and Michel-Marie Maudet. Soon after, the two entrepreneurs were joined by Alexandre Zapolsky's wife and brother, who took on the roles of commercial director and administrative and financial director of the SME. In 2007, the company was selected by the French National Assembly to provide the software for Linux computers, replacing Microsoft Windows. Linagora then claimed the position of the leading French open source software company by revenue. In 2015, French Prime Minister Manuel Valls allocated €10.7 million from the "Investments for the Future" fund for a research program aimed at developing a new generation of open source software platforms based on Linagora's offerings. In September 2016, Linagora launched the social network "La Cerise" for the newspaper L'Humanité. This app offered a service and tool for readers and citizens mobilizing for causes. It aimed to share engagement through petitions, discussions, agendas, and contacts. In October 2016, the company won two public contracts for supporting open source software in forty-two French ministries and other administrative entities. In May 2019, Linagora organized a fundraising event in the presence of the French Secretary of State for Digital Affairs, Cédric O, to celebrate its 19th anniversary. The funds were intended for: Supporting parents of hospitalized Polynesian children in France. Equipping primary school students with digital devices (tablets or PCs). Establishing a digital academy "OpenHackademy" in French Polynesia to train unemployed youth in digital skills and help them find jobs. In December 2022, Linagora acquired a property known as "Maison Rocher" and later "Maison Chocolat," located on the Île Saint-Germain in Issy-les-Moulineaux. Renamed "Villa Good Tech" by Linagora, this award-winning architectural work by Éric Daniel-Lacombe became the company's new headquarters, aiming to provide a space for associative actors and companies to develop technologies that contribute to a better world. In July 2023, Linagora launched OpenLLM France, a community initially comprising around twenty actors focused on generative AI. The goal was to develop a sovereign and open source large language model. This initiative, led by co-founder and CEO Michel-Marie Maudet, had more than four hundred French members by early 2024. and announced its expansion to the European sphere during Fosdem 2024. In February 2024, the CNRS and Linagora signed a framework agreement to strengthen their research collaboration. In January 2025, Linagora released Lucie, an open source and sovereign AI that faced ridicule due to tests on an unfinished, uncensored version designed for scientific and experimental use. The platform divided opinions between those who saw it as a technological achievement and those who criticized it as "French bashing" compared to American and Chinese AIs. == Acquisitions == The company acquired: In July 2007, the SME AliaSource, based in Ramonville-Saint-Agne and led by its founder, Pierre Baudracco. In 2008, the open source web hosting company Netaktiv, a member of the GIE Gitoyen, announced during the 2008 Solutions Linux trade show. In 2012, the Toulouse-based company EBM Websourcing, the publisher of the open-source software Petals Link, and took over its development. In 2016, the digital agency Neoma Interactive, specializing in UX design and digital communication strategy. == Locations == In 2017, the company's headquarters was located in Issy-les-Moulineaux, with branches in Lyon, Toulouse, Marseille, and internationally in Brussels, San Francisco, Montreal, Vietnam, and Tunisia. In 2005, the company attempted to establish a presence in Nantes. In 2024, the headquarters was moved to Issy-les-Moulineaux. == Activity == === Software === Twake Workplace One of Linagora's flagship products is Twake Workplace, which stands out as a 100% open-source solution compared with those of the GAFAMs. Twake Workplace is available as a complete platform or module by module. It includes : Twake Mail, a powerful modern messaging solution based on the JMAP protocol and the James email server from the Apache Foundation, for which Linagora provides technical management; Twake Chat, an instant communications solution for businesses developed using the Matrix protocol and compatible with the French government's chat solution, Tchap; Twake Drive, an easy-to-use collaborative platform for group work using OnlyOffice. ==== OpenPaaS ==== In 2018, the search engine Qwant announced that its email service Qwantmail would be based on the OpenPaaS product. In 2022, Qwant announced the abandonment of its Qwantmail project due to Linagora's collection of personal email addresses and serious security breaches. The site Next (formerly PC INpact) published an article in January 2020 criticizing the "failures and delays" of the Qwantmail project led by Linagora, which led to the CNIL's intervention regarding Qwant and Linagora. ==== LinTO ==== In 2017, Linagora launched its open source voice assistant project named LinTO. This enterprise voice assistant, described as "GAFAM Free," was presented at CES 2018 in Las Vegas. The LinTO voice framework was developed as part of the eponymous research project funded by Bpifrance (Grands Défis du Numérique instrument). === Services === ==== OSSA (Open Source Software Assurance) ==== One of the company's main activities is OSSA. Through OSSA, Linagora provided support for open source software for 42 ministries and other administrative entities in 2012. == Legal issues == === Dispute with BlueMind === In 2012, a legal dispute arose between BlueMind and Linagora. Linagora accused BlueMind of copyright infringement, unfair competition, and breach of a non-compete clause, leading to several legal actions. Linagora sued BlueMind for copyright infringement and unfair competition in the Bordeaux court, which ruled in Linagora's favor for unfair competition and parasitism but rejected the copyright claim. BlueMind was ordered to pay nearly €170,000 to Linagora. Linagora sued former associates Pierre Baudracco and Pierre Carlier in the Paris Commercial Court for breach of a non-compete clause and violation of a warranty of eviction. The court dismissed Linagora's claims and ordered it to pay €20,000 each to Baudracco and Carlier. Linagora appealed, and the Paris Court of Appeal partially overturned the decision, awarding Linagora €480,000. BlueMind sued Linagora for defamation and public insult in the Toulouse Criminal Court. The court ruled against Linagora, but the decision was overturned by the Court of Cassation in January 2024, and the case was remanded for retrial. === Conviction for wrongful termination and harassment === On June 14, 2017, France 3 reported on a decision by the Versailles Court of Appeal, which ruled that Linagora had wrongfully terminated an employee and subjected them to moral harassment. The court ordered Linagora to pay the employee €22,000 for wrongful termination, €11,000 for notice pay, €6,600 for legal severance pay, €3,200 for conservative suspension, and €3,000 for moral harassment.

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  • Avid Free DV

    Avid Free DV

    Avid Free DV is a non-linear editing video editing software application developed by Avid Technology. Avid introduced Free DV in January 2003 at the 2003 MacWorld Expo; the company discontinued it in September 2007. Free DV was intended to give editors a sample of the Avid interface to use in deciding whether or not to purchase Avid software, so when compared with other Avid products its features were relatively minimal. When it was available it was not limited by time or watermarking, so it could be used as a non-linear editor for as long as desired. == Comparisons == When compared with other consumer-end non-linear editors such as iMovie and Windows Movie Maker, it sported more powerful video processing tools, but lacked the ease-of-use and shallow learning curve emphasized in similar programs because it had the full interface of the professional Avid system. However, Avid did offer a number of flash-based tutorials to help new users learn how to use the program for capturing, editing, clipping, processing, and outputting audio/video, among other things. == Limitations == The limitations of Avid Free DV included that it allowed only two video and audio tracks, had fewer editing tools than other Avid products, had few import and export formats, and allowed capture and output of standard-definition DV only, via FireWire. Avid Free DV projects and media were not compatible with other Avid systems. As the name implied, Avid Free DV was available as a free download, although users were required to complete a short survey on the Avid website before they were given a download link and key. In addition to using Free DV to evaluate Avid prior to purchase, it could also act as a stepping stone for people wishing to learn to use Avid's other editing products, such as Xpress Pro, Media Composer and Symphony. While additional skills and techniques are necessary to use these professionally geared systems, the basic operation remains the same. == Operating systems == Avid Free DV was available for Windows XP and Mac OS X. The officially supported Mac OS X versions were Panther versions up to 10.3.5, and Tiger versions up to 10.4.3 only. == Supported formats == Avid Free DV supported QuickTime (MOV) and DV AVIs. == Reception == John P. Mello Jr. of The Boston Globe gave Free DV a negative review, finding the user interface obfuscatory and the process of ingesting video error-prone. He summarized: "Professional video editors who use an Avid competitor may jump at the chance to take a free look at how Avid does things. But for the merely curious, this software is a nightmare". Video Systems's Steve Mullen opined that its lack of interoperability with Avid's professional editing software contracted Avid's stated goal to entice budding video editors into buying into the company's software ecosystem.

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  • Brain.js

    Brain.js

    Brain.js is a JavaScript library used for neural networking, which is released as free and open-source software under the MIT License. It can be used in both the browser and Node.js backends. Brain.js is most commonly used as a simple introduction to neural networking, as it hides complex mathematics and has a familiar modern JavaScript syntax. It is maintained by members of the Brain.js organization and open-source contributors. == Examples == Creating a feedforward neural network with backpropagation: Creating a recurrent neural network: Train the neural network on RGB color contrast:

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  • Attribute–value system

    Attribute–value system

    An attribute–value system is a basic knowledge representation framework comprising a table with columns designating "attributes" (also known as "properties", "predicates", "features", "dimensions", "characteristics", "fields", "headers" or "independent variables" depending on the context) and "rows" designating "objects" (also known as "entities", "instances", "exemplars", "elements", "records" or "dependent variables"). Each table cell therefore designates the value (also known as "state") of a particular attribute of a particular object. == Example of attribute–value system == Below is a sample attribute–value system. It represents 10 objects (rows) and five features (columns). In this example, the table contains only integer values. In general, an attribute–value system may contain any kind of data, numeric or otherwise. An attribute–value system is distinguished from a simple "feature list" representation in that each feature in an attribute–value system may possess a range of values (e.g., feature P1 below, which has domain of {0,1,2}), rather than simply being present or absent (Barsalou & Hale 1993). == Other terms used for "attribute–value system" == Attribute–value systems are pervasive throughout many different literatures, and have been discussed under many different names: Flat data Spreadsheet Attribute–value system (Ziarko & Shan 1996) Information system (Pawlak 1981) Classification system (Ziarko 1998) Knowledge representation system (Wong & Ziarko 1986) Information table (Yao & Yao 2002)

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  • Lighthill report

    Lighthill report

    Artificial Intelligence: A General Survey, commonly known as the Lighthill report, is a scholarly article by James Lighthill, published in Artificial Intelligence: a paper symposium in 1973. It was compiled by Lighthill for the British Science Research Council as an evaluation of academic research in the field of artificial intelligence (AI). The report gave a very pessimistic prognosis for many core aspects of research in this field, stating that "In no part of the field have the discoveries made so far produced the major impact that was then promised". It "formed the basis for the decision by the British government to end support for AI research in most British universities", contributing to an AI winter in the United Kingdom. == Publication history == It was commissioned by the SRC in 1972 for Lighthill to "make a personal review of the subject [of AI]". Lighthill completed the report in July. The SRC discussed the report in September, and decided to publish it, together with some alternative points of view by Stuart Sutherland, Roger Needham, Christopher Longuet-Higgins, and Donald Michie. The SRC's decision to invite the report was partly a reaction to high levels of discord within the University of Edinburgh's Department of Artificial Intelligence, one of the earliest and biggest centres for AI research in the UK. On May 9, 1973, Lighthill debated several leading AI researchers (Donald Michie, John McCarthy, Richard Gregory) at the Royal Institution in London concerning the report. == Content == While the report was supportive of research into the simulation of neurophysiological and psychological processes, it was "highly critical of basic research in foundational areas such as robotics and language processing". The report stated that AI researchers had failed to address the issue of combinatorial explosion when solving problems within real-world domains. That is, the report states that whilst AI techniques may have worked within the scope of small problem domains, the techniques would not scale up well to solve more realistic problems. The report represents a pessimistic view of AI that began after early excitement in the field. The report divides AI research into three categories: Advanced Automation ("A"): applications of AI, such as optical character recognition, mechanical component design and manufacture, missile perception and guidance, etc. Computer-based Central Nervous System research ("C"): building computational models of human brains (neurobiology) and behavior (psychology). Bridge, or Building Robots ("B"): research that combines categories A and C. This category is intentionally vague. Projects in category A had had some success, but only in restricted domains where a large quantity of detailed knowledge was used in designing the program. This was disappointing to researchers who hoped for generic methods. Due to the issue of the combinatorial explosion, the amount of detailed knowledge required by the program quickly grew too large to be entered by hand, thus restricting projects to restricted domains. Projects in category C had had some measure of success. Artificial neural networks were successfully used to model neurobiological data. SHRDLU demonstrated that human use of language, even in fine details, depends on the semantics or knowledge, and is not purely syntactical. This was influential in psycholinguistics. Attempts to extend SHRDLU to larger domains of discourse was considered impractical, again due to the issue of the combinatorial explosion. Projects in category B were held to be failures. One important project, that of "programming and building a robot that would mimic human ability in a combination of eye-hand co-ordination and common-sense problem solving", was considered entirely disappointing. Similarly, chess playing programs were no better than human amateurs. Due to the combinatorial explosion, the run-time of general algorithms quickly grew impractical, requiring detailed problem-specific heuristics. The report stated that it was expected that within the next 25 years, category A would simply become applied technologies engineering, C would integrate with psychology and neurobiology, while category B would be abandoned.

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  • Glow (app)

    Glow (app)

    Glow is a fertility awareness and period-tracking app. It is part of a suite of mobile apps focused on women's reproductive health and childcare, which includes Eve by Glow (a dedicated period tracker), Glow Nurture (a pregnancy tracker), and Glow Baby (a baby development tracker). The Glow company also operates an online shop that sells several fertility-related products, including ovulation test strips, pregnancy tests, and wearable breast pumps. In 2024, Glow was reported to have approximately 25 million users across its various apps and community message boards. == History == Glow debuted in August 2013 as an iOS app. It was founded by Michael Huang and Max Levchin and launched with $6 million in Series A funding from venture capital firms Founders Fund and Andreesen Horowitz. In 2014, Glow raised an additional $17 million in Series B funding, with Formation 8 joining existing investors. In 2015, Glow launched Ruby, an app dedicated to sexual health. That year, Wired reported that the company had added features to their apps allowing men to monitor their fertility. Glow subsequently released an additional set of apps focused on pregnancy tracking and infant development. In 2016, Glow reported that it had a total of approximately 3 million users; by 2018, this had grown to 15 million. Vox described it as one of the “big two” period and fertility tracking apps and the one that had started the “boom” in the femtech space. == Application and features == Glow was initially described as a fertility application that applied data-driven methods to menstrual and ovulation tracking. Core features include cycle logging, ovulation prediction, and symptom tracking. The app also provides educational content related to reproductive health and childcare, as well as a set of online message boards that allow individuals to share experiences and seek peer support. == Privacy and legal issues == Glow has received significant media attention for its privacy and security practices. In 2016, Consumer Reports identified potential exploits in the Glow app that they claimed could have exposed private user data to hackers. Glow subsequently reported that it had fixed the vulnerabilities and told The Washington Post they had no evidence that user data had been compromised. In September 2020, the California Attorney General announced a settlement with Glow related to Consumer Reports’ findings, which included a $250,000 civil penalty. Following the US Supreme Court's 2022 Dobbs v. Jackson ruling, which legalized state-level bans on abortion, Glow (and other fertility trackers, such as Clue and Flo) came under additional scrutiny over concerns that user data on abortions could be reported to law enforcement. After this surge of media interest, a research team affiliated with the University of New South Wales conducted an investigation into the privacy practices of several popular fertility apps, including Glow. Their review of Glow was mixed, noting that they provided several privacy settings and de-identified sensitive data, but that user information could still be disclosed in the future if the app was sold. Glow rejected that claim, telling the Australian Associated Press that it "did not share" personal data. The company also cited several internal security measures it had implemented and its apps' offline data protection setting, which allows users to permanently delete their health-related data. == Reception == In 2014, Fast Company reported that 20,000 women had used Glow to conceive. Later that year, The Guardian included Glow Nurture on its list of the best iPhone apps of 2014. Media coverage often praised Glow's array of menstrual tracking options, although some reviews also noted that fertility apps are not birth control tools and cautioned against relying on them for that purpose. In 2019, Cosmopolitan singled Glow's community of users as one of its standout features.

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  • Liveness test

    Liveness test

    A liveness test, liveness check or liveness detection is an automated method for determining whether a subject is a real person or part of a spoofing attack. The technique is used as part of know your customer checks in financial services and during facial age estimation. Liveness detection is a cornerstone of digital safety. == Test process == The threat in face spoofing attacks is that "the attacker only needs to find a good face swap library on Github and understand how to inject the model into the camera feed during the KYC process". Fraudsters usually buy stolen IDs on the dark web to start a deepfake attack. An AI-powered generative adversarial network (GAN) can then generate the face swapping model that many online verification services fail to detect. Low level hackers may use face swapping apps such as SwapFace, DeepFaceLive, and Swapstream (increasing interest for those apps in 2023 according to Google Trends). In a video liveness test, users are typically asked to look into a camera and to move, smile or blink, and features of their moving face may then be compared to that of a still image. Artificial intelligence is used to counter presentation attacks such as deepfakes or users wearing hyperrealistic masks, or video injection attacks. Other forms of liveness test include checking for a pulse when using a fingerprint scanner or checking that a person's voice is not a recording or artificially generated during speaker recognition. == Adoption and certification == In a 2022 report published by the security firm Sensity, it was demonstrated that the liveness test of most US banks was easily cheated with new and publicly-available AI-powered techniques. Many of these banks disregarded the results of the report. In the first half of 2023, the security firm iProov detected a 704% increase in face-swap attacks. In 2023, in the UK, many customers of Ryanair were upset to have to go through many ID verification checks, including liveness tests, before boarding, as the airline was using it as a mean to deter customers to buy tickets through third-party websites. In the first half of 2024 iBeta Quality Assurance issued 18 new ISO/IEC 30107-3 Presentation Attack Detection certificates, raising the cumulative total to 85 since 2018. In January 2024, the Department of Homeland Security (DHS) opened applications from vendors to test their Liveness test. Identity frauds peaked during the COVID-19 lockdown, leading government agencies to take reinforced measures to secure their digital applications.

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  • Issue tree

    Issue tree

    An issue tree, also called logic tree, is a graphical breakdown of a question that dissects it into its different components vertically and that progresses into details as it reads to the right. Issue trees are useful in problem solving to identify the root causes of a problem as well as to identify its potential solutions. They also provide a reference point to see how each piece fits into the whole picture of a problem. == Types == According to professor of strategy Arnaud Chevallier, elaborating an approach used at McKinsey & Company, there are two types of issue trees: diagnostic ones and solution ones. Diagnostic trees break down a "why" key question, identifying all the possible root causes for the problem. Solution trees break down a "how" key question, identifying all the possible alternatives to fix the problem. == Rules == Four basic rules can help ensure that issue trees are optimal, according to Chevallier: Consistently answer a "why" or a "how" question Progress from the key question to the analysis as it moves to the right Have branches that are mutually exclusive and collectively exhaustive (MECE) Use an insightful breakdown The requirement for issue trees to be collectively exhaustive implies that divergent thinking is a critical skill. == Applications == === In management interviews === Issue trees are used to answer questions in case interviews for management consulting positions. A quantitative type of question, the market sizing question, requires the interviewee to estimate the size of a data group such as a specific segment of a population, an amount of objects, a company's revenues, or similar. The candidates are expected to use a structured and logical method of arriving at their answer, and using an issue tree provides a diagram to aid the candidate's logical reasoning. Issue trees are used for other types of case interview questions as well.

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