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  • PressWise

    PressWise

    PressWise was digital imposition software to quickly and easily impose most any variety of flat and folding layouts. It was acquired by the Aldus Prepress Group affectionately known in the print and publishing industry as the Aldus WiseGuys in August 1991 from Emulation Technologies Inc. of Cleveland, Ohio. It was further developed by the Aldus Press Group and launched as the first of many Aldus prepress products in 1993. It was subsequently owned by Adobe Systems, then Luminous Corporation (Seattle), then Imation, and finally ScenicSoft. PressWise was discontinued by ScenicSoft in 1999 ultimately. == History == In February 2009, the PressWise copyright was acquired by Aethos Technologies and a new print automation product was launched by its creator, Eric Wold of Santa Rosa, California. This new product has no relationship to the old imposition software of the same name. It's notable that Larry Letteney, former President of Creo Americas was a board member and shareholder of Aethos Technologies during its early phase. Datatech SmartSoft acquired exclusive distribution rights to the software in September 2009. In September 2010 Datatech SmartSoft completed the acquisition of the PressWise brand and product.

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  • CHAOS (chess)

    CHAOS (chess)

    CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

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  • Robot learning

    Robot learning

    Robot learning is a research field at the intersection of machine learning and robotics. It studies techniques allowing a robot to acquire novel skills or adapt to its environment through learning algorithms. The embodiment of the robot, situated in a physical embedding, provides at the same time specific difficulties (e.g. high-dimensionality, real time constraints for collecting data and learning) and opportunities for guiding the learning process (e.g. sensorimotor synergies, motor primitives). Example of skills that are targeted by learning algorithms include sensorimotor skills such as locomotion, grasping, active object categorization, as well as interactive skills such as joint manipulation of an object with a human peer, and linguistic skills such as the grounded and situated meaning of human language. Learning can happen either through autonomous self-exploration or through guidance from a human teacher, like for example in robot learning by imitation. Robot learning can be closely related to adaptive control, reinforcement learning as well as developmental robotics which considers the problem of autonomous lifelong acquisition of repertoires of skills. While machine learning is frequently used by computer vision algorithms employed in the context of robotics, these applications are usually not referred to as "robot learning". == Imitation learning == Many research groups are developing techniques where robots learn by imitating. This includes various techniques for learning from demonstration (sometimes also referred to as "programming by demonstration") and observational learning. == Sharing learned skills and knowledge == In Tellex's "Million Object Challenge", the goal is robots that learn how to spot and handle simple items and upload their data to the cloud to allow other robots to analyze and use the information. RoboBrain is a knowledge engine for robots which can be freely accessed by any device wishing to carry out a task. The database gathers new information about tasks as robots perform them, by searching the Internet, interpreting natural language text, images, and videos, object recognition as well as interaction. The project is led by Ashutosh Saxena at Stanford University. RoboEarth is a project that has been described as a "World Wide Web for robots" − it is a network and database repository where robots can share information and learn from each other and a cloud for outsourcing heavy computation tasks. The project brings together researchers from five major universities in Germany, the Netherlands and Spain and is backed by the European Union. Google Research, DeepMind, and Google X have decided to allow their robots share their experiences. == Vision-language-action model == Research groups and companies are developing vision-language-action models, foundation models that allow robotic control through the combination of vision and language. Google DeepMind, Figure AI and Hugging Face are actively working on that.

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  • Automated medical scribe

    Automated medical scribe

    Automated medical scribes (also called artificial intelligence scribes, AI scribes, digital scribes, virtual scribes, ambient AI scribes, AI documentation assistants, and digital/virtual/smart clinical assistants) are tools for transcribing medical speech, such as patient consultations and dictated medical notes. Many also produce summaries of consultations. Automated medical scribes based on large language models (LLMs, commonly called "AI", short for "artificial intelligence") increased drastically in popularity in 2024. There are privacy and antitrust concerns. Accuracy concerns also exist, and intensify in situations in which tools try to go beyond transcribing and summarizing, and are asked to format information by its meaning, since LLMs do not deal well with meaning (see weak artificial intelligence). Medics using these scribes are generally expected to understand the ethical and legal considerations, and supervise the outputs. The privacy protections of automated medical scribes vary widely. While it is possible to do all the transcription and summarizing locally, with no connection to the internet, most closed-source providers require that data be sent to their own servers over the internet, processed there, and the results sent back (as with digital voice assistants). Some retailers say their tools use zero-knowledge encryption (meaning that the service provider can't access the data). Others explicitly say that they use patient data to train their AIs, or rent or resell it to third parties; the nature of privacy protections used in such situations is unclear, and they are likely not to be fully effective. Most providers have not published any safety or utility data in academic journals, and are not responsive to requests from medical researchers studying their products. == Privacy == Some providers unclear about what happens to user data. Some may sell data to third parties. Some explicitly send user data to for-profit tech companies for secondary purposes, which may not be specified. Some require users to sign consents to such reuse of their data. Some ingest user data to train the software, promising to anonymize it; however, deanonymization may be possible (that is, it may become obvious who the patient is). It is intrinsically impossible to prevent an LLM from correlating its inputs; they work by finding similar patterns across very large data sets. Some information on the patient will be known from other sources (for instance, information that they were injured in an incident on a certain day might be available from the news media; information that they attended specific appointment locations at specific times is probably available to their cellphone provider/apps/data brokers; information about when they had a baby is probably implied by their online shopping records; and they might mention lifestyle changes to their doctor and on a forum or blog). The software may correlate such information with the "anonymized" clinical consultation record, and, asked about the named patient, provide information which they only told their doctor privately. Because a patient's record is all about the same patient, it is all unavoidably linked; in very many cases, medical histories are intrinsically identifiable. Depending on how common a condition and what other data is available, K-anonymity may be useless. Differential privacy could theoretically preserve privacy. Data broker companies like Google, Amazon, Apple and Microsoft have produced or bought up medical scribes, some of which use user data for secondary purposes, which has led to antitrust concerns. Transfer of patient records for AI training has, in the past, prompted legal action. Open-source programs typically do all the transcription locally, on the doctor's own computer. Open-source software is widely used in healthcare, with some national public healthcare bodies holding hack days. === Data resale and commercialization === Several AI medical scribe providers include terms in their service agreements that allow the reuse, sale, or commercialization of de-identified or user-submitted data. Although such data are generally described as anonymized or aggregated, these practices have raised ethical concerns among clinicians and privacy advocates regarding secondary uses of medical information beyond clinical documentation. Freed, an AI transcription and scribe platform, states in its Terms of Use that it may "collect, use, publish, disseminate, sell, transfer, and otherwise exploit" de-identified and aggregated data derived from user inputs. OpenEvidence similarly states that it may "collect, use, transfer, sell, and disclose non-personal information and customer usage data for any purpose including commercial uses." Doximity, which offers an AI-enabled medical scribe as part of its physician platform, grants itself a "nonexclusive, irrevocable, worldwide, perpetual, unlimited, assignable, sublicensable, royalty-free" license to "copy, prepare derivative works from, improve, distribute, publish, ... analyze, index, tag, [and] commercialize" content submitted by users, subject to its privacy policy. Because these terms allow broad secondary use—including sale, licensing, model-training, derivative works, and commercial exploitation of de-identified or user-submitted data—some commentators have recommended that clinicians review data-handling provisions carefully when adopting AI-scribe tools, particularly in clinical environments where patient privacy and regulatory compliance are critical. === Encryption === Multifactor authentication for access to the data is expected practice. Typically, Diffie–Hellman key exchange is used for encryption; this is the standard method commonly used for things like online banking. This encryption is expensive but not impossible to break; it is not generally considered safe against eavesdroppers with the resources of a nation-state. If content is encrypted between the client and the service provider's remote server (transport cryptography), then the server has an unencrypted copy. This is necessary if the data is used by the service provider (for instance, to train the software). Zero-knowledge encryption implies that the only unencrypted copy is at the client, and the server cannot decrypt the data any more easily than a monster-in-the-middle attacker. == Platforms == Scribes may operate on desktops, laptop, or mobile computers, under a variety of operating systems. These vary in their risks; for instance, mobiles can be lost. The underlying mobile or desktop operating systems are also part of the trusted computing base, and if they are not secure, the software relying on them cannot be secure either. Some AI medical scribe platforms are designed to operate as cloud-based applications that generate structured clinical documentation from clinician–patient conversations. These systems may offer features such as real-time transcription, document generation, and integration with electronic health record (EHR) systems. == Confabulation, omissions, and other errors == Like other LLMs, medical-scribe LLMs are prone to hallucinations, where they make up content based on statistically associations between their training data and the transcription audio. LLMs do not distinguish between trying to transcribe the audio and guessing what words will come next, but perform both processes mixed together. They are especially likely to take short silences or non-speech noises and invent some sort of speech to transcribe them as. LLM medical scribes have been known to confabulate racist and otherwise prejudiced content; this is partly because the training datasets of many LLMs contain pseudoscientific texts about medical racism. They may misgender patients. A survey found that most doctors preferred, in principle, that scribes be trained on data reviewed by medical subject experts. Relevant, accurate training data increases the probability of an accurate transcription, but does not guarantee accuracy. Software trained on thousands of real clinical conversations generated transcripts with lower word error rates. Software trained on manually-transcribed training data did better than software trained with automatically transcribed training data such as YouTube captions. Autoscribes omit parts of the conversation classes as irrelevant. The may wrongly classify pertinent information as irrelevant and omit it. They may also confuse historic and current symptoms, or otherwise misclassify information. They may also simply wrongly transcribe the speech, writing something incorrect instead. If clinicians do not carefully check the recording, such mistakes could make their way into their medical records and cause patient harms. == Patient consent == Professional organizations generally require that scribes be used only with patient consent; some bodies may require written consent. Medics must also abide by local surveillance laws, which may criminalize recording pri

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  • Imaging phantom

    Imaging phantom

    An imaging phantom, or simply phantom (less commonly spelled fantom), is a specially designed object that is scanned or imaged in the field of medical imaging to evaluate, analyze, and tune the performance of various imaging devices. A phantom is more readily available and provides more consistent results than the use of a living subject or cadaver, while also avoiding direct risks to living subjects. Phantoms were originally employed in 2D x-ray–based imaging techniques such as radiography or fluoroscopy, but more recently phantoms with desired imaging characteristics have been developed for 3D techniques such as SPECT, MRI, CT, ultrasound, PET, and other imaging modalities. == Design == A phantom used to evaluate an imaging device should respond in a similar manner to how human tissues and organs would act in that specific imaging modality. For instance, phantoms made for 2D radiography may hold various quantities of x-ray contrast agents with similar x-ray absorbing properties (such as the attenuation coefficient) to normal tissue to tune the contrast of the imaging device or modulate the patient's exposure to radiation. In such a case, the radiography phantom would not necessarily need to have similar textures and mechanical properties since these are not relevant in x-ray imaging modalities. However, in the case of ultrasonography, a phantom with similar rheological and ultrasound scattering properties to real tissue would be essential, but x-ray absorbing properties would not be relevant. The term "phantom" describes an object that is designed to resemble human tissue and can be evaluated, analyzed or manipulated to study the performance of a medical device. Phantoms are created using a digital file that is rendered through magnetic resonance imaging (MRI) or computer-aided design (CAD). The digital files allow for quick modifications that are read by the 3D printer. The 3D printer will create the product in successive layers using polymeric materials. There are several types of phantoms including tissue-mimicking, radiological phantoms, dental phantoms, BOMABs (used to calibrate whole-body counters), and more.

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  • Explanation-based learning

    Explanation-based learning

    Explanation-based learning (EBL) is a form of machine learning that exploits a very strong, or even perfect, domain theory (i.e. a formal theory of an application domain akin to a domain model in ontology engineering, not to be confused with Scott's domain theory) in order to make generalizations or form concepts from training examples. It is also linked with Encoding (memory) to help with Learning. == Details == An example of EBL using a perfect domain theory is a program that learns to play chess through example. A specific chess position that contains an important feature such as "Forced loss of black queen in two moves" includes many irrelevant features, such as the specific scattering of pawns on the board. EBL can take a single training example and determine what are the relevant features in order to form a generalization. A domain theory is perfect or complete if it contains, in principle, all information needed to decide any question about the domain. For example, the domain theory for chess is simply the rules of chess. Knowing the rules, in principle, it is possible to deduce the best move in any situation. However, actually making such a deduction is impossible in practice due to combinatoric explosion. EBL uses training examples to make searching for deductive consequences of a domain theory efficient in practice. In essence, an EBL system works by finding a way to deduce each training example from the system's existing database of domain theory. Having a short proof of the training example extends the domain-theory database, enabling the EBL system to find and classify future examples that are similar to the training example very quickly. The main drawback of the method—the cost of applying the learned proof macros, as these become numerous—was analyzed by Minton. === Basic formulation === EBL software takes four inputs: a hypothesis space (the set of all possible conclusions) a domain theory (axioms about a domain of interest) training examples (specific facts that rule out some possible hypothesis) operationality criteria (criteria for determining which features in the domain are efficiently recognizable, e.g. which features are directly detectable using sensors) == Application == An especially good application domain for an EBL is natural language processing (NLP). Here a rich domain theory, i.e., a natural language grammar—although neither perfect nor complete, is tuned to a particular application or particular language usage, using a treebank (training examples). Rayner pioneered this work. The first successful industrial application was to a commercial NL interface to relational databases. The method has been successfully applied to several large-scale natural language parsing systems, where the utility problem was solved by omitting the original grammar (domain theory) and using specialized LR-parsing techniques, resulting in huge speed-ups, at a cost in coverage, but with a gain in disambiguation. EBL-like techniques have also been applied to surface generation, the converse of parsing. When applying EBL to NLP, the operationality criteria can be hand-crafted, or can be inferred from the treebank using either the entropy of its or-nodes or a target coverage/disambiguation trade-off (= recall/precision trade-off = f-score). EBL can also be used to compile grammar-based language models for speech recognition, from general unification grammars. Note how the utility problem, first exposed by Minton, was solved by discarding the original grammar/domain theory, and that the quoted articles tend to contain the phrase grammar specialization—quite the opposite of the original term explanation-based generalization. Perhaps the best name for this technique would be data-driven search space reduction. Other people who worked on EBL for NLP include Guenther Neumann, Aravind Joshi, Srinivas Bangalore, and Khalil Sima'an.

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  • Virtual intelligence

    Virtual intelligence

    Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions. The immersion in virtual worlds provides a platform for VI beyond the traditional paradigm of past user interfaces (UIs). What Alan Turing established as a benchmark for telling the difference between human and computerized intelligence was devoid of visual influences. With today's VI bots, virtual intelligence has evolved past the constraints of past testing into a new level of the machine's ability to demonstrate intelligence. The immersive features of these environments provide nonverbal elements that affect the realism provided by virtually intelligent agents. Virtual intelligence is the intersection of these two technologies: Virtual environments: Immersive 3D spaces provide for collaboration, simulations, and role-playing interactions for training. Many of these virtual environments are currently being used for government and academic projects, including Second Life, VastPark, Olive, OpenSim, Outerra, Oracle's Open Wonderland, Duke University's Open Cobalt, and many others. Some of the commercial virtual worlds are also taking this technology into new directions, including the high-definition virtual world Blue Mars. Artificial intelligence (AI): AI is a branch of computer science that aims to create intelligent machines capable of performing tasks that typically require human intelligence. VI is a type of AI that operates within virtual environments to simulate human-like interactions and responses. == Applications == Cutlass Bomb Disposal Robot: Northrop Grumman developed a virtual training opportunity because of the prohibitive real-world cost and dangers associated with bomb disposal. By replicating a complicated system without having to learn advanced code, the virtual robot has no risk of damage, trainee safety hazards, or accessibility constraints. MyCyberTwin: NASA is among the companies that have used the MyCyberTwin AI technologies. They used it for the Phoenix rover in the virtual world Second Life. Their MyCyberTwin used a programmed profile to relay information about what the Phoenix rover was doing and its purpose. Second China: The University of Florida developed the "Second China" project as an immersive training experience for learning how to interact with the culture and language in a foreign country. Students are immersed in an environment that provides role-playing challenges coupled with language and cultural sensitivities magnified during country-level diplomatic missions or during times of potential conflict or regional destabilization. The virtual training provides participants with opportunities to access information, take part in guided learning scenarios, communicate, collaborate, and role-play. While China was the country for the prototype, this model can be modified for use with any culture to help better understand social and cultural interactions and see how other people think and what their actions imply. Duke School of Nursing Training Simulation: Extreme Reality developed virtual training to test critical thinking with a nurse performing trained procedures to identify critical data to make decisions and performing the correct steps for intervention. Bots are programmed to respond to the nurse's actions as the patient with their conditions improving if the nurse performs the correct actions.

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  • The AI Con

    The AI Con

    The AI Con: How to Fight Big Tech's Hype and Create the Future We Want is a 2025 non-fiction book by linguist Emily M. Bender and sociologist Alex Hanna. It argues that much of what is labeled "artificial intelligence" is a misleading term that obscures ordinary automation while concentrating power in a small number of technology firms. The book was published in May 2025 by Harper in the United States and Bodley Head in the United Kingdom. It was developed alongside the authors' long-running podcast Mystery AI Hype Theater 3000, which critiques exaggerated claims about AI. == Synopsis == The authors present AI as a marketing umbrella that encourages audiences to infer understanding and agency where none exist. They argue readers should treat such language skeptically and to separate specific automated tasks from broad claims of intelligence. The book describes a recurring hype cycle in which corporate narratives justify data and labor extraction, the replacement of human services with cheaper substitutes, and the diversion of attention from present harms to speculative futures. While acknowledging limited uses such as pattern recognition, the authors argue that contemporary systems are best understood as text and media generators shaped by training data and human labor, not as thinking or reasoning entities. A central theme is the social and environmental cost of scaling these systems, including increased energy and water use, the appropriation of creative work for training, and the outsourcing of ghost work to low-paid data workers worldwide. These costs are linked to workplace effects, with the authors arguing that automation rarely eliminates jobs outright and more often degrades them through surveillance, work intensification, and unpaid oversight. As alternatives to passive adoption, the authors propose concrete responses: asking precise questions about what is being automated and why, demanding transparency about data and evaluation, and practicing what they call strategic refusal when deployment conflicts with evidence or values. The book also develops a vocabulary for public debate, rejecting both boosterish and doomerish narratives as grounded in the same assumption that AI is a singular, autonomous force. The authors recommend reading strategies such as favoring trusted human sources over automated summaries and using humor to deflate inflated claims. They describe a link between language to policy and power, arguing that precise terminology can help policymakers and the public resist austerity-driven automation and demand accountability for errors and harms. == Reception == The Guardian praised the book's myth-busting approach and its analysis of how hype erodes cultural and civic life by normalizing synthetic media as a substitute for human judgment. Kirkus Reviews described it as a contrarian account that catalogs concrete risks while cutting through speculative predictions. An interview in Business Insider highlighted the authors' accessible frameworks, including their proposal to describe chatbots as conversation simulators and to evaluate systems in terms of values, labor, and evidence. Coverage in GeekWire emphasized the book's call for resistance through collective bargaining, stronger data rights, and a norm of rejecting deployments that fail basic standards of necessity and evaluation. Some reviews were more critical. A review in LLRX argued that the book's tone could be overly polemical and that it gave limited attention to potential benefits claimed for generative systems. Coverage in the Financial Times, focused on Bender's broader public scholarship, situated the book within her long-standing critique of anthropomorphic narratives about large language models and her advocacy for more democratic oversight of automated systems.

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  • Split screen (computing)

    Split screen (computing)

    Split screen is a display technique in computer graphics that consists of dividing graphics and/or text into non-overlapping adjacent parts, typically as two or four rectangular areas. This allows for the simultaneous presentation of (usually) related graphical and textual information on a computer display. TV sports adopted this presentation methodology in the 1960s for instant replay. Non-dynamic split screens differ from windowing systems in that the latter allowed overlapping and freely movable parts of the screen (the "windows") to present both related and unrelated application data to the user. In contrast, split-screen views are strictly limited to fixed positions. The split screen technique can also be used to run two instances of an application, potentially allowing another user to interact with the second instance. == In operating systems == Split screen modes are used by mobile operating systems to enable computer multitasking similar to the window interface present in desktop operating systems. Android supports split screen view of two apps natively on all devices, while certain devices, such as Samsung Galaxy Z TriFold, support three sumultaneous views. Split screen functionality is not supported on iOS, but a similar feature called Split View is present in iPadOS, first introduced in 2015 with the first generation of iPad Pro. == In video games == The split screen feature is commonly used in non-networked, also known as couch co-op, video games with multiplayer options. In its most easily understood form, a split screen for a multiplayer video game is an audiovisual output device (usually a standard television for video game consoles) where the display has been divided into 2-4 equally sized areas (depending on number of players) so that the players can explore different areas simultaneously without being close to each other. This has historically been remarkably popular on consoles, which until the 2000s did not have access to the Internet or any other network and is less common today with modern support for networked console-to-console multiplayer. In competitive split-screen games, it is customarily considered cheating to look at another player's screen section to gain an advantage. === History === Split screen gaming dates back to at least the 1970s, with games such Drag Race (1977) from Kee Games in the arcades being presented in this format. It has always been a common feature of two or more player home console and computer games too, with notable titles being Kikstart II for 8-bit systems, a number of 16-bit racing games (such as Lotus Esprit Turbo Challenge and Road Rash II), and action/strategy games (such as Toejam & Earl and Lemmings), all employing a vertical or horizontal screen split for two player games. Xenophobe is notable as a three-way split screen arcade title, although on home platforms it was reduced to one or two screens. The addition of four controller ports on home consoles also ushered in more four-way split screen games, with Mario Kart 64 and Goldeneye 007 on the Nintendo 64 being two well known examples. In arcades, machines tended to move towards having a whole screen for each player, or multiple connected machines, for multiplayer. On home machines, especially in the first and third person shooter genres, multiplayer is now more common over a network or the internet rather than locally with split screen. Starting from the late 2000s, the presence of split screen multiplayer has largely been declining due to the increasing prevalence of online multiplayer, though TechRadar reported a resurgence of split screen due to support from independent studios and increased interest from the players.

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  • Competition in artificial intelligence

    Competition in artificial intelligence

    Competition in artificial intelligence refers to the rivalry among companies, research institutions, and governments to develop and deploy the most capable artificial intelligence (AI) systems. The competition spans multiple domains, including large language models (LLMs), autonomous vehicles, robotics, computer vision systems, natural language processing (NLP), and AI-optimized hardware. == Background == Competition in AI is driven by potential economic, strategic, and scientific advantages. Breakthroughs in AI can enhance productivity, enable new products and services, and provide geopolitical leverage. The field has experienced rapid progress since the mid-2010s, particularly in machine learning and artificial neural networks, leading to intense rivalry among leading actors. == Corporate competition == Major technology companies are among the most visible competitors in AI. In the United States, firms such as OpenAI, Google DeepMind, Meta Platforms, Microsoft, Anthropic, and Nvidia compete in building advanced LLMs, generative AI platforms, and AI-optimized graphics processing units (GPUs). In China, companies such as Baidu, Alibaba Group, Tencent, and startups such DeepSeek have become leaders in AI deployment, often with state backing. The "[war for talent]" in AI research has become a defining feature of corporate competition. Leading firms often recruit top AI researchers from rivals, sometimes offering multi-million-dollar compensation packages. == National competition == Governments see leadership in AI as a strategic priority. The United States has funded AI research for military, economic, and societal applications, while China has set a target to lead the world in AI by 2030 through its "New Generation Artificial Intelligence Development Plan". Other nations, including the UK, India, Israel, Russia, South Korea, and members of the European Union, have launched national AI strategies. In February 2026 Anthropic said Chinese companies - DeepSeek, Moonshot AI, and MiniMax - were conducting "distillation attacks" in an attempt to copy their model's capabilities, and warned that business wars were closely tied to geopolitical ones: "foreign labs that illicitly distill American models can remove safeguards, feeding model capabilities into their own military, intelligence, and surveillance systems." == Sectors of competition == === Large language models and chatbots competition === Competition to produce the most capable generative text models, with benchmarks such as MMLU and ARC used to evaluate performance has been on scale since the emergence of AI. These systems leverage deep learning, especially transformer architectures, to understand and generate human-like language. Companies and research groups globally compete to develop chatbots that are more capable, reliable, and context-aware. Among the most well-known chatbots is ChatGPT, developed by OpenAI. Since its public release in 2022, ChatGPT has rapidly gained widespread attention for its ability to engage in coherent and versatile conversations, assist with creative writing, and solve complex problems. In response, technology firms introduced competing chatbots aiming to challenge or surpass ChatGPT's capabilities. Notably, DeepSeek, a Chinese AI company, launched an advanced chatbot integrated with their R1 language model, emphasizing strong natural language understanding and multilingual support. Similarly, Grok, developed by xAI (company), integrates conversational AI into vehicles and digital assistants, combining natural language processing with real-time data for personalized user interaction. These chatbots not only compete in language tasks but also demonstrate strategic reasoning capabilities by playing complex games such as chess and Go. This form of competition is reminiscent of historic AI milestones set by programs such as Deep Blue and AlphaGo. The OpenAI’s ChatGPT has been tested in playing chess at various levels, while DeepSeek’s chatbot showcased its prowess in online chess tournaments in early 2024, winning several matches against human and AI opponents. Grok, leveraging Tesla's vast data infrastructure, has demonstrated real-time strategic decision-making in simulation environments that include chess-like games. The competition pushes rapid innovation, with firms racing to improve chatbot conversational depth, reduce biases, increase factual accuracy, and integrate multimodal inputs like images and videos. At the same time, the competition raises questions about AI safety, ethical use, and the societal impacts of increasingly human-like chatbots. === Autonomous vehicles === Companies such as Waymo, Tesla, and Baidu are racing to deploy safe and reliable self-driving car technology. === AI chips === Rivalry between Nvidia, AMD, Intel, and Huawei in designing processors optimized for AI workloads. === Military applications === Development of AI-enabled drones, surveillance systems, and decision-support tools, with associated ethical debates. == Events == In 2023, OpenAI released GPT-4, prompting competitors such as Google DeepMind to accelerate the release of their own models, including Gemini. In 2024, Chinese AI company DeepSeek launched the R1 model, leading OpenAI to release an open-source system, GPT-OSS, as a strategic countermeasure. In 2022, Tesla and Waymo both expanded autonomous taxi services in U.S. cities, competing for regulatory approval and public trust. The U.S. Department of Defense's Project Maven and China's AI-enabled surveillance programs have been cited as examples of military AI rivalry. In 2025, Microsoft hired several senior engineers from Google DeepMind, highlighting the ongoing "talent poaching" competition in the AI sector. == Risks and concerns == Critics warn that unrestrained competition in AI can undermine safety, ethics, and governance. Concerns include the proliferation of biased or unsafe models, escalation in autonomous weapons, and reduced cooperation on safety standards.

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  • Audio inpainting

    Audio inpainting

    Audio inpainting (also known as audio interpolation) is an audio restoration task which deals with the reconstruction of missing or corrupted portions of a digital audio signal. Inpainting techniques are employed when parts of the audio have been lost due to various factors such as transmission errors, data corruption or errors during recording. The goal of audio inpainting is to fill in the gaps (i.e., the missing portions) in the audio signal seamlessly, making the reconstructed portions indistinguishable from the original content and avoiding the introduction of audible distortions or alterations. Many techniques have been proposed to solve the audio inpainting problem and this is usually achieved by analyzing the temporal and spectral information surrounding each missing portion of the considered audio signal. Classic methods employ statistical models or digital signal processing algorithms to predict and synthesize the missing or damaged sections. Recent solutions, instead, take advantage of deep learning models, thanks to the growing trend of exploiting data-driven methods in the context of audio restoration. Depending on the extent of the lost information, the inpainting task can be divided in three categories. Short inpainting refers to the reconstruction of few milliseconds (approximately less than 10) of missing signal, that occurs in the case of short distortions such as clicks or clipping. In this case, the goal of the reconstruction is to recover the lost information exactly. In long inpainting instead, with gaps in the order of hundreds of milliseconds or even seconds, this goal becomes unrealistic, since restoration techniques cannot rely on local information. Therefore, besides providing a coherent reconstruction, the algorithms need to generate new information that has to be semantically compatible with the surrounding context (i.e., the audio signal surrounding the gaps). The case of medium duration gaps lays between short and long inpainting. It refers to the reconstruction of tens of millisecond of missing data, a scale where the non-stationary characteristic of audio already becomes important. == Definition == Consider a digital audio signal x {\displaystyle \mathbf {x} } . A corrupted version of x {\displaystyle \mathbf {x} } , which is the audio signal presenting missing gaps to be reconstructed, can be defined as x ~ = m ∘ x {\displaystyle \mathbf {\tilde {x}} =\mathbf {m} \circ \mathbf {x} } , where m {\displaystyle \mathbf {m} } is a binary mask encoding the reliable or missing samples of x {\displaystyle \mathbf {x} } , and ∘ {\displaystyle \circ } represents the element-wise product. Audio inpainting aims at finding x ^ {\displaystyle \mathbf {\hat {x}} } (i.e., the reconstruction), which is an estimation of x {\displaystyle \mathbf {x} } . This is an ill-posed inverse problem, which is characterized by a non-unique set of solutions. For this reason, similarly to the formulation used for the inpainting problem in other domains, the reconstructed audio signal can be found through an optimization problem that is formally expressed as x ^ ∗ = argmin X ^ L ( m ∘ x ^ , x ~ ) + R ( x ^ ) {\displaystyle \mathbf {\hat {x}} ^{}={\underset {\hat {\mathbf {X} }}{\text{argmin}}}~L(\mathbf {m} \circ \mathbf {\hat {x}} ,\mathbf {\tilde {x}} )+R(\mathbf {\hat {x}} )} . In particular, x ^ ∗ {\displaystyle \mathbf {\hat {x}} ^{}} is the optimal reconstructed audio signal and L {\displaystyle L} is a distance measure term that computes the reconstruction accuracy between the corrupted audio signal and the estimated one. For example, this term can be expressed with a mean squared error or similar metrics. Since L {\displaystyle L} is computed only on the reliable frames, there are many solutions that can minimize L ( m ∘ x ^ , x ~ ) {\displaystyle L(\mathbf {m} \circ \mathbf {\hat {x}} ,\mathbf {\tilde {x}} )} . It is thus necessary to add a constraint to the minimization, in order to restrict the results only to the valid solutions. This is expressed through the regularization term R {\displaystyle R} that is computed on the reconstructed audio signal x ^ {\displaystyle \mathbf {\hat {x}} } . This term encodes some kind of a-priori information on the audio data. For example, R {\displaystyle R} can express assumptions on the stationarity of the signal, on the sparsity of its representation or can be learned from data. == Techniques == There exist various techniques to perform audio inpainting. These can vary significantly, influenced by factors such as the specific application requirements, the length of the gaps and the available data. In the literature, these techniques are broadly divided in model-based techniques (sometimes also referred as signal processing techniques) and data-driven techniques. === Model-based techniques === Model-based techniques involve the exploitation of mathematical models or assumptions about the underlying structure of the audio signal. These models can be based on prior knowledge of the audio content or statistical properties observed in the data. By leveraging these models, missing or corrupted portions of the audio signal can be inferred or estimated. An example of a model-based techniques are autoregressive models. These methods interpolate or extrapolate the missing samples based on the neighboring values, by using mathematical functions to approximate the missing data. In particular, in autoregressive models the missing samples are completed through linear prediction. The autoregressive coefficients necessary for this prediction are learned from the surrounding audio data, specifically from the data adjacent to each gap. Some more recent techniques approach audio inpainting by representing audio signals as sparse linear combinations of a limited number of basis functions (as for example in the Short Time Fourier Transform). In this context, the aim is to find the sparse representation of the missing section of the signal that most accurately matches the surrounding, unaffected signal. The aforementioned methods exhibit optimal performance when applied to filling in relatively short gaps, lasting only a few tens of milliseconds, and thus they can be included in the context of short inpainting. However, these signal-processing techniques tend to struggle when dealing with longer gaps. The reason behind this limitation lies in the violation of the stationarity condition, as the signal often undergoes significant changes after the gap, making it substantially different from the signal preceding the gap. As a way to overcome these limitations, some approaches add strong assumptions also about the fundamental structure of the gap itself, exploiting sinusoidal modeling or similarity graphs to perform inpainting of longer missing portions of audio signals. === Data-driven techniques === Data-driven techniques rely on the analysis and exploitation of the available audio data. These techniques often employ deep learning algorithms that learn patterns and relationships directly from the provided data. They involve training models on large datasets of audio examples, allowing them to capture the statistical regularities present in the audio signals. Once trained, these models can be used to generate missing portions of the audio signal based on the learned representations, without being restricted by stationarity assumptions. Data-driven techniques also offer the advantage of adaptability and flexibility, as they can learn from diverse audio datasets and potentially handle complex inpainting scenarios. As of today, such techniques constitute the state-of-the-art of audio inpainting, being able to reconstruct gaps of hundreds of milliseconds or even seconds. These performances are made possible by the use of generative models that have the capability to generate novel content to fill in the missing portions. For example, generative adversarial networks, which are the state-of-the-art of generative models in many areas, rely on two competing neural networks trained simultaneously in a two-player minmax game: the generator produces new data from samples of a random variable, the discriminator attempts to distinguish between generated and real data. During the training, the generator's objective is to fool the discriminator, while the discriminator attempts to learn to better classify real and fake data. In GAN-based inpainting methods the generator acts as a context encoder and produces a plausible completion for the gap only given the available information surrounding it. The discriminator is used to train the generator and tests the consistency of the produced inpainted audio. Recently, also diffusion models have established themselves as the state-of-the-art of generative models in many fields, often beating even GAN-based solutions. For this reason they have also been used to solve the audio inpainting problem, obtaining valid results. These models generate new data instances by inverting the

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  • Artificial intelligence

    Artificial intelligence

    Artificial intelligence (AI) is the capability of computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in engineering, mathematics and computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines, chatbots, virtual assistants, autonomous vehicles, and play and analysis in strategy games (e.g., chess and Go). Since the 2020s, generative AI has become widely available to generate images, audio, and videos from text prompts. The traditional goals of AI research include learning, reasoning, knowledge representation, planning, natural language processing, and perception, as well as support for robotics. To reach these goals, AI researchers have used techniques including state space search and mathematical optimization, formal logic, artificial neural networks, and methods based on statistics, operations research, and economics. AI also draws upon psychology, linguistics, philosophy, neuroscience, and other fields. Some companies, such as OpenAI, Google DeepMind and Meta, aim to create artificial general intelligence (AGI) – AI that can complete virtually any cognitive task at least as well as a human. Artificial intelligence was founded as an academic discipline in 1956, and the field went through multiple cycles of optimism throughout its history, followed by periods of disappointment and loss of funding, known as AI winters. Funding and interest increased substantially after 2012, when graphics processing units began being used to accelerate neural networks, and deep learning outperformed previous AI techniques. This growth accelerated further after 2017 with the transformer architecture. In the 2020s, an AI boom has coincided with advances in generative AI, which allowed for the creation and modification of media. In addition to AI safety and unintended consequences and harms from the use of AI, ethical concerns, AI's long-term effects, and potential existential risks have prompted discussions of AI regulation. == Goals == The general problem of simulating (or creating) intelligence has been broken into subproblems. These consist of particular traits or capabilities that researchers expect an intelligent system to display. The traits described below have received the most attention and cover the scope of AI research. === Reasoning and problem-solving === Early researchers developed algorithms that imitated step-by-step reasoning that humans use when they solve puzzles or make logical deductions. By the late 1980s and 1990s, methods were developed for dealing with uncertain or incomplete information, employing concepts from probability and economics. Many of these algorithms are insufficient for solving large reasoning problems because they experience a "combinatorial explosion": They become exponentially slower as the problems grow. Even humans rarely use the step-by-step deduction that early AI research could model. They solve most of their problems using fast, intuitive judgments. Accurate and efficient reasoning is an unsolved problem. === Knowledge representation === Knowledge representation and knowledge engineering allow AI programs to answer questions intelligently and make deductions about real-world facts. Formal knowledge representations are used in content-based indexing and retrieval, scene interpretation, clinical decision support, knowledge discovery (mining "interesting" and actionable inferences from large databases), and other areas. A knowledge base is a body of knowledge represented in a form that can be used by a program. An ontology is the set of objects, relations, concepts, and properties used by a particular domain of knowledge. Knowledge bases need to represent things such as objects, properties, categories, and relations between objects; situations, events, states, and time; causes and effects; knowledge about knowledge (what we know about what other people know); default reasoning (things that humans assume are true until they are told differently and will remain true even when other facts are changing); and many other aspects and domains of knowledge. Among the most difficult problems in knowledge representation are the breadth of commonsense knowledge (the set of atomic facts that the average person knows is enormous); and the sub-symbolic form of most commonsense knowledge (much of what people know is not represented as "facts" or "statements" that they could express verbally). There is also the difficulty of knowledge acquisition, the problem of obtaining knowledge for AI applications. === Planning and decision-making === An "agent" is any entity (artificial or not) that perceives and takes actions in the world. A rational agent has goals or preferences and takes actions to make them happen. In automated planning, the agent has a specific goal. In automated decision-making, the agent has preferences—there are some situations it would prefer to be in, and some situations it is trying to avoid. The decision-making agent assigns a number to each situation (called the "utility") that measures how much the agent prefers it. For each possible action, it can calculate the "expected utility": the utility of all possible outcomes of the action, weighted by the probability that the outcome will occur. It can then choose the action with the maximum expected utility. In classical planning, the agent knows exactly what the effect of any action will be. In most real-world problems, however, the agent may not be certain about the situation they are in (it is "unknown" or "unobservable") and it may not know for certain what will happen after each possible action (it is not "deterministic"). It must choose an action by making a probabilistic guess and then reassess the situation to see if the action worked. Alongside thorough testing and improvement based on previous decisions, having an explanation for why the agent took certain decisions is a way to build trust, especially when the decisions have to be relied upon. In some problems, the agent's preferences may be uncertain, especially if there are other agents or humans involved. These can be learned (e.g., with inverse reinforcement learning), or the agent can seek information to improve its preferences. Information value theory can be used to weigh the value of exploratory or experimental actions. The space of possible future actions and situations is typically intractably large, so the agents must take actions and evaluate situations while being uncertain of what the outcome will be. A Markov decision process has a transition model that describes the probability that a particular action will change the state in a particular way and a reward function that supplies the utility of each state and the cost of each action. A policy associates a decision with each possible state. The policy could be calculated (e.g., by iteration), be heuristic, or it can be learned. Game theory describes the rational behavior of multiple interacting agents and is used in AI programs that make decisions that involve other agents. === Learning === Machine learning is the study of programs that can improve their performance on a given task automatically. It has been a part of AI from the beginning. There are several kinds of machine learning. Unsupervised learning analyzes a stream of data and finds patterns and makes predictions without any other guidance. Supervised learning requires labeling the training data with the expected answers, and comes in two main varieties: classification (where the program must learn to predict what category the input belongs in) and regression (where the program must deduce a numeric function based on numeric input). In reinforcement learning, the agent is rewarded for good responses and punished for bad ones. The agent learns to choose responses that are classified as "good". Transfer learning is when the knowledge gained from one problem is applied to a new problem. Deep learning is a type of machine learning that runs inputs through biologically inspired artificial neural networks for all of these types of learning. Computational learning theory can assess learners by computational complexity, by sample complexity (how much data is required), or by other notions of optimization. === Natural language processing === Natural language processing (NLP) allows programs to read, write and communicate in human languages. Specific problems include speech recognition, speech synthesis, machine translation, information extraction, information retrieval and question answering. Early work, based on Noam Chomsky's generative grammar and semantic networks, had difficulty with word-sense disambiguation unless

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  • TIMIT

    TIMIT

    TIMIT is a corpus of phonemically and lexically transcribed speech of American English speakers of different sexes and dialects. Each transcribed element has been delineated in time. TIMIT was designed to further acoustic-phonetic knowledge and automatic speech recognition systems. It was commissioned by DARPA and corpus design was a joint effort between the Massachusetts Institute of Technology, SRI International, and Texas Instruments (TI). The speech was recorded at TI, transcribed at MIT, and verified and prepared for publishing by the National Institute of Standards and Technology (NIST). There is also a telephone bandwidth version called NTIMIT (Network TIMIT). TIMIT and NTIMIT are not freely available — either membership of the Linguistic Data Consortium, or a monetary payment, is required for access to the dataset. == Data == TIMIT contains ~5 hours of speech, of 10 sentences spoken by each of 630 speakers. The sentences were randomly sampled from a corpus of 2342 sentences. The speakers were native speakers of American English, classified under 8 major dialect regions: New England, Northern, North Midland, South Midland, Southern, New York City, Western, Army Brat (moved around). The speakers were 70% male and 30% female. Recordings were made in a noise-isolated recording booth at Texas Instrument, using a semi-automatic computer system (STEROIDS) to control the presentation of prompts to the speaker and the recording. Two-channel recordings were made using a Sennheiser HMD 414 headset-mounted microphone and a Brüel & Kjær 1/2" far-field pressure microphone (#4165). The speech was digitized at a sample rate of 20 kHz then and downsampled to 16 kHz. == History == The TIMIT telephone corpus was an early attempt to create a database with speech samples. It was published in the year 1988 on CD-ROM and consists of only 10 sentences per speaker. Two 'dialect' sentences were read by each speaker, as well as another 8 sentences selected from a larger set Each sentence averages 3 seconds long and is spoken by 630 different speakers. It was the first notable attempt in creating and distributing a speech corpus and the overall project has produced costs of 1.5 million US$. An update was released in October 1990. It included full 630-speaker corpus; checked and corrected transcriptions; word-alignment transcriptions; NIST SPHERE-headered waveform files and header manipulation software; phonemic dictionary; new test and training subsets balanced for dialectal and phonetic coverage; more extensive documentation. The full name of the project is DARPA-TIMIT Acoustic-Phonetic Continuous Speech Corpus and the acronym TIMIT stands for Texas Instruments/Massachusetts Institute of Technology. The main reason why a corpus of telephone speech was created was to train speech recognition software. In the Blizzard challenge, different software has the obligation to convert audio recordings into textual data and the TIMIT corpus was used as a standardized baseline.

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  • Aporia (company)

    Aporia (company)

    Aporia is a machine learning observability platform based in Tel Aviv, Israel. The company has a US office located in San Jose, California. Aporia has developed software for monitoring and controlling undetected defects and failures used by other companies to detect and report anomalies, and warn in the early stages of faults. == History == Aporia was founded in 2019 by Liran Hason and Alon Gubkin. In April 2021, the company raised a $5 million seed round for its monitoring platform for ML models. In February 2022, the company closed a Series A round of $25 million for its ML observability platform. Aporia was named by Forbes as the Next Billion-Dollar Company in June 2022. In November, the company partnered with ClearML, an MLOPs platform, to improve ML pipeline optimization. In January 2023, Aporia launched Direct Data Connectors, a novel technology allowing organizations to monitor their ML models in minutes (previously the process of integrating ML monitoring into a customer’s cloud environment took weeks or more.) DDC (Direct Data Connectors) enables users to connect Aporia to their preferred data source and monitor all of their data at once, without data sampling or data duplication (which is a huge security risk for major organizations. In April 2023, Aporia announced the company partnered with Amazon Web Services (AWS) to provide more reliable ML observability to AWS consumers by deploying Aporia's architecture to their AWS environment, this will allow customers to monitor their models in production regardless of platform.

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  • Surrogate model

    Surrogate model

    A surrogate model is an engineering method used when an outcome of interest cannot be easily measured or computed, so an approximate mathematical model of the outcome is used instead. Most engineering design problems require experiments and/or simulations to evaluate design objective and constraint functions as a function of design variables. For example, in order to find the optimal airfoil shape for an aircraft wing, an engineer simulates the airflow around the wing for different shape variables (e.g., length, curvature, material, etc.). For many real-world problems, however, a single simulation can take many minutes, hours, or even days to complete. As a result, routine tasks such as design optimization, design space exploration, sensitivity analysis and "what-if" analysis become impossible since they require thousands or even millions of simulation evaluations. One way of alleviating this burden is by constructing approximation models, known as surrogate models, metamodels or emulators, that mimic the behavior of the simulation model as closely as possible while being computationally cheaper to evaluate. Surrogate models are constructed using a data-driven, bottom-up approach. The exact, inner working of the simulation code is not assumed to be known (or even understood), relying solely on the input-output behavior. A model is constructed based on modeling the response of the simulator to a limited number of intelligently chosen data points. This approach is also known as behavioral modeling or black-box modeling, though the terminology is not always consistent. When only a single design variable is involved, the process is known as curve fitting. Though using surrogate models in lieu of experiments and simulations in engineering design is more common, surrogate modeling may be used in many other areas of science where there are expensive experiments and/or function evaluations. == Goals == The scientific challenge of surrogate modeling is the generation of a surrogate that is as accurate as possible, using as few simulation evaluations as possible. The process comprises three major steps which may be interleaved iteratively: Sample selection (also known as sequential design, optimal experimental design (OED) or active learning) Construction of the surrogate model and optimizing the model parameters (i.e., bias-variance tradeoff) Appraisal of the accuracy of the surrogate. The accuracy of the surrogate depends on the number and location of samples (expensive experiments or simulations) in the design space. A systematic data representation during training can improve model scalability, thereby reducing the need for expensive simulations. Various design of experiments (DOE) techniques cater to different sources of errors, in particular, errors due to noise in the data or errors due to an improper surrogate model. == Types of surrogate models == Popular surrogate modeling approaches are: polynomial response surfaces; kriging; more generalized Bayesian approaches; gradient-enhanced kriging (GEK); radial basis function; support vector machines; space mapping; artificial neural networks and Bayesian networks. Other methods recently explored include Fourier surrogate modeling , random forests, convolutional neural networks, and generative adversarial networks. For some problems, the nature of the true function is not known a priori, and therefore it is not clear which surrogate model will be the most accurate one. In addition, there is no consensus on how to obtain the most reliable estimates of the accuracy of a given surrogate. Many other problems have known physics properties. In these cases, physics-based surrogates such as space-mapping based models are commonly used. == Invariance properties == Recently proposed comparison-based surrogate models (e.g., ranking support vector machines) for evolutionary algorithms, such as CMA-ES, allow preservation of some invariance properties of surrogate-assisted optimizers: Invariance with respect to monotonic transformations of the function (scaling) Invariance with respect to orthogonal transformations of the search space (rotation) == Applications == An important distinction can be made between two different applications of surrogate models: design optimization and design space approximation (also known as emulation). In surrogate model-based optimization, an initial surrogate is constructed using some of the available budgets of expensive experiments and/or simulations. The remaining experiments/simulations are run for designs which the surrogate model predicts may have promising performance. The process usually takes the form of the following search/update procedure. Initial sample selection (the experiments and/or simulations to be run) Construct surrogate model Search surrogate model (the model can be searched extensively, e.g., using a genetic algorithm, as it is cheap to evaluate) Run and update experiment/simulation at new location(s) found by search and add to sample Iterate steps 2 to 4 until out of time or design is "good enough" Depending on the type of surrogate used and the complexity of the problem, the process may converge on a local or global optimum, or perhaps none at all. In design space approximation, one is not interested in finding the optimal parameter vector, but rather in the global behavior of the system. Here the surrogate is tuned to mimic the underlying model as closely as needed over the complete design space. Such surrogates are a useful, cheap way to gain insight into the global behavior of the system. Optimization can still occur as a post-processing step, although with no update procedure (see above), the optimum found cannot be validated. == Surrogate modeling software == Surrogate Modeling Toolbox (SMT: https://github.com/SMTorg/smt) is a Python package that contains a collection of surrogate modeling methods, sampling techniques, and benchmarking functions. This package provides a library of surrogate models that is simple to use and facilitates the implementation of additional methods. SMT is different from existing surrogate modeling libraries because of its emphasis on derivatives, including training derivatives used for gradient-enhanced modeling, prediction derivatives, and derivatives with respect to the training data. It also includes new surrogate models that are not available elsewhere: kriging by partial-least squares reduction and energy-minimizing spline interpolation. Python library SAMBO Optimization supports sequential optimization with arbitrary models, with tree-based models and Gaussian process models built in. Surrogates.jl is a Julia packages which offers tools like random forests, radial basis methods and kriging. == Surrogate-Assisted Evolutionary Algorithms (SAEAs) == SAEAs are an advanced class of optimization techniques that integrate evolutionary algorithms (EAs) with surrogate models. In traditional EAs, evaluating the fitness of candidate solutions often requires computationally expensive simulations or experiments. SAEAs address this challenge by building a surrogate model, which is a computationally inexpensive approximation of the objective function or constraint functions. The surrogate model serves as a substitute for the actual evaluation process during the evolutionary search. It allows the algorithm to quickly estimate the fitness of new candidate solutions, thereby reducing the number of expensive evaluations needed. This significantly speeds up the optimization process, especially in cases where the objective function evaluations are time-consuming or resource-intensive. SAEAs typically involve three main steps: (1) building the surrogate model using a set of initial sampled data points, (2) performing the evolutionary search using the surrogate model to guide the selection, crossover, and mutation operations, and (3) periodically updating the surrogate model with new data points generated during the evolutionary process to improve its accuracy. By balancing exploration (searching new areas in the solution space) and exploitation (refining known promising areas), SAEAs can efficiently find high-quality solutions to complex optimization problems. They have been successfully applied in various fields, including engineering design, machine learning, and computational finance, where traditional optimization methods may struggle due to the high computational cost of fitness evaluations.

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