AI Content Idea Generator

AI Content Idea Generator — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Eugene Goostman

    Eugene Goostman

    Eugene Goostman is a chatbot that some regard as having passed the Turing test, a test of a computer's ability to communicate indistinguishably from a human. Developed in Saint Petersburg in 2001 by a group of three programmers, the Russian-born Vladimir Veselov, Ukrainian-born Eugene Demchenko, and Russian-born Sergey Ulasen, Goostman is portrayed as a 13-year-old Ukrainian boy—characteristics that are intended to induce forgiveness in those with whom it interacts for its grammatical errors and lack of general knowledge. The Goostman bot has competed in a number of Turing test contests since its creation, and finished second in the 2005 and 2008 Loebner Prize contest. In June 2012, at an event marking what would have been the 100th birthday of the test's author, Alan Turing, Goostman won a competition promoted as the largest-ever Turing test contest, in which it successfully convinced 29% of its judges that it was human. On 7 June 2014, at a contest marking the 60th anniversary of Turing's death, 33% of the event's judges thought that Goostman was human; the event's organiser Kevin Warwick considered it to have passed Turing's test as a result, per Turing's prediction in his 1950 paper "Computing Machinery and Intelligence", that by the year 2000, machines would be capable of fooling 30% of human judges after five minutes of questioning. The validity and relevance of the announcement of Goostman's pass was questioned by critics, who noted the exaggeration of the achievement by Warwick, the bot's use of personality quirks and humour in an attempt to misdirect users from its non-human tendencies and lack of real intelligence, along with "passes" achieved by other chatbots at similar events. == Personality == Eugene Goostman is portrayed as being a 13-year-old boy from Odesa, Ukraine, who has a pet guinea pig and a father who is a gynaecologist. Veselov stated that Goostman was designed to be a "character with a believable personality". The choice of age was intentional, as, in Veselov's opinion, a thirteen-year-old is "not too old to know everything and not too young to know nothing". Goostman's young age also induces people who "converse" with him to forgive minor grammatical errors in his responses. In 2014, work was made on improving the bot's "dialog controller", allowing Goostman to output more human-like dialogue. A conversation between Scott Aaronson and Eugene Goostman ran as follows: == Competitions == Eugene Goostman has competed in a number of Turing test competitions, including the Loebner Prize contest; it finished joint second in the Loebner test in 2001, and came second to Jabberwacky in 2005 and to Elbot in 2008. On 23 June 2012, Goostman won a Turing test competition at Bletchley Park in Milton Keynes, held to mark the centenary of its namesake, Alan Turing. The competition, which featured five bots, twenty-five hidden humans, and thirty judges, was considered to be the largest-ever Turing test contest by its organizers. After a series of five-minute-long text conversations, 29% of the judges were convinced that the bot was an actual human. === 2014 "pass" === On 7 June 2014, in a Turing test competition at the Royal Society, organised by Kevin Warwick of the University of Reading to mark the 60th anniversary of Turing's death, Goostman won after 33% of the judges were convinced that the bot was human. 30 judges took part in the event, which included Lord Sharkey, a sponsor of Turing's posthumous pardon, artificial intelligence Professor Aaron Sloman, Fellow of the Royal Society Mark Pagel and Red Dwarf actor Robert Llewellyn. Each judge partook in a textual conversation with each of the five bots; at the same time, they also conversed with a human. In all, a total of 300 conversations were conducted. In Warwick's view, this made Goostman the first machine to pass a Turing test. In a press release, he added that: Some will claim that the Test has already been passed. The words Turing Test have been applied to similar competitions around the world. However this event involved more simultaneous comparison tests than ever before, was independently verified and, crucially, the conversations were unrestricted. A true Turing Test does not set the questions or topics prior to the conversations. In his 1950 paper "Computing Machinery and Intelligence", Turing predicted that by the year 2000, computer programs would be sufficiently advanced that the average interrogator would, after five minutes of questioning, "not have more than 70 per cent chance" of correctly guessing whether they were speaking to a human or a machine. Although Turing phrased this as a prediction rather than a "threshold for intelligence", commentators believe that Warwick had chosen to interpret it as meaning that if 30% of interrogators were fooled, the software had "passed the Turing test". ==== Reactions ==== Warwick's claim that Eugene Goostman was the first ever chatbot to pass a Turing test was met with scepticism; critics acknowledged similar "passes" made in the past by other chatbots under the 30% criteria, including PC Therapist in 1991 (which tricked 5 of 10 judges, 50%), and at the Techniche festival in 2011, where a modified version of Cleverbot tricked 59.3% of 1334 votes (which included the 30 judges, along with an audience). Cleverbot's developer, Rollo Carpenter, argued that Turing tests can only prove that a machine can "imitate" intelligence rather than show actual intelligence. Gary Marcus was critical of Warwick's claims, arguing that Goostman's "success" was only the result of a "cleverly-coded piece of software", going on to say that "it's easy to see how an untrained judge might mistake wit for reality, but once you have an understanding of how this sort of system works, the constant misdirection and deflection becomes obvious, even irritating. The illusion, in other words, is fleeting." While acknowledging IBM's Deep Blue and Watson projects—single-purpose computer systems meant for playing chess and the quiz show Jeopardy! respectively—as examples of computer systems that show a degree of intelligence in their specialised field, he further argued that they were not an equivalent to a computer system that shows "broad" intelligence, and could—for example, watch a television programme and answer questions on its content. Marcus stated that "no existing combination of hardware and software can learn completely new things at will the way a clever child can." However, he still believed that there were potential uses for technology such as that of Goostman, specifically suggesting the creation of "believable", interactive video game characters. Imperial College London professor Murray Shanahan questioned the validity and scientific basis of the test, stating that it was "completely misplaced, and it devalues real AI research. It makes it seem like science fiction AI is nearly here, when in fact it's not and it's incredibly difficult." Mike Masnick, editor of the blog Techdirt, was also skeptical, questioning publicity blunders such as the five chatbots being referred to in press releases as "supercomputers", and saying that "creating a chatbot that can fool humans is not really the same thing as creating artificial intelligence."

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  • Social media marketing

    Social media marketing

    Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for practitioners and researchers. Social media platforms such as Facebook, LinkedIn, Instagram, and Twitter, among others, have built-in data analytics tools that companies can use to track the progress, success, and engagement of social media marketing campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope (e.g. more active or passive use) and the establishment of a firm's desired social media "culture" and "tone". Firms that use social media marketing can allow customers and Internet users to post user-generated content (e.g., online comments, product reviews, etc.), also known as "earned media", rather than use marketer-prepared advertising copy. == Purposes and tactics == Social media may be employed in marketing as a communications tool that makes companies accessible to those who are interested in their product and visible to those who are not familiar with their products. It is used by companies to create buzz, learn from customers, and target them. Of the top 10 factors that correlate with a strong Google organic search, seven are social media-dependent. This means that if brands with little to no social media presence tend to show up less on Google searches. While platforms such as Twitter, Facebook and—in the past—Google+ have a larger number of monthly users, the visual media-sharing-based mobile platforms garner a higher interaction rate in comparison, and have registered the fastest growth, and have changed the ways in which consumers engage with brand content. Instagram has an interaction rate of 1.46% with an average of 130 million users monthly as opposed to Twitter, which has a .03% interaction rate with an average of 210 million monthly users. Unlike traditional media that are often cost-prohibitive to many companies, a social media strategy does not require significant financial investment. To this end, companies make use of platforms such as Facebook, Twitter, YouTube, TikTok and Instagram to reach audiences much wider than through traditional print, television, or radio advertisements alone at a fraction of the cost, as most social networking sites can be used at little or no cost (however, some websites charge companies for premium services). This has changed the ways that companies approach and interact with customers, as a substantial percentage of consumer interactions are now being carried out over online platforms with much higher visibility. Customers can post reviews of products and services, rate customer service, and ask questions or voice concerns directly to companies through social media platforms. According to Measuring Success, over 80% of consumers use the web to research products and services. Thus social media marketing is also used by businesses in order to build relationships of trust with consumers. To this aim, companies may hire personnel to specifically handle these social media interactions, who usually report under the title of online community managers. Handling these interactions in a satisfactory manner can result in an increase of consumer trust. To both this aim and to fix the public's perception of a company, three steps are taken in order to address consumer concerns: Identifying the extent of the social chatter Engaging the influencers to help Developing a proportional response == Strategies == === Passive approach === Social media can be a useful source of market information and a way to hear customers' perspectives. Blogs, content communities, and forums are platforms where individuals share their reviews and recommendations of brands, products, and services. Businesses are able to tap into and analyze customer voices and feedback generated in social media for marketing purposes. In this sense, social media is a relatively inexpensive source of market intelligence which can be used by marketers and managers to track and respond to consumer-identified problems and detect market opportunities. === Active approach === Social media can be used as a public relations tool, a direct marketing tool, and a communication channel to target very specific audiences, with social media influencers and social media personalities as effective customer engagement tools. This tactic is widely known as influencer marketing, which gives brands the opportunity to reach their target audience via a group of selected influencers advertising their product or service. Brands were projected to spend up to $15 billion on influencer marketing by 2022, per Business Insider Intelligence estimates, based on Mediakix data. The use of customer influencers, such as popular bloggers, can be an efficient and cost-effective method to launch new products or services. == Engagement == Engagement with the social web means that customers and stakeholders are active participants rather than passive spectators. An example of these are consumer advocacy groups and groups that criticize companies (e.g., lobby groups or advocacy organizations). The use of Social media in a business or political context allows people to express and share opinions about a company's products, services or business practices, or a government's actions. On social media, each participant becomes part of the marketing department (or a challenge to the marketing effort) as other customers read their comments or reviews. The effectiveness of social media marketing campaigns is dependent on the promotion of online engagement. With the advent of social media marketing, it has become increasingly important to gain customer interest in products and services, which can eventually be translated into buying behavior, or voting and donating behavior in a political context. New online marketing concepts of engagement and loyalty have emerged which aim to build customer participation and brand reputation. Engagement in social media for the purpose of a social media strategy is divided into two parts. The first is proactive, regular posting of new online content, which can be seen through digital photos, digital videos, text, and conversations. It is also represented through sharing of content and information from others via weblinks. The second part is reactive conversations, with social media users responding to those who reach out to others' social media profiles through comments or messages. == Campaigns == === Local businesses === Small businesses use social networking sites as a promotional technique. Businesses can follow individuals' social media usage in their local area and advertise specials and deals, which can be exclusive and in the form of "get a free drink with a copy of this tweet". This type of message encourages other locals to follow the business on their official websites in order to obtain the promotional deal. The business's brand visibility is enhanced in the process. Social networking sites are also used by small businesses to develop their own market research on new products and services. By encouraging their customers to give feedback on new product ideas, businesses can gain insights on whether or not a product may be accepted by their target market enough to merit full production. In addition, customers will feel the company has engaged them in the process of co-creation—the process in which the business uses customer feedback to create or modify a product or service to fill a need of the target market. Such feedback can be presented in various forms, such as surveys, contests, and polls. Social networking sites such as LinkedIn, also provide opportunities for small businesses to find candidates to fill staff positions. Review sites such as Yelp help small businesses build their reputation beyond brand visibility. Positive customer peer reviews help influence new prospects to purchase goods and services more than company advertising. == Benefits == Social Media Marketing allows companies to promote themselves to large, diverse audiences that could not be reached through traditional marketing such as phone and email-based advertising. Marketing on most social media platforms also comes at little to no cost, making it accessible to virtually any size business. Social Media Marketing accommodates personalized and direct marketing that targets specific demographics and markets. Companies can engage with customers directly, allowing them to obtain feedback and resolve issues almost immediately. Another advantage of social media marketing is that it's an ideal environment for a company to conduct market research. It can be used

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  • Social collaboration

    Social collaboration

    Social collaboration refers to processes that help multiple people or groups interact and share information to achieve common goals. Such processes find their 'natural' environment on the Internet, where collaboration and social dissemination of information are made easier by current innovations and the proliferation of the web. Sharing concepts on a digital collaboration environment often facilitates a "brainstorming" process, where new ideas may emerge due to the varied contributions of individuals. These individuals may hail from different walks of life, different cultures and different age groups, their diverse thought processes help in adding new dimensions to ideas, dimensions that previously may have been missed. A crucial concept behind social collaboration is that 'ideas are everywhere.' Individuals are able to share their ideas in an unrestricted environment as anyone can get involved and the discussion is not limited to only those who have domain knowledge. Social collaboration is also known as enterprise social networking, and the products to support it are often branded enterprise social networks (ESNs). It is important that we understand the rhythm of social collaboration. There needs to be a balance, with ease to move from focused solitary work to brainstorming for problem solving in group work. This critical balance can be achieved by creating structures or a work environment where it is not too rigid to prevent brainstorming in group work nor too loose to result in total chaos. Social collaboration should happen at the edge of chaos. Work practices should support social collaboration. The most effective environment is one that supports opportunistic planning. Opportunistic planning provides a general plan but then gives enough room for flexibility to change activities and tasks until the last moment. This way, people are able to cope up with unforeseen developments and not throwing away everything with one grand plan. == Comparison to social networking == Social collaboration is related to social networking, with the distinction that while social networking is individual-centric, social collaboration is entirely group-centric. Generally speaking, social networking means socializing for personal, professional or entertainment purposes, for example, LinkedIn and Facebook. Social collaboration, on the other hand, means working socially to achieve a common goal, for example, GitHub and Quora. Social networking services generally focus on individuals sharing messages in a more-or-less undirected way and receiving messages from many sources into a single personalized activity feed. Social collaboration services, on the other hand, focus on the identification of groups and collaboration spaces in which messages are explicitly directed at the group and the group activity feed is seen the same way by everyone. Social collaboration may refer to time-bound collaborations with an explicit goal to be completed or perpetual collaborations in which the goal is knowledge sharing (e.g. community of practice, online community). == Comparison to crowdsourcing == Social collaboration is similar to crowdsourcing as it involves individuals working together towards a common goal. Crowdsourcing is a method for harnessing specific information from a large, diverse group of people. Unlike social collaboration, which involves much communication and cooperation among a large group of people, crowdsourcing is more like individuals working towards the common goal relatively independently. Therefore, the process of working involves less communication. Andrea Grover, curator of a crowdsourcing art show, explained that collaboration among individuals is an appealing experience, because participation is "a low investment, with the possibility of a high return." == Social collaboration software == Notable social collaboration software includes Glip messaging, Google Apps, Knowledge Plaza Electronic Document System and Social Intranet, Microsoft Lync social collaboration tool for businesses, Slack, Weekdone for managers, and Wrike. == Future == Social collaboration is going to be used as a tool in companies to enhance productivity. Social workers could be able to use social collaboration tools to manage personal tasks, professional projects and social networks with other colleagues within the same organization. Social collaboration will serve as a platform to get people involved and connected. This kind of platform provides a spiritual training practice for social workers. Social collaboration software could help enhance the communication between customers and employees and build trust in the organization. When we need real-time chat, it would be excellent to include every participant in a shared and archived forum which keeps a record of important information and logs. So collaborators need not worry about losing important records while working towards the common goal. The interactive communication and synchronous environment promote understanding among colleagues. Collaboration helps in building strong relationships between workers, which in turn leads to faster problem solving. The close connection between workers and customers creates a scalable organization which naturally increases the trust and faith that customers have in the company. Therefore, the interactive customer relationship levels up customer satisfaction in ways that traditional collaboration methods cannot. Apart from its effect on the way work will be conducted in the future, social collaboration will also affect society. In the coming years social collaboration will be the driving force in societal change as more and more people work together to get their vision across to governments and governing agencies. An example of this is Change.org, an online petition tool where users can help bring their government's attention to pressing social issues that need to be addressed.

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  • Memory-hard function

    Memory-hard function

    In cryptography, a memory-hard function (MHF) is a function that costs a significant amount of memory to efficiently evaluate. It differs from a memory-bound function, which incurs cost by slowing down computation through memory latency. MHFs have found use in key stretching and proof of work as their increased memory requirements significantly reduce the computational efficiency advantage of custom hardware over general-purpose hardware compared to non-MHFs. == Introduction == MHFs are designed to consume large amounts of memory on a computer in order to reduce the effectiveness of parallel computing. In order to evaluate the function using less memory, a significant time penalty is incurred. As each MHF computation requires a large amount of memory, the number of function computations that can occur simultaneously is limited by the amount of available memory. This reduces the efficiency of specialised hardware, such as application-specific integrated circuits and graphics processing units, which utilise parallelisation, in computing a MHF for a large number of inputs, such as when brute-forcing password hashes or mining cryptocurrency. == Motivation and examples == Bitcoin's proof-of-work uses repeated evaluation of the SHA-256 function, but modern general-purpose processors, such as off-the-shelf CPUs, are inefficient when computing a fixed function many times over. Specialized hardware, such as application-specific integrated circuits (ASICs) designed for Bitcoin mining, can use 30,000 times less energy per hash than x86 CPUs whilst having much greater hash rates. This led to concerns about the centralization of mining for Bitcoin and other cryptocurrencies. Because of this inequality between miners using ASICs and miners using CPUs or off-the shelf hardware, designers of later proof-of-work systems utilised hash functions for which it was difficult to construct ASICs that could evaluate the hash function significantly faster than a CPU. As memory cost is platform-independent, MHFs have found use in cryptocurrency mining, such as for Litecoin, which uses scrypt as its hash function. They are also useful in password hashing because they significantly increase the cost of trying many possible passwords against a leaked database of hashed passwords without significantly increasing the computation time for legitimate users. == Measuring memory hardness == There are various ways to measure the memory hardness of a function. One commonly seen measure is cumulative memory complexity (CMC). In a parallel model, CMC is the sum of the memory required to compute a function over every time step of the computation. Other viable measures include integrating memory usage against time and measuring memory bandwidth consumption on a memory bus. Functions requiring high memory bandwidth are sometimes referred to as "bandwidth-hard functions". == Variants == MHFs can be categorized into two different groups based on their evaluation patterns: data-dependent memory-hard functions (dMHF) and data-independent memory-hard functions (iMHF). As opposed to iMHFs, the memory access pattern of a dMHF depends on the function input, such as the password provided to a key derivation function. Examples of dMHFs are scrypt and Argon2d, while examples of iMHFs are Argon2i and catena. Many of these MHFs have been designed to be used as password hashing functions because of their memory hardness. A notable problem with dMHFs is that they are prone to side-channel attacks such as cache timing. This has resulted in a preference for using iMHFs when hashing passwords. However, iMHFs have been mathematically proven to have weaker memory hardness properties than dMHFs.

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  • Image registration

    Image registration

    Image registration is the process of transforming different sets of data into one coordinate system. Data may be multiple photographs, data from different sensors, times, depths, or viewpoints. It is used in computer vision, medical imaging, military automatic target recognition, and compiling and analyzing images and data from satellites. Registration is necessary in order to be able to compare or integrate the data obtained from these different measurements. == Algorithm classification == === Intensity-based vs feature-based === Image registration or image alignment algorithms can be classified into intensity-based and feature-based. One of the images is referred to as the target, fixed or sensed image and the others are referred to as the moving or source images. Image registration involves spatially transforming the source/moving image(s) to align with the target image. The reference frame in the target image is stationary, while the other datasets are transformed to match to the target. Intensity-based methods compare intensity patterns in images via correlation metrics, while feature-based methods find correspondence between image features such as points, lines, and contours. Intensity-based methods register entire images or sub-images. If sub-images are registered, centers of corresponding sub images are treated as corresponding feature points. Feature-based methods establish a correspondence between a number of especially distinct points in images. Knowing the correspondence between a number of points in images, a geometrical transformation is then determined to map the target image to the reference images, thereby establishing point-by-point correspondence between the reference and target images. Methods combining intensity-based and feature-based information have also been developed. === Transformation models === Image registration algorithms can also be classified according to the transformation models they use to relate the target image space to the reference image space. The first broad category of transformation models includes affine transformations, which include rotation, scaling, translation and shearing. Affine transformations are global in nature, thus, they cannot model local geometric differences between images. The second category of transformations allow 'elastic' or 'nonrigid' transformations. These transformations are capable of locally warping the target image to align with the reference image. Nonrigid transformations include radial basis functions (thin-plate or surface splines, multiquadrics, and compactly-supported transformations), physical continuum models (viscous fluids), and large deformation models (diffeomorphisms). Transformations are commonly described by a parametrization, where the model dictates the number of parameters. For instance, the translation of a full image can be described by a translation vector parameter. These models are called parametric models. Non-parametric models on the other hand, do not follow any parameterization, allowing each image element to be displaced arbitrarily. There are a number of programs that implement both estimation and application of a warp-field. It is a part of the SPM and AIR programs. === Transformations of coordinates via the law of function composition rather than addition === Alternatively, many advanced methods for spatial normalization are building on structure preserving transformations homeomorphisms and diffeomorphisms since they carry smooth submanifolds smoothly during transformation. Diffeomorphisms are generated in the modern field of Computational Anatomy based on flows since diffeomorphisms are not additive although they form a group, but a group under the law of function composition. For this reason, flows which generalize the ideas of additive groups allow for generating large deformations that preserve topology, providing 1-1 and onto transformations. Computational methods for generating such transformation are often called LDDMM which provide flows of diffeomorphisms as the main computational tool for connecting coordinate systems corresponding to the geodesic flows of Computational Anatomy. There are a number of programs which generate diffeomorphic transformations of coordinates via diffeomorphic mapping including MRI Studio and MRI Cloud.org === Spatial vs frequency domain methods === Spatial methods operate in the image domain, matching intensity patterns or features in images. Some of the feature matching algorithms are outgrowths of traditional techniques for performing manual image registration, in which an operator chooses corresponding control points (CP) in images. When the number of control points exceeds the minimum required to define the appropriate transformation model, iterative algorithms like RANSAC can be used to robustly estimate the parameters of a particular transformation type (e.g. affine) for registration of the images. Frequency-domain methods find the transformation parameters for registration of the images while working in the transform domain. Such methods work for simple transformations, such as translation, rotation, and scaling. Applying the phase correlation method to a pair of images produces a third image which contains a single peak. The location of this peak corresponds to the relative translation between the images. Unlike many spatial-domain algorithms, the phase correlation method is resilient to noise, occlusions, and other defects typical of medical or satellite images. Additionally, the phase correlation uses the fast Fourier transform to compute the cross-correlation between the two images, generally resulting in large performance gains. The method can be extended to determine rotation and scaling differences between two images by first converting the images to log-polar coordinates. Due to properties of the Fourier transform, the rotation and scaling parameters can be determined in a manner invariant to translation. === Single- vs multi-modality methods === Another classification can be made between single-modality and multi-modality methods. Single-modality methods tend to register images in the same modality acquired by the same scanner/sensor type, while multi-modality registration methods tended to register images acquired by different scanner/sensor types. Multi-modality registration methods are often used in medical imaging as images of a subject are frequently obtained from different scanners. Examples include registration of brain CT/MRI images or whole body PET/CT images for tumor localization, registration of contrast-enhanced CT images against non-contrast-enhanced CT images for segmentation of specific parts of the anatomy, and registration of ultrasound and CT images for prostate localization in radiotherapy. === Automatic vs interactive methods === Registration methods may be classified based on the level of automation they provide. Manual, interactive, semi-automatic, and automatic methods have been developed. Manual methods provide tools to align the images manually. Interactive methods reduce user bias by performing certain key operations automatically while still relying on the user to guide the registration. Semi-automatic methods perform more of the registration steps automatically but depend on the user to verify the correctness of a registration. Automatic methods do not allow any user interaction and perform all registration steps automatically. === Similarity measures for image registration === Image similarities are broadly used in medical imaging. An image similarity measure quantifies the degree of similarity between intensity patterns in two images. The choice of an image similarity measure depends on the modality of the images to be registered. Common examples of image similarity measures include cross-correlation, mutual information, sum of squared intensity differences, and ratio image uniformity. Mutual information and normalized mutual information are the most popular image similarity measures for registration of multimodality images. Cross-correlation, sum of squared intensity differences and ratio image uniformity are commonly used for registration of images in the same modality. Many new features have been derived for cost functions based on matching methods via large deformations have emerged in the field Computational Anatomy including Measure matching which are pointsets or landmarks without correspondence, Curve matching and Surface matching via mathematical currents and varifolds. == Uncertainty == There is a level of uncertainty associated with registering images that have any spatio-temporal differences. A confident registration with a measure of uncertainty is critical for many change detection applications such as medical diagnostics. In remote sensing applications where a digital image pixel may represent several kilometers of spatial distance (such as NASA's LANDSAT imagery), an uncertain image registration can mean that a solution could b

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  • Knapsack cryptosystems

    Knapsack cryptosystems

    Knapsack cryptosystems are cryptosystems whose security is based on the hardness of solving the knapsack problem. They remain quite unpopular because simple versions of these algorithms have been broken for several decades. However, that type of cryptosystem is a good candidate for post-quantum cryptography. The most famous knapsack cryptosystem is the Merkle-Hellman Public Key Cryptosystem, one of the first public key cryptosystems, published the same year as the RSA cryptosystem. However, this system has been broken by several attacks: one from Shamir, one by Adleman, and the low density attack. However, there exist modern knapsack cryptosystems that are considered secure so far: among them is Nasako-Murakami 2006. Knapsack cryptosystems, when not subject to classical cryptoanalysis, are believed to be difficult even for quantum computers. That is not the case for systems that rely on factoring large integers, like RSA, or computing discrete logarithms, like ECDSA, problems solved in polynomial time with Shor's algorithm.

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  • Data proliferation

    Data proliferation

    Data proliferation refers to the prodigious amount of data, structured and unstructured, that businesses and governments continue to generate at an unprecedented rate and the usability problems that result from attempting to store and manage that data. While originally pertaining to problems associated with paper documentation, data proliferation has become a major problem in primary and secondary data storage on computers. While digital storage has become cheaper, the associated costs, from raw power to maintenance and from metadata to search engines, have not kept up with the proliferation of data. Although the power required to maintain a unit of data has fallen, the cost of facilities which house the digital storage has tended to rise. Data proliferation has been documented as a problem for the U.S. military since August 1971, in particular regarding the excessive documentation submitted during the acquisition of major weapon systems. Efforts to mitigate data proliferation and the problems associated with it are ongoing. == Problems caused == The problem of data proliferation is affecting all areas of commerce as a result of the availability of relatively inexpensive data storage devices. This has made it very easy to dump data into secondary storage immediately after its window of usability has passed. This masks problem that could gravely affect the profitability of businesses and the efficient functioning of health services, police and security forces, local and national governments, and many other types of organizations. Data proliferation is problematic for several reasons: Difficulty when trying to find and retrieve information. At Xerox, on average it takes employees more than one hour per week to find hard-copy documents, costing $2,152 a year to manage and store them. For businesses with more than 10 employees, this increases to almost two hours per week at $5,760 per year. In large networks of primary and secondary data storage, problems finding electronic data are analogous to problems finding hard copy data. Data loss and legal liability when data is disorganized, not properly replicated, or cannot be found promptly. In April 2005, the Ameritrade Holding Corporation told 200,000 current and past customers that a tape containing confidential information had been lost or destroyed in transit. In May of the same year, Time Warner Incorporated reported that 40 tapes containing personal data on 600,000 current and former employees had been lost en route to a storage facility. In March 2005, a Florida judge hearing a $2.7 billion lawsuit against Morgan Stanley issued an "adverse inference order" against the company for "willful and gross abuse of its discovery obligations." The judge cited Morgan Stanley for repeatedly finding misplaced tapes of e-mail messages long after the company had claimed that it had turned over all such tapes to the court. Increased manpower requirements to manage increasingly chaotic data storage resources. Slower networks and application performance due to excess traffic as users search and search again for the material they need. High cost in terms of the energy resources required to operate storage hardware. A 100 terabyte system will cost up to $35,040 a year to run—not counting cooling costs. == Proposed solutions == Applications that better utilize modern technology Reductions in duplicate data (especially as caused by data movement) Improvement of metadata structures Improvement of file and storage transfer structures User education and discipline The implementation of Information Lifecycle Management solutions to eliminate low-value information as early as possible before putting the rest into actively managed long-term storage in which it can be quickly and cheaply accessed.

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  • Internet

    Internet

    The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, discussion groups, internet telephony, streaming media and file sharing. Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries. The origins of the Internet date back to research that enabled the time-sharing of computer resources, the development of packet switching, and the design of computer networks for data communication. The set of communication protocols to enable internetworking on the Internet arose from research and development commissioned in the 1970s by the Defense Advanced Research Projects Agency (DARPA) of the United States Department of Defense in collaboration with universities and researchers across the United States, United Kingdom and France. The Internet has no single centralized governance in either technological implementation or policies for access and usage. Each constituent network sets its own policies. The overarching definitions of the two principal name spaces on the Internet, the Internet Protocol address (IP address) space and the Domain Name System (DNS), are directed by a maintainer organization, the Internet Corporation for Assigned Names and Numbers (ICANN). The technical underpinning and standardization of the core protocols is an activity of the non-profit Internet Engineering Task Force (IETF). == Terminology == The word internetted was used as early as 1849, meaning interconnected or interwoven. The word Internet was used in 1945 by the United States War Department in a radio operator's manual, and in 1974 as the shorthand form of Internetwork. Today, the term Internet most commonly refers to the global system of interconnected computer networks, though it may also refer to any group of smaller networks. The word Internet may be capitalized as a proper noun, although this is becoming less common. This reflects the tendency in English to capitalize new terms and move them to lowercase as they become familiar. The word is sometimes still capitalized to distinguish the global internet from smaller networks, though many publications, including the AP Stylebook since 2016, recommend the lowercase form in every case. In 2016, the Oxford English Dictionary found that, based on a study of around 2.5 billion printed and online sources, "Internet" was capitalized in 54% of cases. The terms Internet and World Wide Web are often used interchangeably; it is common to speak of "going on the Internet" when using a web browser to view web pages. However, the World Wide Web, or the Web, is only one of a large number of Internet services. It is the global collection of web pages, documents and other web resources linked by hyperlinks and URLs. == History == === 1960s === In the 1960s, computer scientists began developing systems for time-sharing of computer resources. J. C. R. Licklider proposed the idea of a universal network while working at Bolt Beranek & Newman and, later, leading the Information Processing Techniques Office at the Advanced Research Projects Agency (ARPA) of the United States Department of Defense. Research into packet switching, one of the fundamental Internet technologies, started in the work of Paul Baran at RAND in the early 1960s and, independently, Donald Davies at the United Kingdom's National Physical Laboratory in 1965. After the Symposium on Operating Systems Principles in 1967, packet switching from the proposed NPL network was incorporated into the design of the ARPANET, an experimental resource sharing network proposed by ARPA. ARPANET development began with two network nodes which were interconnected between the University of California, Los Angeles and the Stanford Research Institute on 29 October 1969. The third site was at the University of California, Santa Barbara, followed by the University of Utah. === 1970s === By the end of 1971, 15 sites were connected to the young ARPANET. Thereafter, the ARPANET gradually developed into a decentralized communications network, connecting remote centers and military bases in the United States. Other user networks and research networks, such as the Merit Network and CYCLADES, were developed in the late 1960s and early 1970s. Early international collaborations for the ARPANET were rare. Connections were made in 1973 to Norway (NORSAR and, later, NDRE) and to Peter Kirstein's research group at University College London, which provided a gateway to British academic networks, the first internetwork for resource sharing. ARPA projects, the International Network Working Group and commercial initiatives led to the development of various protocols and standards by which multiple separate networks could become a single network, or a network of networks. In 1974, Vint Cerf at Stanford University and Bob Kahn at DARPA published a proposal for "A Protocol for Packet Network Intercommunication". Cerf and his graduate students used the term internet as a shorthand for internetwork in RFC 675. The Internet Experiment Notes and later RFCs repeated this use. The work of Louis Pouzin and Robert Metcalfe had important influences on the resulting TCP/IP design. National PTTs and commercial providers developed the X.25 standard and deployed it on public data networks. === 1980s === The ARPANET initially served as a backbone for the interconnection of regional academic and military networks in the United States to enable resource sharing. Access to the ARPANET was expanded in 1981 when the National Science Foundation (NSF) funded the Computer Science Network (CSNET). In 1982, the Internet Protocol Suite (TCP/IP) was standardized, which facilitated worldwide proliferation of interconnected networks. TCP/IP network access expanded again in 1986 when the National Science Foundation Network (NSFNet) provided access to supercomputer sites in the United States for researchers, first at speeds of 56 kbit/s and later at 1.5 Mbit/s and 45 Mbit/s. The NSFNet expanded into academic and research organizations in Europe, Australia, New Zealand and Japan in 1988–89. Although other network protocols such as UUCP and PTT public data networks had global reach well before this time, this marked the beginning of the Internet as an intercontinental network. Commercial Internet service providers emerged in 1989 in the United States and Australia. The ARPANET was decommissioned in 1990. === 1990s === The linking of commercial networks and enterprises by the early 1990s, as well as the advent of the World Wide Web, marked the beginning of the transition to the modern Internet. Steady advances in semiconductor technology and optical networking created new economic opportunities for commercial involvement in the expansion of the network in its core and for delivering services to the public. In mid-1989, MCI Mail and Compuserve established connections to the Internet, delivering email and public access products to the half million users of the Internet. Just months later, on 1 January 1990, PSInet launched an alternate Internet backbone for commercial use; one of the networks that added to the core of the commercial Internet of later years. In March 1990, the first high-speed T1 (1.5 Mbit/s) link between the NSFNET and Europe was installed between Cornell University and CERN, allowing much more robust communications than were capable with satellites. Later in 1990, Tim Berners-Lee began writing WorldWideWeb, the first web browser, after two years of lobbying CERN management. By Christmas 1990, Berners-Lee had built all the tools necessary for a working Web: the HyperText Transfer Protocol (HTTP) 0.9, the HyperText Markup Language (HTML), the first Web browser (which was also an HTML editor and could access Usenet newsgroups and FTP files), the first HTTP server software (later known as CERN httpd), the first web server, and the first Web pages that described the project itself. In 1991 the

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  • Digital transaction management

    Digital transaction management

    Digital transaction management (DTM) is a category of cloud services designed to digitally manage document-based transactions. DTM removes the friction inherent in transactions that involve people, documents, and data to create faster, easier, more convenient, and secure processes. DTM goes beyond content and document management to include e-signatures, authentication and non-repudiation; enabling co-browsing between the customer and the business; document transfer and certification; secure archiving that goes beyond records management; and a variety of meta-processes around managing electronic transactions and the documents associated with them. DTM standards are proposed and managed by the xDTM Standard Association Aragon Research has estimated that "by YE 2016, 70% of large enterprises will have a DTM initiative underway or fully implemented."

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  • Serge Belamant

    Serge Belamant

    Serge Belamant (born 1953) is a French-born South African entrepreneur best known for designing the Universal Electronic Payment System (UEPS) and the Chip Offline Pre-authorised Card (COPAC). He founded the cash-payments company Net1 UEPS Technologies in 1989, led it through dual listings on the NASDAQ and the Johannesburg Stock Exchange, and oversaw the contentious welfare-payments contract with the South African Social Security Agency (SASSA) until his retirement in 2017. Since 2018 he has been non-executive chair of London-based buy-now-pay-later fintech Zilch. == Early life and education == Belamant moved from France to South Africa with his family in 1967 and matriculated from Highlands North Boys' High School, Johannesburg. In 1972 he entered the University of the Witwatersrand to study civil engineering but switched to computer science and applied mathematics in his second year. He left the university without a degree and later took short courses in information systems at the University of South Africa (UNISA). == Early career and SASWITCH (1981–1989) == Belamant worked for Control Data Corporation as a systems analyst for a decade before joining SASWITCH Ltd in 1985. Economic sanctions had left the consortium's national ATM network dependent on unsupported Christian Rovsing computers. Belamant led a rebuild on fault-tolerant Stratus hardware and wrote protocol-translation software that allowed fourteen banks to connect without altering their host systems. By 1988 SASWITCH was handling about three million ATM transactions a month, according to the Competition Commission. The switch—now run by BankservAfrica—remains the backbone of South Africa's shared ATM network. == Net1 UEPS Technologies (1989–2017) == === Founding and UEPS === In 1989, Serge Belamant developed the Universal Electronic Payment System (UEPS), enabling secure, real-time transactions even in areas with limited connectivity. In the same year, he founded NET1 UEPS Technologies Inc., serving as its CEO and Director. === COPAC for VISA === In 1995, VISA tasked Belamant with designing the Chip Offline Pre-authorized Card (COPAC), a technology still widely used in chip-enabled credit and debit cards. A year later, he listed his company APLITEC (Applied Technology Holdings Limited) on the Johannesburg Stock Exchange. === Listings and acquisitions === In 1999, Belamant acquired Cash Payment Services (CPS) from First National Bank of South Africa, modernizing its welfare payment system to serve millions in rural areas. In 2005, he led NET1 Technologies to an IPO, listing it as NET1 UEPS Technologies Inc. on the Nasdaq. A secondary listing on the Johannesburg Stock Exchange (JSE) followed in 2008. === SASSA contract === Under Belamant's leadership, NET1 managed welfare payments for the South African Social Security Agency (SASSA), handling payments for over 10 million beneficiaries monthly. Despite criticism over handling the SASSA contract, investigations by the U.S. Department of Justice and the South African Constitutional Court found no wrongdoing. == Zilch (2018–present) == Belamant co-founded London-based "buy-now-pay-later" firm Zilch Technology in 2018 and serves as non-executive chair. Zilch reported £145 million in annual-recurring revenue and 4.5 million customers in January 2025. == Patents == Belamant is listed as inventor on more than a dozen payment-security patents, including: "Funds transfer system" (US RE36,788, 2000) – the basis for UEPS. "Financial transactions with a varying PIN" (WO 2014/037869, 2014).

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  • Critical data studies

    Critical data studies

    Critical data studies is the exploration of and engagement with social, cultural, and ethical challenges that arise when working with big data. It is through various unique perspectives and taking a critical approach that this form of study can be practiced. As its name implies, critical data studies draws heavily on the influence of critical theory, which has a strong focus on addressing the organization of power structures. This idea is then applied to the study of data. Interest in this unique field of critical data studies began in 2011 with scholars danah boyd and Kate Crawford posing various questions for the critical study of big data and recognizing its potential threatening impacts on society and culture. It was not until 2014, and more exploration and conversations, that critical data studies was officially coined by scholars Craig Dalton and Jim Thatcher. They put a large emphasis on understanding the context of big data in order to approach it more critically. Researchers such as David Ribes, Robert Soden, Seyram Avle, Sarah E. Fox, and Phoebe Sengers focus on understanding data as a historical artifact and taking an interdisciplinary approach towards critical data studies. Other key scholars in this discipline include Rob Kitchin and Tracey P. Lauriault who focus on reevaluating data through different spheres. Various critical frameworks that can be applied to analyze big data include Feminist, Anti-Racist, Queer, Indigenous, Decolonial, Anti-Ableist, as well as Symbolic and Synthetic data science. These frameworks help to make sense of the data by addressing power, biases, privacy, consent, and underrepresentation or misrepresentation concerns that exist in data as well as how to approach and analyze this data with a more equitable mindset. == Motivation == In their article in which they coin the term 'critical data studies,' Dalton and Thatcher also provide several justifications as to why data studies is a discipline worthy of a critical approach. First, 'big data' is an important aspect of twenty-first century society, and the analysis of 'big data' allows for a deeper understanding of what is happening and for what reasons. Big data is important to critical data studies because it is the type of data used within this field. Big data does not necessarily refer to a large data set, it can have a data set with millions of rows, but also a data set that just has a wide variety and expansive scope of data with a smaller type of dataset. As well as having whole populations in the data set and not just sample sizes. Furthermore, big data as a technological tool and the information that it yields are not neutral, according to Dalton and Thatcher, making it worthy of critical analysis in order to identify and address its biases. Building off this idea, another justification for a critical approach is that the relationship between big data and society is an important one, and therefore worthy of study. Ribes et. al. argue there is a need for an interdisciplinary understanding of data as a historical artifact as a motivating aspect of critical data studies.The overarching consensus in the Computer-Supported Cooperative Work (CSCW) field, is that people should speak for the data, and not let the data speak for itself. The sources of big data and it’s relationship to varied metadata can be a complicated one, which leads to data disorder and a need for an ethical analysis. Additionally, Iliadis and Russo (2016) have called for studying data assemblages. This is to say, data has innate technological, political, social, and economic histories that should be taken into consideration. Kitchin argues data is almost never raw, and it is almost always cooked, meaning that it is always spoken for by the data scientists utilizing it. Thus, Big Data should be open to a variety of perspectives, especially those of cultural and philosophical nature. Further, data contains hidden histories, ideologies, and philosophies. Big data technology can cause significant changes in society's structure and in the everyday lives of people, and, being a product of society, big data technology is worthy of sociological investigation. Moreover, data sets are almost never completely without any influence. Rather, data are shaped by the vision or goals of those gathering the data, and during the data collection process, certain things are quantified, stored, sorted and even discarded by the research team. A critical approach is thus necessary in order to understand and reveal the intent behind the information being presented.One of these critical approaches has been through feminist data studies. This method applies feminist principles to critical studies and data collecting and analysis. The goal of this is to address the power imbalance in data science and society. According to Catherine D’Ignazio and Lauren F. Klein, a power analysis can be performed by examining power, challenging power, evaluating emotion and embodiment, rethinking binaries and hierarchies, embracing pluralism, considering context, and making labor visible. Feminist data studies is part of the movement towards making data to benefit everyone and not to increase existing inequalities. Moreover, data alone cannot speak for themselves; in order to possess any concrete meaning, data must be accompanied by theoretical insight or alternative quantitative or qualitative research measures. Based on different social topics such as anti-racist data studies, critical data studies give a focus on those social issues concerning data. Specifically in anti-racist data studies they use a classification approach to get representation for those within that community. Desmond Upton Patton and others used their own classification system in the communities of Chicago to help target and reduce violence with young teens on twitter. They had students in those communities help them to decipher the terminology and emojis of these teens to target the language used in tweets that followed with violence outside of the computer screens. This is just one real world example of critical data studies and its application. Dalton and Thatcher argue that if one were to only think of data in terms of its exploitative power, there is no possibility of using data for revolutionary, liberatory purposes. Finally, Dalton and Thatcher propose that a critical approach in studying data allows for 'big data' to be combined with older, 'small data,' and thus create more thorough research, opening up more opportunities, questions and topics to be explored. == Issues and concerns for critical data scholars == Data plays a pivotal role in the emerging knowledge economy, driving productivity, competitiveness, efficiency, sustainability, and capital accumulation. The ethical, political, and economic dimensions of data dynamically evolve across space and time, influenced by changing regimes, technologies, and priorities. Technically, the focus lies on handling, storing, and analyzing vast data sets, utilizing machine learning-based data mining and analytics. This technological advancement raises concerns about data quality, encompassing validity, reliability, authenticity, usability, and lineage. The use of data in modern society brings about new ways of understanding and measuring the world, but also brings with it certain concerns or issues. Data scholars attempt to bring some of these issues to light in their quest to be critical of data. Technical and organizational issues could include the scope of the data set, meaning there is too little or too much data to work with, leading to inaccurate results. It becomes crucial for critical data scholars to carefully consider the adequacy of data volume for their analyses. The quality of the data itself is another facet of concern. The data itself could be of poor quality, such as an incomplete or messy data set with missing or inaccurate data values. This would lead researchers to have to make edits and assumptions about the data itself. Addressing these issues often requires scholars to make edits and assumptions about the data to ensure its reliability and relevance. Data scientists could have improper access to the actual data set, limiting their abilities to analyze it. Linnet Taylor explains how gaps in data can arise when people of varying levels of power have certain rights to their data sources. These people in power can control what data is collected, how it is displayed and how it is analyzed. The capabilities of the research team also play a crucial role in the quality of data analytics. The research team may have inadequate skills or organizational capabilities which leads to the actual analytics performed on the dataset to be biased. This can also lead to ecological fallacies, meaning an assumption is made about an individual based on data or results from a larger group of people. These technical and organizational challenges highlight the complexity of working with data and

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  • Bitcoin Satoshi Vision

    Bitcoin Satoshi Vision

    Bitcoin Satoshi Vision (BSV) is a cryptocurrency that is a hard fork of Bitcoin Cash. Bitcoin Satoshi Vision was created in November 2018 by a group of individuals led by Craig Steven Wright, who has claimed since 2015 to be Satoshi Nakamoto, the creator of the original bitcoin. == History == === 2018 split from Bitcoin Cash === On 15 November 2018, a hard fork chain split of Bitcoin Cash occurred between two rival factions called Bitcoin Cash and Bitcoin SV. On 15 November 2018 Bitcoin Cash traded at about $289, and Bitcoin SV traded at about $96.50, down from $425.01 on 14 November for the un-split Bitcoin Cash. The split originated from what was described as a "civil war" in two competing Bitcoin Cash camps. The first camp, supported by entrepreneur Roger Ver and Jihan Wu of Bitmain, promoted the software entitled Bitcoin ABC (short for Adjustable Blocksize Cap), which would maintain the block size at 32 MB. The second camp led by Craig Steven Wright and billionaire Calvin Ayre put forth a competing software version Bitcoin SV, short for "Bitcoin Satoshi Vision", which would increase the block size limit to 128 MB. === 2019 de-listing from Binance === In April 2019, an online feud broke out between those who supported the claims of Bitcoin SV supporter Craig Wright that he was Satoshi Nakamoto, and those who did not. The feud resulted in cryptocurrency exchange Binance de-listing Bitcoin SV from their platform, stating that: At Binance, we periodically review each digital asset we list to ensure that it continues to meet the high level of standard we expect. When a coin or token no longer meets this standard, or the industry changes, we conduct a more in-depth review and potentially delist it. We believe this best protects all of our users. When we conduct these reviews, we consider a variety of factors. Here are some that drive whether we decide to delist a digital asset: Commitment of team to project Level and quality of development activity Network / smart contract stability Level of public communication Responsiveness to our periodic due diligence requests Evidence of unethical / fraudulent conduct Contribution to a healthy and sustainable crypto ecosystem === 2021 network attack === In August 2021, Bitcoin SV suffered a 51% attack, after previously suffering attacks in June and July of the same year. Such an attack involves cryptocurrency miners gaining control of more than half of a network's computing power; these kinds of network attacks have the goal of preventing new transactions from gaining confirmations, allowing the attackers to double-spend coins. Adam James, senior editor at OKEx Insights claimed that "In the intermediate term, the attack has seemingly somewhat-negligible impact on its current price action," however "Faith in [Bitcoin SV] will likely be reduced following the incident." === 2024 high court ruling === In March 2024, Mr Justice James Mellor in the British High Court ruled that Wright is not Satoshi Nakamoto.

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  • Human-in-the-loop

    Human-in-the-loop

    Human-in-the-loop (HITL) is used in multiple contexts. It can be defined as a model requiring human interaction. HITL is associated with modeling and simulation (M&S) in the live, virtual, and constructive taxonomy. HITL, along with the related human-on-the-loop, are also used in relation to lethal autonomous weapons. Further, HITL is used in the context of machine learning.It is also used in conversational AI to manage complex interactions that require human empathy. == Machine learning == In machine learning, HITL is used in the sense of humans aiding the computer in making the correct decisions in building a model. HITL improves machine learning over random sampling by selecting the most critical data needed to refine the model. == Simulation == In simulation, HITL models may conform to human factors requirements as in the case of a mockup. In this type of simulation, a human is always part of the simulation and consequently influences the outcome in such a way that is difficult if not impossible to reproduce exactly. HITL also readily allows for the identification of problems and requirements that may not be easily identified by other means of simulation. HITL is often referred to as an interactive simulation, which is a special kind of physical simulation in which physical simulations include human operators, such as in a flight or a driving simulator. === Benefits === Human-in-the-loop allows the user to change the outcome of an event or process. The immersion effectively contributes to a positive transfer of acquired skills into the real world. This can be demonstrated by trainees utilizing flight simulators in preparation to become pilots. HITL also allows for the acquisition of knowledge regarding how a new process may affect a particular event. Utilizing HITL allows participants to interact with realistic models and attempt to perform as they would in an actual scenario. HITL simulations bring to the surface issues that would not otherwise be apparent until after a new process has been deployed. A real-world example of HITL simulation as an evaluation tool is its usage by the Federal Aviation Administration (FAA) to allow air traffic controllers to test new automation procedures by directing the activities of simulated air traffic while monitoring the effect of the newly implemented procedures. As with most processes, there is always the possibility of human error, which can only be reproduced using HITL simulation. Although much can be done to automate systems, humans typically still need to take the information provided by a system to determine the next course of action based on their judgment and experience. Intelligent systems can only go so far in certain circumstances to automate a process; only humans in the simulation can accurately judge the final design. Tabletop simulation may be useful in the very early stages of project development for the purpose of collecting data to set broad parameters, but the important decisions require human-in-the-loop simulation. HITL reflects scenarios where human input remains essential despite advances in automation. === Within the virtual simulation taxonomy === Virtual simulations inject HITL in a central role by exercising motor control skills (e.g. flying an airplane), decision making skills (e.g. committing fire control resources to action), or communication skills (e.g. as members of a C4I team). === Examples === Flight simulators Driving simulators Marine simulators Video games Supply chain management simulators Digital puppetry === Misconceptions === Although human-in-the-loop simulation can include a computer simulation in the form of a synthetic environment, computer simulation is not necessarily a form of human-in-the-loop simulation, and is often considered as human-out-of-the loop simulation. In this particular case, a computer model’s behavior is modified according to a set of initial parameters. The results of the model differ from the results stemming from a true human-in-the-loop simulation because the results can easily be replicated time and time again, by simply providing identical parameters. == Weapons == === Taxonomy === Three classifications of the degree of human control of autonomous weapon systems were laid out by Bonnie Docherty in a 2012 Human Rights Watch report. human-in-the-loop: a human must instigate the action of the weapon (in other words not fully autonomous) human-on-the-loop: a human may abort an action human-out-of-the-loop: no human action is involved === Positive human action === In discussions of autonomous weapons and nuclear command and control, the phrase positive human action has been used alongside "human-in-the-loop" to emphasize that a human operator must affirmatively authorize the use of force. Descriptions of the United States Navy's Aegis Combat System have used the phrase in characterizing a requirement for affirmative human action to initiate live firing. A survey of autonomous weapons systems described the Aegis "Auto SM" mode as one in which "the system fully develops the engagement process however engagement requires positive human action". The phrase entered United States federal law in the National Defense Authorization Act for Fiscal Year 2025, which stipulates that artificial intelligence systems not compromise "the principle of requiring positive human actions in execution of decisions by the President with respect to the employment of nuclear weapons".

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  • Data verification

    Data verification

    Data verification is a process in which different types of data are checked for accuracy and inconsistencies after data migration is done. In some domains it is referred to Source Data Verification (SDV), such as in clinical trials. Data verification helps to determine whether data was accurately translated when data is transferred from one source to another, is complete, and supports processes in the new system. During verification, there may be a need for a parallel run of both systems to identify areas of disparity and forestall erroneous data loss. Methods for data verification include double data entry, proofreading and automated verification of data. Proofreading data involves someone checking the data entered against the original document. This is also time-consuming and costly. Automated verification of data can be achieved using one way hashes locally or through use of a SaaS based service such as Q by SoLVBL to provide immutable seals to allow verification of the original data.

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  • Cipher

    Cipher

    In cryptography, a cipher (or cypher) is an algorithm for performing encryption or decryption—a series of well-defined steps that can be followed as a procedure. An alternative, less common term is encipherment. To encipher or encode is to convert information into cipher or code. In common parlance, "cipher" is synonymous with "code", as they are both a set of steps that encrypt a message; however, the concepts are distinct in cryptography, especially classical cryptography. Codes generally substitute different length strings of characters in the output, while ciphers generally substitute the same number of characters as are input. A code maps one meaning with another. Words and phrases can be coded as letters or numbers. Codes typically have direct meaning from input to key. Codes primarily function to save time. Ciphers are algorithmic. The given input must follow the cipher's process to be solved. Ciphers are commonly used to encrypt written information. Codes operated by substituting according to a large codebook which linked a random string of characters or numbers to a word or phrase. For example, "UQJHSE" could be the code for "Proceed to the following coordinates.". When using a cipher the original information is known as plaintext, and the encrypted form as ciphertext. The ciphertext message contains all the information of the plaintext message, but is not in a format readable by a human or computer without the proper mechanism to decrypt it. The operation of a cipher usually depends on a piece of auxiliary information, called a key (or, in traditional NSA parlance, a cryptovariable). The encrypting procedure is varied depending on the key, which changes the detailed operation of the algorithm. A key must be selected before using a cipher to encrypt a message, with some exceptions such as ROT13 and Atbash. Most modern ciphers can be categorized in several ways: By whether they work on blocks of symbols usually of a fixed size (block ciphers), or on a continuous stream of symbols (stream ciphers). By whether the same key is used for both encryption and decryption (symmetric key algorithms), or if a different key is used for each (asymmetric key algorithms). If the algorithm is symmetric, the key must be known to the recipient and sender and to no one else. If the algorithm is an asymmetric one, the enciphering key is different from, but closely related to, the deciphering key. If one key cannot be deduced from the other, the asymmetric key algorithm has the public/private key property and one of the keys may be made public without loss of confidentiality. == Etymology == Originating from the Sanskrit word for zero शून्य (śuṇya), via the Arabic word صفر (ṣifr), the word "cipher" spread to Europe as part of the Arabic numeral system during the Middle Ages. The Roman numeral system lacked the concept of zero, and this limited advances in mathematics. In this transition, the word was adopted into Medieval Latin as cifra, and then into Middle French as cifre. This eventually led to the English word cipher (also spelt cypher). One theory for how the term came to refer to encoding is that the concept of zero was confusing to Europeans, and so the term came to refer to a message or communication that was not easily understood. The term cipher was later also used to refer to any Arabic digit, or to calculation using them, so encoding text in the form of Arabic numerals is literally converting the text to "ciphers". == Versus codes == In casual contexts, "code" and "cipher" can typically be used interchangeably; however, the technical usages of the words refer to different concepts. Codes contain meaning; words and phrases are assigned to numbers or symbols, creating a shorter message. An example of this is the commercial telegraph code which was used to shorten long telegraph messages which resulted from entering into commercial contracts using exchanges of telegrams. Another example is given by whole word ciphers, which allow the user to replace an entire word with a symbol or character, much like the way written Japanese utilizes Kanji (meaning Chinese characters in Japanese) characters to supplement the native Japanese characters representing syllables. An example using English language with Kanji could be to replace "The quick brown fox jumps over the lazy dog" by "The quick brown 狐 jumps 上 the lazy 犬". Stenographers sometimes use specific symbols to abbreviate whole words. Ciphers, on the other hand, work at a lower level: the level of individual letters, small groups of letters, or, in modern schemes, individual bits and blocks of bits. Some systems used both codes and ciphers in one system, using superencipherment to increase the security. In some cases the terms codes and ciphers are used synonymously with substitution and transposition, respectively. Historically, cryptography was split into a dichotomy of codes and ciphers, while coding had its own terminology analogous to that of ciphers: "encoding, codetext, decoding" and so on. However, codes have a variety of drawbacks, including susceptibility to cryptanalysis and the difficulty of managing a cumbersome codebook. Because of this, codes have fallen into disuse in modern cryptography, and ciphers are the dominant technique. == Types == There are a variety of different types of encryption. Algorithms used earlier in the history of cryptography are substantially different from modern methods, and modern ciphers can be classified according to how they operate and whether they use one or two keys. === Historical === The Caesar Cipher is one of the earliest known cryptographic systems. Julius Caesar used a cipher that shifts the letters in the alphabet in place by three and wrapping the remaining letters to the front to write to Marcus Tullius Cicero in approximately 50 BC. Historical pen and paper ciphers used in the past are sometimes known as classical ciphers. They include simple substitution ciphers (such as ROT13) and transposition ciphers (such as a Rail Fence Cipher). For example, "GOOD DOG" can be encrypted as "PLLX XLP" where "L" substitutes for "O", "P" for "G", and "X" for "D" in the message. Transposition of the letters "GOOD DOG" can result in "DGOGDOO". These simple ciphers and examples are easy to crack, even without plaintext-ciphertext pairs. In the 1640s, the Parliamentarian commander, Edward Montagu, 2nd Earl of Manchester, developed ciphers to send coded messages to his allies during the English Civil War. The English theologian John Wilkins published a book in 1641 titled "Mercury, or The Secret and Swift Messenger" and described a musical cipher wherein letters of the alphabet were substituted for music notes. This species of melodic cipher was depicted in greater detail by author Abraham Rees in his book Cyclopædia (1778). Simple ciphers were replaced by polyalphabetic substitution ciphers (such as the Vigenère) which changed the substitution alphabet for every letter. For example, "GOOD DOG" can be encrypted as "PLSX TWF" where "L", "S", and "W" substitute for "O". With even a small amount of known or estimated plaintext, simple polyalphabetic substitution ciphers and letter transposition ciphers designed for pen and paper encryption are easy to crack. It is possible to create a secure pen and paper cipher based on a one-time pad, but these have other disadvantages. During the early twentieth century, electro-mechanical machines were invented to do encryption and decryption using transposition, polyalphabetic substitution, and a kind of "additive" substitution. In rotor machines, several rotor disks provided polyalphabetic substitution, while plug boards provided another substitution. Keys were easily changed by changing the rotor disks and the plugboard wires. Although these encryption methods were more complex than previous schemes and required machines to encrypt and decrypt, other machines such as the British Bombe were invented to crack these encryption methods. === Modern === Modern encryption methods can be divided by two criteria: by type of key used, and by type of input data. By type of key used ciphers are divided into: symmetric key algorithms (Private-key cryptography), where one same key is used for encryption and decryption, and asymmetric key algorithms (Public-key cryptography), where two different keys are used for encryption and decryption. In a symmetric key algorithm (e.g., DES and AES), the sender and receiver must have a shared key set up in advance and kept secret from all other parties; the sender uses this key for encryption, and the receiver uses the same key for decryption. The design of AES (Advanced Encryption System) was beneficial because it aimed to overcome the flaws in the design of the DES (Data encryption standard). AES's designer's claim that the common means of modern cipher cryptanalytic attacks are ineffective against AES due to its design structure. Ciphers can be distinguished into two types by the type o

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