AI Coding Meta

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  • Time series

    Time series

    In mathematics, a time series is a sequence of data points indexed, listed, or graphed in chronological order. Most commonly, a time series consists of observations recorded at successive equally spaced points in time. Thus, it represents a form of discrete-time data. A time series may describe measurements collected over seconds, days, years, or even centuries. Common examples include heights of ocean tides, counts of sunspots, daily temperature readings, and the closing values of stock market indices such as the Dow Jones Industrial Average. A time series is often visualized using a run chart (a type of temporal line chart), which helps identify patterns such as trends, seasonal effects, and irregular fluctuations. Time series are widely used in statistics, actuarial science, signal processing, pattern recognition, econometrics, mathematical finance, weather forecasting, earthquake prediction, electroencephalography, control engineering, astronomy, communications engineering, and many other areas of applied science and engineering that involve temporal measurements. Time series analysis comprises methods for analyzing time series data in order to extract meaningful statistics and other characteristics of the data. Time series forecasting is the use of a model to predict future values based on previously observed values. Generally, time series data is modeled as a stochastic process. While regression analysis is often employed in such a way as to test relationships between one or more different time series, this type of analysis is not usually called "time series analysis", which refers in particular to relationships between different points in time within a single series. Time series data have a natural temporal ordering. This makes time series analysis distinct from cross-sectional studies, in which there is no natural ordering of the observations (e.g. explaining people's wages by reference to their respective education levels, where the individuals' data could be entered in any order). Time series analysis is also distinct from spatial data analysis where the observations typically relate to geographical locations (e.g. accounting for house prices by the location as well as the intrinsic characteristics of the houses). A stochastic model for a time series will generally reflect the fact that observations close together in time will be more closely related than observations further apart. In addition, time series models will often make use of the natural one-way ordering of time so that values for a given period will be expressed as deriving in some way from past values, rather than from future values (see time reversibility). Time series analysis can be applied to real-valued, continuous data, discrete numeric data, or discrete symbolic data (i.e. sequences of characters, such as letters and words in the English language). == Methods for analysis == Methods for time series analysis may be divided into two classes: frequency-domain methods and time-domain methods. The former include spectral analysis and wavelet analysis; the latter include auto-correlation and cross-correlation analysis. In the time domain, correlation and analysis can be made in a filter-like manner using scaled correlation, thereby mitigating the need to operate in the frequency domain. Additionally, time series analysis techniques may be divided into parametric and non-parametric methods. The parametric approaches assume that the underlying stationary stochastic process has a certain structure which can be described using a small number of parameters (for example, using an autoregressive or moving-average model). In these approaches, the task is to estimate the parameters of the model that describes the stochastic process. By contrast, non-parametric approaches explicitly estimate the covariance or the spectrum of the process without assuming that the process has any particular structure. Methods of time series analysis may also be divided into linear and non-linear, and univariate and multivariate. == Panel data == A time series is one type of panel data. Panel data is the general class, a multidimensional data set, whereas a time series data set is a one-dimensional panel (as is a cross-sectional dataset). A data set may exhibit characteristics of both panel data and time series data. One way to tell is to ask what makes one data record unique from the other records. If the answer is the time data field, then this is a time series data set candidate. If determining a unique record requires a time data field and an additional identifier which is unrelated to time (e.g. student ID, stock symbol, country code), then it is panel data candidate. If the differentiation lies on the non-time identifier, then the data set is a cross-sectional data set candidate. == Analysis == There are several types of motivation and data analysis available for time series which are appropriate for different purposes. === Motivation === In the context of statistics, econometrics, quantitative finance, seismology, meteorology, and geophysics the primary goal of time series analysis is forecasting. In the context of signal processing, control engineering and communication engineering it is used for signal detection. Other applications are in data mining, pattern recognition and machine learning, where time series analysis can be used for clustering, classification, query by content, anomaly detection as well as forecasting. === Exploratory analysis === A simple way to examine a regular time series is manually with a line chart. The datagraphic shows tuberculosis deaths in the United States, along with the yearly change and the percentage change from year to year. The total number of deaths declined in every year until the mid-1980s, after which there were occasional increases, often proportionately - but not absolutely - quite large. A study of corporate data analysts found two challenges to exploratory time series analysis: discovering the shape of interesting patterns, and finding an explanation for these patterns. Visual tools that represent time series data as heat map matrices can help overcome these challenges. === Estimation, filtering, and smoothing === This approach may be based on harmonic analysis and filtering of signals in the frequency domain using the Fourier transform, and spectral density estimation. Its development was significantly accelerated during World War II by mathematician Norbert Wiener, electrical engineers Rudolf E. Kálmán, Dennis Gabor and others for filtering signals from noise and predicting signal values at a certain point in time. An equivalent effect may be achieved in the time domain, as in a Kalman filter; see filtering and smoothing for more techniques. Other related techniques include: Autocorrelation analysis to examine serial dependence Spectral analysis to examine cyclic behavior which need not be related to seasonality. For example, sunspot activity varies over 11 year cycles. Other common examples include celestial phenomena, weather patterns, neural activity, commodity prices, and economic activity. Separation into components representing trend, seasonality, slow and fast variation, and cyclical irregularity: see trend estimation and decomposition of time series === Curve fitting === Curve fitting is the process of constructing a curve, or mathematical function, that has the best fit to a series of data points, possibly subject to constraints. Curve fitting can involve either interpolation, where an exact fit to the data is required, or smoothing, in which a "smooth" function is constructed that approximately fits the data. A related topic is regression analysis, which focuses more on questions of statistical inference such as how much uncertainty is present in a curve that is fit to data observed with random errors. Fitted curves can be used as an aid for data visualization, to infer values of a function where no data are available, and to summarize the relationships among two or more variables. Extrapolation refers to the use of a fitted curve beyond the range of the observed data, and is subject to a degree of uncertainty since it may reflect the method used to construct the curve as much as it reflects the observed data. For processes that are expected to generally grow in magnitude one of the curves in the graphic (and many others) can be fitted by estimating their parameters. The construction of economic time series involves the estimation of some components for some dates by interpolation between values ("benchmarks") for earlier and later dates. Interpolation is estimation of an unknown quantity between two known quantities (historical data), or drawing conclusions about missing information from the available information ("reading between the lines"). Interpolation is useful where the data surrounding the missing data is available and its trend, seasonality, and longer-term cycles are known. This is often done by using a relat

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  • They're Made Out of Meat

    They're Made Out of Meat

    "They're Made Out of Meat" is a short story by American writer Terry Bisson. It was originally published in OMNI. It consists entirely of dialogue between two characters. Bisson's website hosts a theatrical adaptation. A film adaptation won the Grand Prize at the Seattle Science Fiction Museum's 2006 film festival. The story was collected in the 1993 anthology Bears Discover Fire and Other Stories, and has circulated widely on the Internet, which Bisson found "flattering". It has been quoted in cognitive, cosmological, and philosophical scholarship. == Plot == The two characters are intelligent beings capable of traveling faster than light, on a mission to "contact, welcome and log in any and all sentient races or multibeings in this quadrant of the Universe." Bisson's stage directions represent them as "two lights moving like fireflies among the stars" on a projection screen. One of them tells the incredulous other about the recent discovery of carbon-based lifeforms "made up entirely of meat". After conversing briefly about it, they both deem such beings and communication with them too bizarre and agree to "erase the records and forget the whole thing", marking the Solar System "unoccupied". == Film adaptations == === They're Made out of Meat (2005) === In 2005, Stephen O'Regan wrote and directed a live film adaptation starring Tom Noonan and Ben Bailey. The film was made as a final project for the New York Film Academy. The main action takes place inside a diner full of teenagers in Staten Island, New York. The music for the film was scored by Bob Reynolds. === They're Made out of Meat (2010) === Jeff Frumess and Trevor Scott produced a version in 2010. They added the character of a homeless conspiracy theorist with an original score by musician Sam Belkin. The film was shot at Hartsdale station in Westchester County, New York. === Meat (2021) === Masha Maksimova developed a version in Cinemiracle format, a triple split-screen process, as a student project at the Berlin University of Applied Sciences in the communication design course. The dialogue is conducted by two telepathic humanoid aliens and the thoughts are visualised by found-footage collages.

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  • Context-sensitive user interface

    Context-sensitive user interface

    A context-sensitive user interface offers the user options based on the state of the active program. Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus. A user-interface may also provide context sensitive feedback, such as changing the appearance of the mouse pointer or cursor, changing the menu color, or with auditory or tactile feedback. == Reasoning and advantages of context sensitivity == The primary reason for introducing context sensitivity is to simplify the user interface. Advantages include: Reduced number of commands required to be known to the user for a given level of productivity. Reduced number of clicks or keystrokes required to carry out a given operation. Allows consistent behaviour to be pre-programmed or altered by the user. Reduces the number of options needed on screen at one time. === Disadvantages === Context sensitive actions may be perceived as dumbing down of the user interface, leaving the operator at a loss as to what to do when the computer decides to perform an unwanted action. Additionally non-automatic procedures may be hidden or obscured by the context sensitive interface causing an increase in user workload for operations the designers did not foresee. A poor implementation can be more annoying than helpful – a classic example of this is Office Assistant. == Implementation == At the simplest level each possible action is reduced to a single most likely action – the action performed is based on a single variable (such as file extension). In more complicated implementations multiple factors can be assessed such as the user's previous actions, the size of the file, the programs in current use, metadata etc. The method is not only limited to the response to imperative button presses and mouse clicks – pop-up menus can be pruned and/or altered, or a web search can focus results based on previous searches. At higher levels of implementation context sensitive actions require either larger amounts of meta-data, extensive case analysis based programming, or other artificial intelligence algorithms. === In computer and video games === Context sensitivity is important in video games, especially those controlled by a gamepad, joystick or computer mouse in which the number of buttons available is limited. It is primarily applied when the player is in a certain place and is used to interact with a person or object. For example, if the player is standing next to a non-player character, an option may come up allowing the player to talk with them. Implementations range from the embryonic 'Quick Time Event' to context sensitive sword combat in which the attack used depends on the position and orientation of both the player and opponent, as well as the virtual surroundings. A similar range of use is found in the 'action button' which, depending upon the in-game position of the player's character, may cause it to pick something up, open a door, grab a rope, punch a monster or opponent, or smash an object. The response does not have to be player activated – an on-screen device may only be shown in certain circumstances, e.g. 'targeting' cross hairs in a flight combat game may indicate the player should fire. An alternative implementation is to monitor the input from the player (e.g. level of button pressing activity) and use that to control the pace of the game in an attempt to maximize enjoyment or to control the excitement or ambience. The method has become increasingly important as more complex games are designed for machines with few buttons (keyboard-less consoles). Bennet Ring commented (in 2006) that "Context-sensitive is the new lens flare". === Context-sensitive help === Context sensitive help is a common implementation of context sensitivity, a single help button is actioned and the help page or menu will open a specific page or related topic.

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  • Course of Action Display and Evaluation Tool

    Course of Action Display and Evaluation Tool

    Course of Action Display and Evaluation Tool (CADET) was a research program, and the eponymous prototype software system, that applied knowledge-based techniques of Artificial Intelligence to the problem of battle planning. CADET was also known as Course of Action Display and Elaboration Tool. It was considered an early example of such systems and was funded by the United States Army and by the Defense Advanced Research Projects Agency (DARPA). CADET influenced a later DARPA program called RAID which in turn produced a technology adopted by the United States Army and the United States Marine Corps. == History == The development of Course of Action Display and Evaluation Tool (CADET) began in 1996, at the Carnegie Group, Inc., Pittsburgh PA, funded under the Small Business Innovation Research (SBIR) program. The goal of the first phase SBIR project was to produce “...a live storyboard of [Course of Action] COA development, wargaming, animation, and assessment.” In 1997, the United States Army awarded the Carnegie Group Inc. $750K for SBIR Phase II. The intent was to develop “...a war-gaming modeling and analysis Decision Support System (DSS), … CADET will consist of a combination of Knowledge-Based and decision analytic tools and technologies to provide fast nimble COA war-gaming modeling, simulation, and animation under direct control of the commander and staff. ...Phase II will result in an operations prototype (OP) suitable for use and evaluation in field exercises.” In 2000, CADET was integrated and experimentally evaluated within the framework of the Integrated Course of Action Critiquing and Elaboration System (ICCES) experiment, conducted by the Battle Command Battle Laboratory – Leavenworth (BCBL-L) within the program Concept Experimentation Program (CEP) sponsored by TRADOC. In 2000-2002, DARPA applied CADET in the program titled Command Post of the Future (CPoF) as a tool to generate a course of action. Under the umbrella of the CPoF program, CADET was integrated with the FOX GA system to provide a detailed planner, coupled with COA generation capability. In the same period, Battle Command Battle Lab-Huachuca (BCBL-H) performed an integration CADET with the system called All Source Analysis System-Light (ASAS-L); here CADET was intended to generate plans for intelligence assets, and conduct wargames of different COAs, enemy versus friendly. From 1996 through 2002, work on CADET was performed by the Carnegie Group, Inc., and supported by funding from the US Army CECOM (CADET SBIR Phase I, CADET SBIR Phase II and CADET Enhancements); DARPA (Command Post of the Future); and TRADOC BCBL-H. == Operation == CADET was intended to be used by the staff of the United States Army Brigade, within the Military Decision Making Process (MDMP). In particular, CADET helped produce, automatically or semi-automatically, the products generated within the step of MDMP called Course of Action (COA) Development and the following step of MDMP called COA Analysis and Wargaming. CADET software resided on a laptop computer. Using the computer, the staff officers entered the input to CADET, or alternatively this input arrived at CADET from upstream computer systems. The input consisted of: Order of Battle, i.e., the units constituting the friendly brigade and the enemy units participating in the battle, and their various characteristics; primary activities of the Course of Action, where each activity is typically linked to one or more geographic areas or a route, and sometimes to a major unit executing the activity; digital map of the region where the battle was to take place, including the digital description of significant features such as locations of friendly and enemy units, roads, assembly areas, objectives, and axes of attacks. Taking this input, CADET automatically performed the following tasks (not sequentially): Planning and scheduling the low-level tasks necessary for a given COA Allocating tasks to various units and assets constituting the brigade Assigning suitable locations and routes Estimating the battle losses (attrition) of friendly and enemy forces, and consumption of resources (e.g., fuel and ammunition) Predicting enemy actions or reactions. CADET produced the following outputs: Synchronization matrix, directly editable and printable; synchronization matrix is a kind of Gantt chart that shows assignments of activities to units, to locations/routes and to time periods Map overlays in PPT or JPG formats Animation output XML formally-encoded plan Textual Operation Plan (OPLAN) draft E-mail messages with attachments: XML and text versions of OPLAN == Design == The core algorithm is a planning algorithm where CADET uses a knowledge-based approach of the hierarchical-task-network type. Each task class is associated with a model of more detailed subtasks that should be performed in order to accomplish the higher-level task. Algorithms selected (heuristically) a task and then decomposes it into subtasks. Although similar to hierarchical-task-network planning algorithm, CADET’s algorithm includes elements of adversarial reasoning. After adding a subtask, the algorithm uses rules to determine the enemy’s probable actions and reactions as well as friendly counteractions This approximated the action-reaction-counteraction technique of manual wargaming used by the United States Army. When a task involves movements of a unit, the algorithm performs routing, i.e., finds a route for the movement that minimizes the time required for the movement as well as exposure to the enemy attacks. Each added tasks (subtask) normally requires a unit which would execute the task, and a time period when the task would be executed. Therefore, when a certain number of subtasks is added by the planning process, the algorithm also performs the allocation of the newly added subtasks to units and to time periods (i.e., scheduling). allocation and scheduling of tasks relies on both domain-specific and constraint-guided heuristics. A tasks may also require expenditures of fuel and ammunition. If the tasks involves engagement with the enemy, the performing units will experience lossesof personnel and weapon systems (attrition). CADET’s algorithm includes estimates of consumption of different types of consumables, and also attrition. Depending on the degree of attrition and consumption, CADET adds tasks that are needed to refuel or reconstitute the units. The algorithm continually interleaves incremental steps of planning, routing, scheduling, and attrition and consumption estimates. == Evaluation == Two evaluation experiments are described in literature. The first experiment called ICCES took three days. The subjects were Army officers from combat arms branches, with 11 to 23 years of active service, in the ranks of majors and lieutenant colonels, a total of 8. Each officer was given 4 hours of training learning to operate CADET and related computer tools. Officers were divided into two groups and given a tactical scenario. One group (the control group) used the traditional, manual process; the other used the system called ICCES, the automated core of which was CADET. Each group produced three COA sketches and statements and one COA synchronization matrix. Then, the experiment was repeated with another scenario but the control group became the automated group and vice versa. The users were generally satisfied with the quality of the ICCES-generated products. The group using ICCES made only a few changes to the product that was automatically generated, indicating that they agreed with the majority of the plan that ICCES produced. The second experiment was reminiscent of Turing test. The experiment involved one user, nine judges (active-duty officers, mainly colonels and lieutenant colonels), and five scenarios obtained from several US Army exercises. For each scenario, experimenters obtained synchronization matrices that were produced in earlier exercises, typically by a team of four to five officers in three to four hours, spending approximately 16 person-hours in total. Using these scenarios and COAs, the user had CADET generate automatically detailed plans and express them as synchronization matrices. The user, a retired US Army officer, reviewed and slightly edited the matrices. The entire process took less than two minutes of computations by and approximately 20 minutes of review and post-editing, approximately 0.4 person-hour in total per product. The experimenters gave the resulting matrices the same visual style as those produced by humans. The judges, who did not know whether a planning product was a traditional product of humans, or with computerized aids, were asked to grade the products. The result was that the average grades for manual products and CADET-generated products were statistically indistinguishable, even though CADET-generated products required far less time to produce. == Legacy == CADET served as “...an example of how even relatively basic A

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  • Live Transcribe

    Live Transcribe

    Live Transcribe is a mobile app for real-time captioning, developed by Google for the Android operating system. Development on the application began in partnership with Gallaudet University. It was publicly released as a free beta for Android 5.0+ on the Google Play Store on February 4, 2019. As of early 2023 it had been downloaded over 500 million times. == Development == Researchers Dimitri Kanevsky, Sagar Savla and Chet Gnegy at Google developed the app in collaboration with researchers at Gallaudet University, an American university for the education of the deaf and hard of hearing. The app uses machine learning to generate captions, similar to YouTube's auto-generated captions. In August 2019, Google made Live Transcribe an open-source project. == Features == The app uses speech recognition to generate live captions in over 80 languages with varying accuracy. The app, which requires connection to the Internet to function, is available to download on the Google Play Store. A later update to the app displayed information on sounds such as clapping, laughter, music, applause, and whistling. In May 2020, the app started supporting transcription in Albanian, Burmese, Estonian, Macedonian, Mongolian, Punjabi, and Uzbek, supporting 70 languages. In March 2022, the app was updated with support to transcribe offline, without Internet connection, so long as the appropriate language pack has been installed. The offline mode is only available for devices with 6GB of RAM and certain Google Pixel devices.

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  • 17776

    17776

    17776 (also known as What Football Will Look Like in the Future) is a serialized speculative fiction multimedia narrative by Jon Bois, published online through SB Nation. Set in the distant future in which all humans have become immortal and infertile, the series follows three sapient space probes that watch humanity play an evolved form of American football in which games can be played for millennia over distances of thousands of miles. The series debuted on July 5, 2017, and new chapters were published daily until the series concluded with its twenty-fifth chapter on July 15, 2017. Bois began developing 17776 in 2016. Because the story incorporates text, animated GIFs, still images, and videos hosted on YouTube, new tools were developed to allow it to be hosted efficiently on the SB Nation website. The work explores themes of consciousness, hope, despair, and why humans play sports. 17776 was well received by critics, who praised it for its innovative use of its medium and for the depth of emotion it evoked. In 2018, the story won a National Magazine Award for Digital Innovation and was longlisted for both the Hugo Awards for Best Novella and Best Graphic Story. It is followed by a sequel series: 20020, released from September to October 2020. The sequel series follows a 111-team game of college football on fields spanning 130,000 miles (210,000 km) across the United States. Bois originally intended to follow up with a further series entitled 20021; however, it was postponed indefinitely. In May 2025, Bois announced that the series would be continued with a novel titled 50007: An American Football Odyssey. == Premise == The story takes place on a future Earth where humans stopped dying, aging, and being born on April 7, 2026. All social ills were subsequently eliminated, and technology preventing humans from any injury was developed. In the United States, American football evolved to include new rules, including those that allow fields thousands of miles long, hundreds of in-game players, and games millennia long. Over time, computers gained sentience due to constant exposure to broadcast human data. By the year 17776, the space probe Pioneer 9 (called Nine) has gained sentience and made contact with Pioneer 10 (called Ten) and the Jupiter Icy Moons Explorer (called Juice). As Nine adjusts to a world radically different from that of the 20th century, the three space probes watch multiple football games occurring across the United States: a game using the entirety of Nebraska as a field in which the next point scored wins the game; a game in which players strive to possess every existing football autographed by obscure NFL player Koy Detmer; a game played between the Canadian border and the Mexican border deadlocked for 13,000 years at the bottom of a gorge in Arizona; an NFL regulation game between the Denver Broncos and the Pittsburgh Steelers that changed over 15,000 years into 58 playing teams owning and capitalizing upon portions of Sports Authority Field at Mile High while the ball is lost; a 500 game that results in the destruction of the Centennial Light; and a game in which the possessing player is attempting to score an automatic win by hiding in his team's end zone for 10,000 years. == Format == 17776 is read by scrolling through web pages occupied by large GIF images and colored dialogue text, interspersed with occasional YouTube videos. The story is divided into chapters, which were originally published in daily installments between July 5 and 15, 2017. Much of the GIF and video content of the series uses Google Earth satellite imagery, 3D buildings, and other tools within Google Earth to create animations and visual effects. == Development == Bois wrote and illustrated 17776 for Vox Media's sports news website SB Nation, of which he is creative director. Aside from 17776, Bois produces two other recurring, humorous video essay programs for the site: Pretty Good, which focuses on unusual sports topics and stories, and Chart Party, which focuses on statistics and has an emphasis on Bois' use of visual art in his journalism and storytelling. Bois is also known for the Breaking Madden series, in which he attempted unusual scenarios in the Madden NFL series of video games. In early 2016, Bois began developing an "anti-sci fi" project as a possible sequel to The Tim Tebow CFL Chronicles, an earlier work for SB Nation, and set the story in a year far enough in the future that "nobody ever thinks about it." Although he liked the concept and the visuals, he believed the project would not connect with readers and shelved it. Later, he realized that the story needed a centering character; he wrote one in the form of a small town, AM radio talk show host before coming up with the characters of the probes. Development renewed in May 2016, and the project solidified after SB Nation published its article "The Future of Football." Bois described it as the biggest project he ever attempted. The series was developed by Graham MacAree, who used a Vox Media tool that creates custom packages from standard article sets to give Bois creative leeway and to accommodate the series' weight on the SB Nation website. MacAree found that there were few resources online for achieving the desired effects. == Themes == Bois has stated that he had "conceived [17776] to give the reader a good time," asserting that this "was literally the whole point." William Hughes writing for The A.V. Club described 17776 as concerned with why humans play sports: "That is, given the massive resources, time, and information at our disposal (not to mention those available to our descendants), why does communal game-playing still hold such an important place in society?" He also listed consciousness, hope, and despair as among the work's themes. Beth Elderkin of io9 described it as "a deep thought experiment into what we consider humanly possible". She also felt that Ten and Juice take on the role of angel and devil, and she suggested the two may be unreliable narrators. Ian Crouch of The New Yorker felt that the work had a "tonal echo" of Don DeLillo's 1972 novel End Zone due to thematic similarities "with the way that the order and logic of football might act as a counterbalance to the chaos of the real world". == Reception == According to the communications director at Vox Media, 17776 garnered over 2.3 million pageviews by July 10. Two days later, it had received more than 2.9 million pageviews. Average engagement time was over nine minutes, and 43 percent of readers finished each installment of the series published by July 7. On July 19, Bois claimed that 17776 received 700,000 unique visitors and 4 million total pageviews, with an average engagement time of 11 minutes. Thu-Huong Ha for Quartz described 17776 as "part Italo Calvino, part Peter Heller [author of The Dog Stars], with humor seemingly from within the depths of Reddit," saying that the story would appeal to fans of both sports and literature. Tor.com described the first chapter as full of tension and felt that receiving answers is a "surprisingly heartbreaking" experience "lessened by a gleeful bouncing immaturity" one would not expect from the characters. Beth Elderkin at io9 said the series is "akin to Homestuck" and described it as "weird, complex, and pretty spectacular". William Hughes writing for The A.V. Club felt that 17776 is a "truly innovative piece of work". After reading the first three chapters, Agatha French of the Los Angeles Times stated that she was "impressed and excited by the innovation" of what she saw, and that she was intrigued despite not knowing what the work is or is saying. She felt the work took full advantage of its online medium and suggested that it "may also be a glimpse into the future of reading on the Internet". Ian Crouch of The New Yorker described the series as, "despite its seemingly meagre parts, a thing of startling beauty". Of the chapters published by July 12, he felt "the most striking chapter" to be one that used audio of Verne Lundquist calling the end of a 2013 game between the University of Alabama and Auburn University over a video panning over Earth. He also noted that the series was compared to Homestuck and relayed additional comparisons to Thomas Pynchon novels and "a Reddit thread hijacked by robot trolls". The series won the inaugural National Magazine Award for Digital Innovation from the American Society of Magazine Editors; this was the first National Magazine Award nomination and win for SB Nation. It was described by the judges as "an extraordinary combination of art, fiction and technology, an online acid trip that had to be experienced to be believed." It was also longlisted for the Hugo Awards for Best Novella and Best Graphic Story in 2018, ultimately finishing in 11th place in both categories. == Sequel series == On September 28, 2020, a sequel titled 20020 was launched on Secret Base, a branch of SB Nation; on October 13, it was revea

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  • Tamarin Prover

    Tamarin Prover

    Tamarin Prover is a computer software program for formal verification of cryptographic protocols. It has been used to verify Transport Layer Security 1.3, ISO/IEC 9798, DNP3 Secure Authentication v5, WireGuard, and the PQ3 Messaging Protocol of Apple iMessage. Tamarin is an open source tool, written in Haskell, built as a successor to an older verification tool called Scyther. Tamarin has automatic proof features, but can also be self-guided. In Tamarin lemmas that representing security properties are defined. After changes are made to a protocol, Tamarin can verify if the security properties are maintained. The results of a Tamarin execution will either be a proof that the security property holds within the protocol, an example protocol run where the security property does not hold, or Tamarin could potentially fail to halt.

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  • Estimation of distribution algorithm

    Estimation of distribution algorithm

    Estimation of distribution algorithms (EDAs), sometimes called probabilistic model-building genetic algorithms (PMBGAs), are stochastic optimization methods that guide the search for the optimum by building and sampling explicit probabilistic models of promising candidate solutions. Optimization is viewed as a series of incremental updates of a probabilistic model, starting with the model encoding an uninformative prior over admissible solutions and ending with the model that generates only the global optima. EDAs belong to the class of evolutionary algorithms. The main difference between EDAs and most conventional evolutionary algorithms is that evolutionary algorithms generate new candidate solutions using an implicit distribution defined by one or more variation operators, whereas EDAs use an explicit probability distribution encoded by a Bayesian network, a multivariate normal distribution, or another model class. Similarly as other evolutionary algorithms, EDAs can be used to solve optimization problems defined over a number of representations from vectors to LISP style S expressions, and the quality of candidate solutions is often evaluated using one or more objective functions. The general procedure of an EDA is outlined in the following: t := 0 initialize model M(0) to represent uniform distribution over admissible solutions while (termination criteria not met) do P := generate N>0 candidate solutions by sampling M(t) F := evaluate all candidate solutions in P M(t + 1) := adjust_model(P, F, M(t)) t := t + 1 Using explicit probabilistic models in optimization allowed EDAs to feasibly solve optimization problems that were notoriously difficult for most conventional evolutionary algorithms and traditional optimization techniques, such as problems with high levels of epistasis. Nonetheless, the advantage of EDAs is also that these algorithms provide an optimization practitioner with a series of probabilistic models that reveal a lot of information about the problem being solved. This information can in turn be used to design problem-specific neighborhood operators for local search, to bias future runs of EDAs on a similar problem, or to create an efficient computational model of the problem. For example, if the population is represented by bit strings of length 4, the EDA can represent the population of promising solution using a single vector of four probabilities (p1, p2, p3, p4) where each component of p defines the probability of that position being a 1. Using this probability vector it is possible to create an arbitrary number of candidate solutions. == Estimation of distribution algorithms (EDAs) == This section describes the models built by some well known EDAs of different levels of complexity. It is always assumed a population P ( t ) {\displaystyle P(t)} at the generation t {\displaystyle t} , a selection operator S {\displaystyle S} , a model-building operator α {\displaystyle \alpha } and a sampling operator β {\displaystyle \beta } . == Univariate factorizations == The most simple EDAs assume that decision variables are independent, i.e. p ( X 1 , X 2 ) = p ( X 1 ) ⋅ p ( X 2 ) {\displaystyle p(X_{1},X_{2})=p(X_{1})\cdot p(X_{2})} . Therefore, univariate EDAs rely only on univariate statistics and multivariate distributions must be factorized as the product of N {\displaystyle N} univariate probability distributions, D Univariate := p ( X 1 , … , X N ) = ∏ i = 1 N p ( X i ) . {\displaystyle D_{\text{Univariate}}:=p(X_{1},\dots ,X_{N})=\prod _{i=1}^{N}p(X_{i}).} Such factorizations are used in many different EDAs, next we describe some of them. === Univariate marginal distribution algorithm (UMDA) === The UMDA is a simple EDA that uses an operator α U M D A {\displaystyle \alpha _{UMDA}} to estimate marginal probabilities from a selected population S ( P ( t ) ) {\displaystyle S(P(t))} . By assuming S ( P ( t ) ) {\displaystyle S(P(t))} contain λ {\displaystyle \lambda } elements, α U M D A {\displaystyle \alpha _{UMDA}} produces probabilities: p t + 1 ( X i ) = 1 λ ∑ x ∈ S ( P ( t ) ) x i , ∀ i ∈ 1 , 2 , … , N . {\displaystyle p_{t+1}(X_{i})={\dfrac {1}{\lambda }}\sum _{x\in S(P(t))}x_{i},~\forall i\in 1,2,\dots ,N.} Every UMDA step can be described as follows D ( t + 1 ) = α UMDA ∘ S ∘ β λ ( D ( t ) ) . {\displaystyle D(t+1)=\alpha _{\text{UMDA}}\circ S\circ \beta _{\lambda }(D(t)).} === Population-based incremental learning (PBIL) === The PBIL, represents the population implicitly by its model, from which it samples new solutions and updates the model. At each generation, μ {\displaystyle \mu } individuals are sampled and λ ≤ μ {\displaystyle \lambda \leq \mu } are selected. Such individuals are then used to update the model as follows p t + 1 ( X i ) = ( 1 − γ ) p t ( X i ) + ( γ / λ ) ∑ x ∈ S ( P ( t ) ) x i , ∀ i ∈ 1 , 2 , … , N , {\displaystyle p_{t+1}(X_{i})=(1-\gamma )p_{t}(X_{i})+(\gamma /\lambda )\sum _{x\in S(P(t))}x_{i},~\forall i\in 1,2,\dots ,N,} where γ ∈ ( 0 , 1 ] {\displaystyle \gamma \in (0,1]} is a parameter defining the learning rate, a small value determines that the previous model p t ( X i ) {\displaystyle p_{t}(X_{i})} should be only slightly modified by the new solutions sampled. PBIL can be described as D ( t + 1 ) = α PIBIL ∘ S ∘ β μ ( D ( t ) ) {\displaystyle D(t+1)=\alpha _{\text{PIBIL}}\circ S\circ \beta _{\mu }(D(t))} === Compact genetic algorithm (cGA) === The CGA, also relies on the implicit populations defined by univariate distributions. At each generation t {\displaystyle t} , two individuals x , y {\displaystyle x,y} are sampled, P ( t ) = β 2 ( D ( t ) ) {\displaystyle P(t)=\beta _{2}(D(t))} . The population P ( t ) {\displaystyle P(t)} is then sorted in decreasing order of fitness, S Sort ( f ) ( P ( t ) ) {\displaystyle S_{{\text{Sort}}(f)}(P(t))} , with u {\displaystyle u} being the best and v {\displaystyle v} being the worst solution. The CGA estimates univariate probabilities as follows p t + 1 ( X i ) = p t ( X i ) + γ ( u i − v i ) , ∀ i ∈ 1 , 2 , … , N , {\displaystyle p_{t+1}(X_{i})=p_{t}(X_{i})+\gamma (u_{i}-v_{i}),\quad \forall i\in 1,2,\dots ,N,} where, γ ∈ ( 0 , 1 ] {\displaystyle \gamma \in (0,1]} is a constant defining the learning rate, usually set to γ = 1 / N {\displaystyle \gamma =1/N} . The CGA can be defined as D ( t + 1 ) = α CGA ∘ S Sort ( f ) ∘ β 2 ( D ( t ) ) {\displaystyle D(t+1)=\alpha _{\text{CGA}}\circ S_{{\text{Sort}}(f)}\circ \beta _{2}(D(t))} == Bivariate factorizations == Although univariate models can be computed efficiently, in many cases they are not representative enough to provide better performance than GAs. In order to overcome such a drawback, the use of bivariate factorizations was proposed in the EDA community, in which dependencies between pairs of variables could be modeled. A bivariate factorization can be defined as follows, where π i {\displaystyle \pi _{i}} contains a possible variable dependent to X i {\displaystyle X_{i}} , i.e. | π i | = 1 {\displaystyle |\pi _{i}|=1} . D Bivariate := p ( X 1 , … , X N ) = ∏ i = 1 N p ( X i | π i ) . {\displaystyle D_{\text{Bivariate}}:=p(X_{1},\dots ,X_{N})=\prod _{i=1}^{N}p(X_{i}|\pi _{i}).} Bivariate and multivariate distributions are usually represented as probabilistic graphical models (graphs), in which edges denote statistical dependencies (or conditional probabilities) and vertices denote variables. To learn the structure of a PGM from data linkage-learning is employed. === Mutual information maximizing input clustering (MIMIC) === The MIMIC factorizes the joint probability distribution in a chain-like model representing successive dependencies between variables. It finds a permutation of the decision variables, r : i ↦ j {\displaystyle r:i\mapsto j} , such that x r ( 1 ) x r ( 2 ) , … , x r ( N ) {\displaystyle x_{r(1)}x_{r(2)},\dots ,x_{r(N)}} minimizes the Kullback–Leibler divergence in relation to the true probability distribution, i.e. π r ( i + 1 ) = { X r ( i ) } {\displaystyle \pi _{r(i+1)}=\{X_{r(i)}\}} . MIMIC models a distribution p t + 1 ( X 1 , … , X N ) = p t ( X r ( N ) ) ∏ i = 1 N − 1 p t ( X r ( i ) | X r ( i + 1 ) ) . {\displaystyle p_{t+1}(X_{1},\dots ,X_{N})=p_{t}(X_{r(N)})\prod _{i=1}^{N-1}p_{t}(X_{r(i)}|X_{r(i+1)}).} New solutions are sampled from the leftmost to the rightmost variable, the first is generated independently and the others according to conditional probabilities. Since the estimated distribution must be recomputed each generation, MIMIC uses concrete populations in the following way P ( t + 1 ) = β μ ∘ α MIMIC ∘ S ( P ( t ) ) . {\displaystyle P(t+1)=\beta _{\mu }\circ \alpha _{\text{MIMIC}}\circ S(P(t)).} === Bivariate marginal distribution algorithm (BMDA) === The BMDA factorizes the joint probability distribution in bivariate distributions. First, a randomly chosen variable is added as a node in a graph, the most dependent variable to one of those in the graph is chosen among those not yet in the graph, this procedure is repeated until no remain

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  • Unit of work

    Unit of work

    A unit of work is a behavioral pattern in software development. Martin Fowler has defined it as everything one does during a business transaction which can affect the database. When the unit of work is finished, it will provide everything that needs to be done to change the database as a result of the work. A unit of work encapsulates one or more code repositories[de] and a list of actions to be performed which are necessary for the successful implementation of self-contained and consistent data change. A unit of work is also responsible for handling concurrency issues, and can be used for transactions and stability patterns.[de]

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  • Veo (text-to-video model)

    Veo (text-to-video model)

    Veo, or Google Veo, is a text-to-video model developed by Google DeepMind and announced in May 2024. As a generative AI model, it creates videos based on user prompts. Veo 3, released in May 2025, can also generate accompanying audio. == Development == In May 2024, a multimodal video generation model called Veo was announced at Google I/O 2024. Google claimed that it could generate 1080p videos over a minute long. In December 2024, Google released Veo 2, available via VideoFX. It supports 4K resolution video generation and has an improved understanding of physics. In April 2025, Google announced that Veo 2 became available for advanced users on the Gemini app. In May 2025, Google released Veo 3, which not only generates videos but also creates synchronized audio — including dialogue, sound effects, and ambient noise — to match the visuals. Google also announced Flow, a video-creation tool powered by Veo and Imagen. Google DeepMind CEO Demis Hassabis described the release as the moment when AI video generation left the era of the silent film. This was rebranded as Google Flow at the 2026 Google I/O keynote, along with the announcement of Google Flow Music. == Capabilities == Google Veo can be purchased at multiple subscription tiers and through Google "AI credits". The software itself can be run by two different consoles, Google Gemini and Google Flow. Gemini being geared towards shorter, quicker, and faster projects, using the Gemini AI chat model, with Google Flow, which is essentially a movie editor allowing users to create longer projects with continuity, using the same characters and actors. Users can create a maximum of eight seconds per clip. According to Gizmodo Veo 3 users were directing the model to generate low-quality content, such as man on the street interviews or haul videos of people unboxing products. 404 Media reported that the tool tended to repeat the same joke in response to different prompts. Commentators speculated that Google had trained the service on YouTube videos or Reddit posts. Google itself had not stated the source of its training content. In July 2025, Media Matters for America reported that racist and antisemitic videos generated using Veo 3 were being uploaded to TikTok. Ryan Whitwam of Ars Technica commented, "In a perfect world, Veo 3 would refuse to create these videos, but vagueness in the prompt and the AI's inability to understand the subtleties of racist tropes (i.e., the use of monkeys instead of humans in some videos) make it easy to skirt the rules."

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  • Sunspring

    Sunspring

    Sunspring is a 2016 experimental science fiction short film entirely written by an artificial intelligence bot using neural networks. It was conceived by BAFTA-nominated filmmaker Oscar Sharp and NYU AI researcher Ross Goodwin and produced by film production company, End Cue along with Allison Friedman and Andrew Swett. It stars Thomas Middleditch, Elisabeth Grey, and Humphrey Ker as three people, namely H, H2, and C, living in a future world and eventually connecting with each other through a love triangle. The script of the film was authored by a recurrent neural network called long short-term memory (LSTM) by an AI bot named Benjamin. Originally made for the Sci-Fi-London film festival's 48hr Challenge, it was released online by technology news website Ars Technica on 9 June 2016. == Premise == Sunspring narrates the story of three people - H (Middleditch), H2 (Grey), and C (Ker) - set in a futuristic world and entangled with murder and love. == Cast == Thomas Middleditch as H Elisabeth Grey as H2 Humphrey Ker as C == Production == Oscar Sharp originally created the film for the 48hr Film Challenge contest of Sci-Fi-London, a film festival which focuses on science fiction. For the challenge, contestants are given a set of prompts (mostly props and lines) that have to appear in a movie they make over the next two days. It eventually contested in the festival and was nominated among the final top ten films Sharp collaborated with his longtime associate Ross Goodwin, an AI researcher in New York University to create the AI bot, which was initially called Jetson. The bot, which later came to call itself Benjamin, wrote the screenplay including stage directions and dialog. The garbled script was then interpreted by Sharp who directed the actors to construe the plot points themselves and enact the play. According to Ars Technica, the final plot turned out to be a tale of romance and murder, set in a dark future world. === Benjamin, the automatic screenwriter === Called the world's first automatic screenwriter, Benjamin is a self-improving LSTM RNN machine intelligence trained on human screenplays conceived by Goodwin and Sharp. It was trained to write the screenplay by feeding it with a corpus of dozens of sci-fi screenplays found online—mostly movies from the 1980s and 90s. == Music == The film contains a song from Brooklyn-based electro-acoustic duo Tiger and Man, with lyrics written by Benjamin using a database of 30,000 folk songs. As well as a score written by composer Andrew Orkin. == Reception == CNet called it "a beautiful, bizarre sci-fi novelty." Critic Amanda Kooser said, "...probably won't start a rush for replacing human screenwriters with machines. Some day, neural networks may get better at imitating the art of coherent storytelling, but we're not there yet. That doesn't mean "Sunspring" isn't entertaining or worthy of viewing. It is. It's a thought experiment come to life, a novelty." As of April 2019, it has surpassed 1 million views on YouTube.

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  • Coronavirus breathalyzer

    Coronavirus breathalyzer

    A coronavirus breathalyzer is a diagnostic medical device enabling the user to test with 90% or greater accuracy the presence of severe acute respiratory syndrome coronavirus 2 in an exhaled breath. As of the first half of 2020, the idea of a practical coronavirus breathalyzer was concomitantly developed by unrelated research groups in Australia, Canada, Finland, Germany, Indonesia, Israel, Netherlands, Poland, Singapore, United Kingdom and the USA. == Australia == In Australia, GreyScan CEO Samantha Ollerton and Prof. Michael Breadmore of the University of Tasmania are basing a coronavirus breathalyzer on existing technology that is used around the world to detect explosives. Another invention published from ABC News; produced by Colin Hickey and Examin Holdings, have released information on a new breathalyzer called the "Queensland Breath test" claiming its function has 98% efficiency, equipped with a replaceable plastic nozzle for reusability (February 2022). a statement in claim by Bruce Thompson, a professor at Swinburne University of Technology, Although this products is reliable, due to insufficient funding, the product is inaccessible. == Canada == Canary Health Technologies, headquartered in Toronto with offices in Cleveland, Ohio, is developing a breathalyzer with disposable nanosensors using AI-powered cloud-based analysis. According to a press release, clinical trials began in India during November 2020. The stated goal is to develop an accurate, reasonably priced screening tool that can be used anywhere and deliver a result in less than a minute. The company postulates that analyzing volatile organic compounds in human breath could potentially detect diseases before the on-set of symptoms, earlier than currently available methods. Moreover, the cloud-based technology is designed to be used as a disease surveillance apparatus. == Finland == By the end of June 2020, Forum Virium Helsinki, in collaboration with Finnish software firm Deep Sensing Algorithms, funded by the Helsinki-Uusimaa Regional Council, announced that testing of their device had begun with a control group in Kazakhstan, with plans to expand to the Netherlands, the United States, South Africa, Brazil and Finland throughout the summer. The efficacy of the Forum Virium Helsinki / Deep Sensing Algorithms device hinges on its AI component. "We are engaged in innovative cooperation with corporations to solve the coronavirus crisis, and we will help firms to use the city as a development platform. We are utilizing artificial intelligence and digitalization," said Forum Virium Helsinki CEO Mika Malin. == Germany == In March 2020, the Singaporean company RAM Global conducted research in Germany in hopes of developing a one-minute breathalyzer test for SARS-CoV-2 based on terahertz time-domain spectroscopy. The company attempted to develop a disposable test kit for direct detection of COVID-19 virion particles in breath, saliva and swab samples. On 31 March, RAM Global completed an initial clinical study on live patients at University Hospital Saarland. In April, the company pursued a small unknown sample study in which hospital doctors provided unknown samples in order to test accuracy in differentiating positive and negative samples. == Indonesia == Since April 2020, a team of researchers from Gadjah Mada University (UGM) has been developing an electronic nose called GeNose C19. The GeNose C19 can be used as a rapid, non-invasive screening tool in less than two minutes. A profiling test was carried out at the Bhayangkara Hospital and the Covid Bambanglipuro Special Field Hospital in Yogyakarta. GeNose C19 consists of gas sensors and an artificial intelligence-based pattern recognition system. The diagnostic test was carried out with the cooperation of nine multi-center hospitals. In the end of December 2020, GeNose C19 received a distribution permit from Indonesia's Health Ministry. Initially, 100 units will be released and each device will be able to perform 120 tests per day. The test is estimated to cost 15,000–25,000 Indonesian rupiah ($1–$1.8) and would take three minutes for the test and another two minutes to yield a result. Researchers hope to manufacture up to 1,000 GeNose C19 units, increasing the country's testing capabilities by 120 thousand subjects per day. Moreover, they aim to manufacture 10,000 units by February 2021. == Israel == In Israel, it is at the photonics lab of Gabby Sarusi, professor at Ben-Gurion University of the Negev, that research is underway as of midsummer 2020. Separately from Sarusi's project, in July 2020, it was reported that Israeli start-up Nanoscent in cooperation with Sheba Medical Center had devised a breathalyzer that Magen David Adom (MDA) is seeking to incorporate into existing drive-thru testing stations located throughout the country. Questionable intellectual property of Gabby Sarusi regarding this project is now under discussion in the court in Israel. == The Netherlands == A breath test with the SpiroNose device, made by the Dutch company Breathomix, has been developed and tested in collaboration with the Leiden University Medical Center (LUMC), Franciscus Gasthuis & Vlietland and the GGD Amsterdam. The breath test has been validated as a pre-screening test for people who have no or mild symptoms of COVID-19. From April 2021, the device was operational in COVID-19 test drive-ins, conferences and events, i.e. Eurovision Song Contest 2021. Subjects must abstain from alcohol for eight hours prior to taking the breath test. The SpiroNose contains four sets of seven different sensors that can measure the mixture of volatile organic compounds (biomarkers) in the exhaled air. These VOCs provide a picture of a person's metabolism. This 'breath profile' is forwarded to an online analysis platform. Here the breath profile is compared with other breath profiles of people with and without a COVID-19 diagnosis and analysed by algorithms. Data-analysis involves advanced signal processing and statistics based on independent t-tests followed by linear discriminant and ROC analysis. The test result is known within minutes. The breath test has a sensitivity/specificity for SARS-CoV-2 infection of 100/78, >99/84, 98/82% in validation, replication and asymptomatic cohorts of patients. The breath test reliably detects who is not infected. Such a subject will receive a test result immediately. Other subjects must promptly conduct a subsequent test, for example a PCR test or LAMP test. The test results can be viewed by the client and are not automatically interfaced to other databases, i.e. for public health surveillance, source and contact tracing, vaccination programs. In July 2021, the ministry stopped the tests with the SpiroNose because, according to the GGD, the device gives unusable results in some cases. Breathomix indicates that this is the result of the way in which the SpiroNose is deployed. The SpiroNose is and remains a reliable instrument for lung diseases. The analysis platform is developed conform the requirements of the standard ISO 27001 (Information Security) and NEN 7510 (Information Security in Health Care). A CE marking has been requested. In the meantime, the Dutch minister has granted a CE marking exemption on 25 January 2021. The device may also be used to detect other diseases, e.g., asthma, COPD, lung cancer, interstitial lung diseases (ILD). == Poland == In February 2021, the President of Poland, Andrzej Duda, announced that ML System S. A., headquartered in Zaczernie, Poland, had successfully developed a means of analyzing a patient's breath to test for the presence of coronavirus. According to an anonymous press release, test subjects exhale into a device in order to determine the presence of the coronavirus. The procedure, similar to that of a police breathalyzer, is said to take less than ten seconds. Independent clinical trials were begun in April 2021. In the first half of May 2021, a brief text concerning partial results was published by ML System, stating that independent clinical trials were successful with specificity (97,15%) and accuracy/sensitivity (86,86%), for CT (Cycle Threshold) assumed at 25, which is in line with the guidelines set out by the World Health Organization. Moreover, ML System in partnership with Rzeszów–Jasionka Airport published a statement indicating their intention to test the device at the airport. Similar plans exist between the manufacturer and the Warsaw Chopin Airport. Two large networks of laboratories in Poland, "Diagnostyka" and "ALAB Laboratoria", have signed a letter of intent with ML System. In agreement with ALAB, the parties declared cooperation in the implementation of the product named "COVID DETECTOR" on the Polish, German and Ukrainian markets. In addition, the companies declared joint activities aimed at extending the diagnosis with the use of "COVID Detector" to include mutations of the SARS-CoV-2 virus, differentiate the stage of the disease and ot

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  • Wave Financial

    Wave Financial

    Wave is a Canadian company that provides financial services and software for small businesses. Wave is headquartered in the East Bayfront neighbourhood in Toronto, Canada. The company's first product was free online accounting software designed for businesses with 1–9 employees, followed by invoicing, personal finance and receipt-scanning software (OCR). In 2012, Wave began branching into financial services, initially with Payments by Wave (credit card processing) and Payroll by Wave, followed in February 2017 by Lending by Wave, which has since been discontinued. == History == CEO Kirk Simpson and CPO James Lochrie launched Wave Accounting Inc. in July 2009, Wave Accounting launched to the public on November 16, 2010. In June 2011, Series A funding led by OMERS Ventures was closed. In September 2011, FedDev Ontario invested one million dollars in funding. In October 2011, a $5-million investment led by U.S. venture capital firm Charles River Ventures was announced. In May 2012, Wave Accounting closed its series B financing round led by The Social+Capital Partnership, with follow-on participation from Charles River Ventures and OMERS Ventures. Wave acquired a company called Small Payroll in November 2011, which was later launched as a payroll product called Wave Payroll. In February 2012, Wave officially launched Wave Payroll to the public in Canada, followed by the American release in November of the same year. In August, 2012, the company announced the acquisition of Vuru.co, an online stock-tracking service. Terms of the deal were not disclosed. In December 2012, the company rebranded itself as Wave to emphasize its broadened spectrum of services. On March 14, 2019, the company acquired Every, a Toronto-based fintech company that provides business accounts and debit cards to small businesses. On June 11, 2019, the company announced it was being acquired by tax preparation company, H&R Block, for $537 million. On June 15, 2022, Wave announced that Kirk Simpson would be leaving and being replaced as CEO by Zahir Khoja. In May 2025, US customers of Wave were transitioned to a new Payroll processing system supported by CheckHQ. The new integration improved support for US employers by handling employer tax withholding and payments in all 50 US States. == Products == The company's initial product, Accounting by Wave, is a double entry accounting tool. Services include direct bank data imports, invoicing and expense tracking, customizable chart of accounts, and journal transactions. Accounting by Wave integrates with expense tracking software Shoeboxed and e-commerce website Etsy. The next product launched was Payroll by Wave, which was launched in 2012 after the acquisition of SmallPayroll.ca. Payroll by Wave is only available in the US and Canada. Invoicing by Wave is an offshoot of the company's earlier accounting tools. Additional products launched on or shortly after the company's rebrand in December 2012 include: a credit card processing tool, Payments by Wave, built initially on integration with Stripe credit card processing. However, Wave does not report merchant fees correctly for countries where Stripe charges a tax such as GST. In these cases, the merchant fees are reported without tax and do not match your Stripe account. a receipt scanning tool, Receipts by Wave. In 2017, Wave signed an agreement to provide its platform on RBC's online business banking site. The RBC-Wave service will be co-branded. == Taxes supported == The company's software supports tax-exclusive pricing, such as U.S. sales tax, where taxes are added on top of prices quoted. This has two effects: When scanning receipts users must manually add the tax, and input the amount. When making an invoice, users must put in a price before tax, and the system will add the tax on top. This makes Wave unable to handle taxes in countries like Australia where prices must be quoted inclusive of all taxes, such as GST. There is no way to set an invoice total and have Wave calculate the tax portion as a percentage. == Pricing and business model == As of June 10, 2024, Wave offers two tiers for its software: a free Starter plan with limitations on some features, and a paid Pro plan. In addition to its paid plan, revenue from the company comes from other paid financial services the company offers: Payments by Wave: Card processing which includes debit, credit and prepaid cards as well as ACH (bank payments) in the United States. Fees are a percentage of the transaction. Payroll by Wave: Monthly subscription fee plus usage fees. Wave previously included advertising on its pages as a source of revenue. Advertising was removed in January 2017. In 2017, Wave raised $24m (USD) in funding led by NAB Ventures. In 2019, H&R Block announced the acquisition of Wave in a cash deal worth $405 million USD.

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  • IJCAI Computers and Thought Award

    IJCAI Computers and Thought Award

    The IJCAI Computers and Thought Award is presented every two years by the International Joint Conference on Artificial Intelligence (IJCAI), recognizing outstanding young scientists in artificial intelligence. It was originally funded with royalties received from the book Computers and Thought (edited by Edward Feigenbaum and Julian Feldman), and is currently funded by IJCAI. It is considered to be "the premier award for artificial intelligence researchers under the age of 35". == Laureates == Terry Winograd (1971) Patrick Winston (1973) Chuck Rieger (1975) Douglas Lenat (1977) David Marr (1979) Gerald Sussman (1981) Tom Mitchell (1983) Hector Levesque (1985) Johan de Kleer (1987) Henry Kautz (1989) Rodney Brooks (1991) Martha E. Pollack (1991) Hiroaki Kitano (1993) Sarit Kraus (1995) Stuart Russell (1995) Leslie Kaelbling (1997) Nicholas Jennings (1999) Daphne Koller (2001) Tuomas Sandholm (2003) Peter Stone (2007) Carlos Guestrin (2009) Andrew Ng (2009) Vincent Conitzer (2011) Malte Helmert (2011) Kristen Grauman (2013) Ariel D. Procaccia (2015) Percy Liang (2016) for his contributions to both the approach of semantic parsing for natural language understanding and better methods for learning latent-variable models, sometimes with weak supervision, in machine learning. Devi Parikh (2017) Stefano Ermon (2018) Guy Van den Broeck (2019) for his contributions to statistical and relational artificial intelligence, and the study of tractability in learning and reasoning. Piotr Skowron (2020) for his contributions to computational social choice, and to the theory of committee elections. Fei Fang (2021) for her contributions to integrating machine learning with game theory and the use of these novel techniques to tackle societal challenges such as more effective deployment of security resources, enhancing environmental sustainability, and reducing food insecurity. Bo Li (2022) for her contributions to uncovering the underlying connections among robustness, privacy, and generalization in AI, showing how different models are vulnerable to malicious attacks, and how to eliminate these vulnerabilities using mathematical tools that provide robustness guarantees for learning models and privacy protection. Pin-Yu Chen (2023) for his contributions to consolidating properties of trust, robustness and safety into rigorous algorithmic procedures and computable metrics for improving AI systems. Nisarg Shah (2024) for his contributions to AI and society, in particular foundational work on the theory of algorithmic fairness using principles from social choice theory. Aditya Grover (2025) for his foundational contributions uniting deep generative models, representation learning, and reinforcement learning, and for their applications in advancing scientific reasoning.

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  • Orange (software)

    Orange (software)

    Orange is an open-source data visualization, machine learning and data mining toolkit. It features a visual programming front-end for exploratory qualitative data analysis and interactive data visualization. == Description == Orange is a component-based visual programming software package for data visualization, machine learning, data mining, and data analysis. Orange components are called widgets. They range from simple data visualization, subset selection, and preprocessing to empirical evaluation of learning algorithms and predictive modeling. Visual programming is implemented through an interface in which workflows are created by linking predefined or user-designed widgets, while advanced users can use Orange as a Python library for data manipulation and widget alteration. == Software == Orange is an open-source software package released under GPL and hosted on GitHub. Versions up to 3.0 include core components in C++ with wrappers in Python. From version 3.0 onwards, Orange uses common Python open-source libraries for scientific computing, such as numpy, scipy and scikit-learn, while its graphical user interface operates within the cross-platform Qt framework. The default installation includes a number of machine learning, preprocessing and data visualization algorithms in 6 widget sets (data, transform, visualize, model, evaluate and unsupervised). Additional functionalities are available as add-ons (text-mining, image analytics, bioinformatics, etc.). Orange is supported on macOS, Windows and Linux and can also be installed from the Python Package Index repository (pip install Orange3). == Features == Orange consists of a canvas interface onto which the user places widgets and creates a data analysis workflow. Widgets offer basic functionalities such as reading the data, showing a data table, selecting features, training predictors, comparing learning algorithms, visualizing data elements, etc. The user can interactively explore visualizations or feed the selected subset into other widgets. Canvas: graphical front-end for data analysis Widgets: Data: widgets for data input, data filtering, sampling, imputation, feature manipulation and feature selection Visualize: widgets for common visualization (box plot, histograms, scatter plot) and multivariate visualization (mosaic display, sieve diagram). Classify: a set of supervised machine learning algorithms for classification Regression: a set of supervised machine learning algorithms for regression Evaluate: cross-validation, sampling-based procedures, reliability estimation and scoring of prediction methods Unsupervised: unsupervised learning algorithms for clustering (k-means, hierarchical clustering) and data projection techniques (multidimensional scaling, principal component analysis, correspondence analysis). == Add-ons == Orange users can extend their core set of components with components in the add-ons. Supported add-ons include: Associate: components for mining frequent itemsets and association rule learning. Bioinformatics: components for gene expression analysis, enrichment, and access to expression databases (e.g., Gene Expression Omnibus) and pathway libraries. Data fusion: components for fusing different data sets, collective matrix factorization, and exploration of latent factors. Educational: components for teaching machine learning concepts, such as k-means clustering, polynomial regression, stochastic gradient descent, ... Explain: provides an extension with components for the model explanation, including Shapley value analysis Geo: components for working with geospatial data. Image analytics: components for working with images and ImageNet embeddings Network: components for graph and network analysis. Text mining: components for natural language processing and text mining. Time series: widget components for time series analysis and modeling. Single-cell: support for single-cell gene expression analysis, including components for loading single-cell data, filtering and batch effect removal, marker genes discovery, scoring of cells and genes, and cell type prediction. Spectroscopy: components for analyzing and visualization of (hyper)spectral datasets. Survival analysis: add-on for data analysis dealing with survival data. It includes widgets for standard survival analysis techniques, such as the Kaplan-Meier plot, the Cox regression model, and several derivative widgets. World Happiness: support for downloading socioeconomic data from a database, including OECD and World Development Indicators. Provides access to thousands of country indicators from various economic databases. Fairness: add-on for evaluation and creation of fair machine learning models without discrimination. Widgets range from computing fairness metrics like statistical parity to post-, pre-, in-processing methods to build fair models. == Objectives == The program provides a platform for experiment selection, recommendation systems, and predictive modelling and is used in biomedicine, bioinformatics, genomic research, and teaching. In science, it is used as a platform for testing new machine learning algorithms and for implementing new techniques in genetics and bioinformatics. In education, it was used for teaching machine learning and data mining methods to students of biology, biomedicine, and informatics. == Extensions == Various projects build on Orange either by extending the core components with add-ons or using only the Orange Canvas to exploit the implemented visual programming features and GUI. OASYS — ORange SYnchrotron Suite scOrange — single cell biostatistics Quasar — data analysis in natural sciences == History == In 1996, the University of Ljubljana and Jožef Stefan Institute started development of ML, a machine learning framework in C++, and Python bindings were developed for this framework in 1997, which, together with emerging Python modules, formed a joint framework called Orange. Over the following years, most contemporary major algorithms for data mining and machine learning were implemented in C++ (Orange's core) or Python modules. In 2002, first prototypes to create a flexible graphical user interface were designed using Pmw Python megawidgets. In 2003, the graphical user interface was redesigned and re-developed for Qt framework using PyQt Python bindings. The visual programming framework was defined, and the development of widgets (graphical components of the data analysis pipeline) began. In 2005, extensions for data analysis in bioinformatics was created. In 2008, Mac OS X DMG and Fink-based installation packages were developed. In 2009, over 100 widgets were created and maintained. In 2009, Orange 2.0 beta was released, offering installation packages on the website based on the daily compiling cycle. In 2012, a new object hierarchy was imposed, replacing the old module-based structure. In 2013, a significant redesign of the graphical user interface included a new toolbox and depiction of workflows. In 2015, Orange 3.0 was released. Orange stores the data in NumPy arrays; machine learning algorithms mostly use scikit-learn. In 2015, a text analysis add-on for Orange3 was released. In 2016, Orange released version 3.3. Development scheduled a monthly cycle for stable releases. In 2016, Orange began development and release of an Image Analytics add-on, with server-side deep neural networks for image embedding In 2017, a Spectroscopy add-on for the analysis of spectral data was introduced. In 2017, Geo, an add-on for dealing with geo-location data and visualisation of geo maps was introduced In 2018, Orange began development and release of an add-on for single-cell data analysis. In 2019, Orange separated its graphical interface for development as a separate project, orange-canvas-core In 2020, Orange introduced the Explain add-on with widgets for explaining classification models and regression models, highlighting the strength and contributions specific features make towards predicting a specific class. In 2022, World Happiness, an add-on for the Orange3 data mining suite, was introduced, providing widgets for accessing socioeconomic data from various databases such as World Happiness Report, World Development Indicators, OECD. In 2022, Orange extended the Explain add-on with an Individual Conditional Expectation plot and the Permutation Feature Importance technique. In 2023, Orange introduced the Fairness add-on, including widgets to calculate bias metrics, as well as widgets for pre-, post-, and in-processing methods, allowing the creation of models less susceptible to systematic error due to the vagaries of the data set.

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