AI Detector Best Free

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  • Pixel-art scaling algorithms

    Pixel-art scaling algorithms

    Pixel art scaling algorithms are graphical filters that attempt to enhance the appearance of hand-drawn 2D pixel art graphics. These algorithms are a form of automatic image enhancement. Pixel art scaling algorithms employ methods significantly different than the common methods of image rescaling, which have the goal of preserving the appearance of images. As pixel art graphics are commonly used at very low resolutions, they employ careful coloring of individual pixels. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes. Several specialized algorithms have been developed to handle re-scaling of such graphics. These specialized algorithms can improve the appearance of pixel-art graphics, but in doing so they introduce changes. Such changes may be undesirable, especially if the goal is to faithfully reproduce the original appearance. Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many pixel art scaling algorithms are designed to run in real-time for sufficiently small input images at 60-frames per second. This places constraints on the type of programming techniques that can be used for this sort of real-time processing. Many work only on specific scale factors. 2× is the most common scale factor, while 3×, 4×, 5×, and 6× exist but are less used. == Algorithms == === SAA5050 'Diagonal Smoothing' === The Mullard SAA5050 Teletext character generator chip (1980) used a primitive pixel scaling algorithm to generate higher-resolution characters on the screen from a lower-resolution representation from its internal ROM. Internally, each character shape was defined on a 5 × 9 pixel grid, which was then interpolated by smoothing diagonals to give a 10 × 18 pixel character, with a characteristically angular shape, surrounded to the top and the left by two pixels of blank space. The algorithm only works on monochrome source data, and assumes the source pixels will be logically true or false depending on whether they are 'on' or 'off'. Pixels 'outside the grid pattern' are assumed to be off. The algorithm works as follows: A B C --\ 1 2 D E F --/ 3 4 1 = B | (A & E & !B & !D) 2 = B | (C & E & !B & !F) 3 = E | (!A & !E & B & D) 4 = E | (!C & !E & B & F) Note that this algorithm, like the Eagle algorithm below, has a flaw: If a pattern of 4 pixels in a hollow diamond shape appears, the hollow will be obliterated by the expansion. The SAA5050's internal character ROM carefully avoids ever using this pattern. The degenerate case: becomes: === EPX/Scale2×/AdvMAME2× === Eric's Pixel Expansion (EPX) is an algorithm developed by Eric Johnston at LucasArts around 1992, when porting the SCUMM engine games from the IBM PC (which ran at 320 × 200 × 256 colors) to the early color Macintosh computers, which ran at more or less double that resolution. The algorithm works as follows, expanding P into 4 new pixels based on P's surroundings: 1=P; 2=P; 3=P; 4=P; IF C==A => 1=A IF A==B => 2=B IF D==C => 3=C IF B==D => 4=D IF of A, B, C, D, three or more are identical: 1=2=3=4=P Later implementations of this same algorithm (as AdvMAME2× and Scale2×, developed around 2001) are slightly more efficient but functionally identical: 1=P; 2=P; 3=P; 4=P; IF C==A AND C!=D AND A!=B => 1=A IF A==B AND A!=C AND B!=D => 2=B IF D==C AND D!=B AND C!=A => 3=C IF B==D AND B!=A AND D!=C => 4=D AdvMAME2× is available in DOSBox via the scaler=advmame2x dosbox.conf option. The AdvMAME4×/Scale4× algorithm is just EPX applied twice to get 4× resolution. ==== Scale3×/AdvMAME3× and ScaleFX ==== The AdvMAME3×/Scale3× algorithm (available in DOSBox via the scaler=advmame3x dosbox.conf option) can be thought of as a generalization of EPX to the 3× case. The corner pixels are calculated identically to EPX. 1=E; 2=E; 3=E; 4=E; 5=E; 6=E; 7=E; 8=E; 9=E; IF D==B AND D!=H AND B!=F => 1=D IF (D==B AND D!=H AND B!=F AND E!=C) OR (B==F AND B!=D AND F!=H AND E!=A) => 2=B IF B==F AND B!=D AND F!=H => 3=F IF (H==D AND H!=F AND D!=B AND E!=A) OR (D==B AND D!=H AND B!=F AND E!=G) => 4=D 5=E IF (B==F AND B!=D AND F!=H AND E!=I) OR (F==H AND F!=B AND H!=D AND E!=C) => 6=F IF H==D AND H!=F AND D!=B => 7=D IF (F==H AND F!=B AND H!=D AND E!=G) OR (H==D AND H!=F AND D!=B AND E!=I) => 8=H IF F==H AND F!=B AND H!=D => 9=F There is also a variant improved over Scale3× called ScaleFX, developed by Sp00kyFox, and a version combined with Reverse-AA called ScaleFX-Hybrid. === Eagle === Eagle works as follows: for every in pixel, we will generate 4 out pixels. First, set all 4 to the color of the pixel we are currently scaling (as nearest-neighbor). Next look at the three pixels above, to the left, and diagonally above left: if all three are the same color as each other, set the top left pixel of our output square to that color in preference to the nearest-neighbor color. Work similarly for all four pixels, and then move to the next one. Assume an input matrix of 3 × 3 pixels where the centermost pixel is the pixel to be scaled, and an output matrix of 2 × 2 pixels (i.e., the scaled pixel) first: |Then . . . --\ CC |S T U --\ 1 2 . C . --/ CC |V C W --/ 3 4 . . . |X Y Z | IF V==S==T => 1=S | IF T==U==W => 2=U | IF V==X==Y => 3=X | IF W==Z==Y => 4=Z Thus if we have a single black pixel on a white background it will vanish. This is a bug in the Eagle algorithm but is solved by other algorithms such as EPX, 2xSaI, and HQ2x. === 2×SaI === 2×SaI, short for 2× Scale and Interpolation engine, was inspired by Eagle. It was designed by Derek Liauw Kie Fa, also known as Kreed, primarily for use in console and computer emulators, and it has remained fairly popular in this niche. Many of the most popular emulators, including ZSNES and VisualBoyAdvance, offer this scaling algorithm as a feature. Several slightly different versions of the scaling algorithm are available, and these are often referred to as Super 2×SaI and Super Eagle. The 2xSaI family works on a 4 × 4 matrix of pixels where the pixel marked A below is scaled: I E F J G A B K --\ W X H C D L --/ Y Z M N O P For 16-bit pixels, they use pixel masks which change based on whether the 16-bit pixel format is 565 or 555. The constants colorMask, lowPixelMask, qColorMask, qLowPixelMask, redBlueMask, and greenMask are 16-bit masks. The lower 8 bits are identical in either pixel format. Two interpolation functions are described: INTERPOLATE(uint32 A, UINT32 B). -- linear midpoint of A and B if (A == B) return A; return ( ((A & colorMask) >> 1) + ((B & colorMask) >> 1) + (A & B & lowPixelMask) ); Q_INTERPOLATE(uint32 A, uint32 B, uint32 C, uint32 D) -- bilinear interpolation; A, B, C, and D's average x = ((A & qColorMask) >> 2) + ((B & qColorMask) >> 2) + ((C & qColorMask) >> 2) + ((D & qColorMask) >> 2); y = (A & qLowPixelMask) + (B & qLowPixelMask) + (C & qLowPixelMask) + (D & qLowPixelMask); y = (y >> 2) & qLowPixelMask; return x + y; The algorithm checks A, B, C, and D for a diagonal match such that A==D and B!=C, or the other way around, or if they are both diagonals or if there is no diagonal match. Within these, it checks for three or four identical pixels. Based on these conditions, the algorithm decides whether to use one of A, B, C, or D, or an interpolation among only these four, for each output pixel. The 2xSaI arbitrary scaler can enlarge any image to any resolution and uses bilinear filtering to interpolate pixels. Since Kreed released the source code under the GNU General Public License, it is freely available to anyone wishing to utilize it in a project released under that license. Developers wishing to use it in a non-GPL project would be required to rewrite the algorithm without using any of Kreed's existing code. It is available in DOSBox via scaler=2xsai option. === hqnx family === Maxim Stepin's hq2x, hq3x, and hq4x are for scale factors of 2:1, 3:1, and 4:1 respectively. Each work by comparing the color value of each pixel to those of its eight immediate neighbors, marking the neighbors as close or distant, and using a pre-generated lookup table to find the proper proportion of input pixels' values for each of the 4, 9 or 16 corresponding output pixels. The hq3x family will perfectly smooth any diagonal line whose slope is ±0.5, ±1, or ±2 and which is not anti-aliased in the input; one with any other slope will alternate between two slopes in the output. It will also smooth very tight curves. Unlike 2xSaI, it anti-aliases the output. hqnx was initially created for the Super NES emulator ZSNES. The author of bsnes has released a space-efficient implementation of hq2x to the public domain. A port to shaders, which has comparable quality to the early versions of xBR, is available. Before the port, a shader called "scalehq" has often been confused for hqx. === xBR family === There are 6 filters in this family: xBR , xBRZ, xBR-Hybrid, Super xBR, xBR+3D and Super xBR+3D. xBR ("scale by rules"), cre

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  • Artificial empathy

    Artificial empathy

    Artificial empathy or computational empathy is the development of AI systems—such as companion robots or virtual agents—that can detect emotions and respond to them in an empathic way. Although such technology can be perceived as scary or threatening, it could also have a significant advantage over humans for roles in which emotional expression can be important, such as in the health care sector. An October 2025 review and meta-analysis in the British Medical Bulletin found that AI chatbots were rated as showing more empathy than human healthcare professionals in 13 of 15 studies that compared them. Care-givers who perform emotional labor above and beyond the requirements of paid labor can experience chronic stress or burnout, and can become desensitized to patients. Artificial empathy could also help the socialization of care-givers, or serve as role model for emotional detachment. A broader definition of artificial empathy is "the ability of nonhuman models to predict a person's internal state (e.g., cognitive, affective, physical) given the signals (s)he emits (e.g., facial expression, voice, gesture) or to predict a person's reaction (including, but not limited to internal states) when he or she is exposed to a given set of stimuli (e.g., facial expression, voice, gesture, graphics, music, etc.)". A 2025 study reported that some multimodal large language models can recognize basic facial expressions with human-level accuracy on a commonly used research dataset of posed facial expressions. == Areas of research == There are a variety of philosophical, theoretical, and applicative questions related to artificial empathy. For example: Which conditions would have to be met for a robot to respond competently to a human emotion? What models of empathy can or should be applied to Social and Assistive Robotics? Must the interaction of humans with robots imitate affective interaction between humans? Can a robot help science learn about affective development of humans? Would robots create unforeseen categories of inauthentic relations? What relations with robots can be considered authentic? How can we assess artificial empathy in AI systems? == Examples of artificial empathy research and practice == People often communicate and make decisions based on inferences about each other's internal states (e.g., emotional, cognitive, and physical states) that are in turn based on signals emitted by the person such as facial expression, body gesture, voice, and words. Broadly speaking, artificial empathy focuses on developing non-human models that achieve similar objectives using similar data. === Streams of artificial empathy research === Artificial empathy has been applied in various research disciplines, including artificial intelligence and business. Two main streams of research in this domain are: the use of nonhuman models to predict a person's internal state (e.g., cognitive, affective, physical) given the signals he or she emits (e.g., facial expression, voice, gesture) the use of nonhuman models to predict a person's reaction when he or she is exposed to a given set of stimuli (e.g., facial expression, voice, gesture, graphics, music, etc.). Research on affective computing, such as emotional speech recognition and facial expression detection, falls within the first stream of artificial empathy. Contexts that have been studied include oral interviews, call centers, human-computer interaction, sales pitches, and financial reporting. The second stream of artificial empathy has been researched more in marketing contexts, such as advertising, branding, customer reviews, in-store recommendation systems, movies, and online dating. === Artificial empathy applications in practice === With the increasing volume of visual, audio, and text data in commerce, many business applications for artificial empathy have followed. For example, Affectiva analyses viewers' facial expressions from video recordings while they are watching video advertisements in order to optimize the content design of video ads. Software like HireVue, BarRaiser, a hiring intelligence firm, helps firms make recruitment decisions by analyzing audio and video information from candidates' video interviews. Lapetus Solutions develops a model to estimate an individual's longevity, health status, and disease susceptibility from a face photo. Their technology has been applied in the insurance industry. == Artificial empathy and human services == Although artificial intelligence cannot yet replace social workers themselves, the technology has been deployed in that field. Florida State University published a study about Artificial Intelligence being used in the human services field. The research used computer algorithms to analyze health records for combinations of risk factors that could predict a future suicide attempt. The article reports, "machine learning—a future frontier for artificial intelligence—can predict with 80% to 90% accuracy whether someone will attempt suicide as far off as two years into the future. The algorithms become even more accurate as a person's suicide attempt gets closer. For example, the accuracy climbs to 92% one week before a suicide attempt when artificial intelligence focuses on general hospital patients". Such algorithmic machines can help social workers. Social work operates on a cycle of engagement, assessment, intervention, and evaluation with clients. Earlier assessment for risk of suicide can lead to earlier interventions and prevention, therefore saving lives. The system would learn, analyze, and detect risk factors, alerting the clinician of a patient's suicide risk score (analogous to a patient's cardiovascular risk score). Then, social workers could step in for further assessment and preventive intervention.

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  • Single source of truth

    Single source of truth

    In information science and information technology, single source of truth (SSOT) architecture, or single point of truth (SPOT) architecture, for information systems is the practice of structuring information models and associated data schemas such that every data element is mastered (or edited) in only one place, providing data normalization to a canonical form (for example, in database normalization or content transclusion). There are several scenarios with respect to copies and updates: The master data is never copied and instead only references to it are made; this means that all reads and updates go directly to the SSOT. The master data is copied but the copies are only read and only the master data is updated; if requests to read data are only made on copies, this is an instance of CQRS. The master data is copied and the copies are updated; this needs a reconciliation mechanism when there are concurrent updates. Updates on copies can be thrown out whenever a concurrent update is made on the master, so they are not considered fully committed until propagated to the master. (many blockchains work that way.) Concurrent updates are merged. (if an automatic merge fails, it could fall back on another strategy, which could be the previous strategy or something else like manual intervention, which most source version control systems do.) The advantages of SSOT architectures include easier prevention of mistaken inconsistencies (such as a duplicate value/copy somewhere being forgotten), and greatly simplified version control. Without a SSOT, dealing with inconsistencies implies either complex and error-prone consensus algorithms, or using a simpler architecture that's liable to lose data in the face of inconsistency (the latter may seem unacceptable but it is sometimes a very good choice; it is how most blockchains operate: a transaction is actually final only if it was included in the next block that is mined). Ideally, SSOT systems provide data that are authentic (and authenticatable), relevant, and referable. Deployment of an SSOT architecture is becoming increasingly important in enterprise settings where incorrectly linked duplicate or de-normalized data elements (a direct consequence of intentional or unintentional denormalization of any explicit data model) pose a risk for retrieval of outdated, and therefore incorrect, information. Common examples (i.e., example classes of implementation) are as follows: In electronic health records (EHRs), it is imperative to accurately validate patient identity against a single referential repository, which serves as the SSOT. Duplicate representations of data within the enterprise would be implemented by the use of pointers rather than duplicate database tables, rows, or cells. This ensures that data updates to elements in the authoritative location are comprehensively distributed to all federated database constituencies in the larger overall enterprise architecture. EHRs are an excellent class for exemplifying how SSOT architecture is both poignantly necessary and challenging to achieve: it is challenging because inter-organization health information exchange is inherently a cybersecurity competence hurdle, and nonetheless it is necessary, to prevent medical errors, to prevent the wasted costs of inefficiency (such as duplicated work or rework), and to make the primary care and medical home concepts feasible (to achieve competent care transitions). Single-source publishing as a general principle or ideal in content management relies on having SSOTs, via transclusion or (otherwise, at least) substitution. Substitution happens via libraries of objects that can be propagated as static copies which are later refreshed when necessary (that is, when refreshing of the copy-paste or import is triggered by a larger updating event). Component content management systems are a class of content management systems that aim to provide competence on this level. == Implementation == === Ontologic interactions === An acknowledged prerequisite (of the notion that any given single source of truth can exist) is that it depends on the ontologic condition that no more than a single truth (about any particular fact or idea) exists, an assertion that is ontologic in both the IT sense and the general sense of that word. In many instances, this presents no problem (for example, within particular namespaces, or even across them, as long as naming collisions or broader name conflicts are adequately handled). The broadest contexts (and thus thorniest, regarding ontologic discrepancies) require adequate epistemic regime comparison and reconciliation (or at least negotiation or transactional exchanges). An archetypal example of this class of reconciliation is that two theological seminary libraries, from two different religions (X and Y), could exchange information with an SSOT architecture, but the unification of truth would reside on the level of the statement that "religion X asserts that God is purple whereas religion Y asserts that God is green", rather than on the level of "God is purple" or "God is green". === Architectures or architectural features === An ideal implementation of SSOT is rarely possible in most enterprises. This is because many organisations have multiple information systems, each of which needs access to data relating to the same entities (e.g., customer). Often these systems are purchased as commercial off-the-shelf products from vendors and cannot be modified in trivial ways. Each of these various systems therefore needs to store its own version of common data or entities, and therefore each system must retain its own copy of a record (hence immediately violating the SSOT approach defined above). For example, an enterprise resource planning (ERP) system (such as SAP or Oracle e-Business Suite) may store a customer record; the customer relationship management (CRM) system also needs a copy of the customer record (or part of it) and the warehouse dispatch system might also need a copy of some or all of the customer data (e.g., shipping address). In cases where vendors do not support such modifications, it is not always possible to replace these records with pointers to the SSOT. For organisations (with more than one information system) wishing to implement a Single Source of Truth (without modifying all but one master system to store pointers to other systems for all entities), some supporting architectures are: Master data management (MDM) Event store and event sourcing (ES) ==== Master data management (MDM) ==== A master data management system typically serves as the source of truth for an organization's metadata, helping to ensure accuracy and consistency throughout that organizations multiple data sources. Typically the MDM acts as a hub for multiple systems, many of which could allow (be the source of truth for) updates to different aspects of information on a given entity. For example, the CRM system may be the "source of truth" for most aspects of the customer, and is updated by a call centre operator. However, a customer may (for example) also update their address via a customer service web site, with a different back-end database from the CRM system. The MDM application receives updates from multiple sources, acts as a broker to determine which updates are to be regarded as authoritative (the golden record) and then syndicates this updated data to all subscribing systems. The MDM application normally requires an ESB to syndicate its data to multiple subscribing systems. ==== Event store and event sourcing (ES) ==== In event oriented architectures, it has become increasingly common to find an implementation of the Event Sourcing pattern which stores the system state as an ordered sequence of state changes. To do this, you need an Event Store, a particular type of database designed to hold all the events that change the state of the system. The event store in an Event Sourcing + Command Query Responsibility Separation + Domain Driven Design + Messaging architecture is in fact a "single source of truth", with the additional advantage that it can also act as an Enterprise Service Bus as it can listen directly to the event store for status changes as everything passes by. In addition, by saving all the events, it also plays the role of Data Warehouse. One last advantage is that through this system the Shared Database pattern can be implemented, another technique not mentioned to obtain a single source of truth. ==== Data warehouse (DW) ==== While the primary purpose of a data warehouse is to support reporting and analysis of data that has been combined from multiple sources, the fact that such data has been combined (according to business logic embedded in the data transformation and integration processes) means that the data warehouse is often used as a de facto SSOT. Generally, however, the data available from the data warehouse are not used to update other systems; rather the DW becomes

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  • NCSA Brown Dog

    NCSA Brown Dog

    NCSA Brown Dog is a research project to develop a method for easily accessing historic research data stored in order to maintain the long-term viability of large bodies of scientific research. It is supported by the National Center for Supercomputing Applications (NCSA) that is funded by the National Science Foundation (NSF). == History == Brown Dog is part of the DataNet partners program funded by NSF in 2008. DataNet was conceived to address the increasingly digital and data-intensive nature of science, engineering and education. Brown Dog is part of a follow-on effort called Data Infrastructure Building Blocks (DIBBs), focused on building software to support DataNet. The project was proposed by researchers at NCSA and the University of Illinois Urbana-Champaign as well as researchers from Boston University and the University of North Carolina at Chapel Hill. == Unstructured, uncurated, long tail data == Much scientific data is smaller, unstructured and uncurated and thus not easily shared. Such data is sometimes referred to as "long tail" data. This borrows a term from statistics and refers to the tail of the distribution of project sizes. The majority of smaller projects lack the resources to properly steward the data they produce. This so-called "long tail" data, both past and present, has the potential to inform future research in many study areas. Much of this data has become inaccessible due to obsolete software and file formats. The resulting impossibility of reviewing data from older research disrupts the overall scientific research project. == Approach == Brown Dog describes itself as the "super mutt" of software (thus the name "Brown Dog"), serving as a low-level data infrastructure to interface digital data content across the internet. Its approach is to use every possible source of automated help (i.e., software) in existence in a robust and provenance-preserving manner to create a service that can deal with as much of this data as possible. The project sees the broader impact of its work in its potential to serve the general public as a sort of "DNS for data", with the goal of making all data and all file formats as accessible as webpages are today. == Technology == Brown Dog seeks to address problems involving the use of uncurated and unstructured data collections through the development of two services: the Data Access Proxy (DAP) to aid in the conversion of file formats and the Data Tilling Services (DTS) for the automatic extraction of metadata from file contents. Once developed, researchers and general public users will be able to download browser plugins and other tools from the Brown Dog tool catalog. === Data Tilling Service === Data Tilling Service (DTS) will allow users to search data collections using an existing file to discover other similar files in a collection. A DTS search field will be appended to configured browsers where example files can be dropped. This tells DTS to search all the files under a given URL for files similar to the dropped file. For example, while browsing an online image collection, a user could drop an image of three people into the search field, and the DTS would return all images in the collection that also contain three people. If DTS encounters a foreign file format, it will utilize DAP to make the file accessible. DTS also indexes the data and extract and appends metadata to files and collections enabling users to gain some sense of the type of data they are encountering. This service runs on port 9443. === Data Access Proxy === Data Access Proxy (DAP) allows users to access data files that would otherwise be unreadable. Similar to an internet gateway or Domain Name Service, the DAP configuration would be entered into a user's machine and browser settings. Data requests over HTTP would first be examined by DAP to determine if the native file format is readable on the client device. If not, DAP converts the file into the best available format readable by the client machine. Alternatively, the user could specify the desired format themselves. This service runs on port 8184. == Use cases == Brown Dog targets three use cases proposed by groups within the EarthCube research communities. Developers and researchers from these communities will work together on use cases that span geoscience, engineering, biology and social science. === Long tail vegetation data in ecology and global change biology === This use case is led by Michael Dietze, Boston University Data on the abundance, species composition, and size structure of vegetation is critically important for a wide array of sub-disciplines in ecology, conservation, natural resource management, and global change biology. However, addressing many of the pressing questions in these disciplines will require that terrestrial biosphere and hydrologic models are able to assimilate the large amount of long-tail data that exists but is largely inaccessible. The Brown Dog team in cooperation with researches from Dietze's lab will facilitate the capture of a huge body of smaller research-oriented vegetation data sets collected over many decades and historical vegetation data embedded in Public Land Survey data dating back to 1785. This data will be used as initial conditions for models, to make sense of other large data sets and for model calibration and validation. === Designing green infrastructure considering storm water and human requirements === This use case is led by Barbara Minsker], University of Illinois at Urbana-Champaign]; William Sullivan, University of Illinois at Urbana-Champaign; Arthur Schmidt, University of Illinois at Urbana-Champaign. This case study involves developing novel green infrastructure design criteria and models that integrate requirements for storm water management and ecosystem and human health and well being. To address the scientific and social problems associated with the design of green spaces, data accessibility and availability is a major challenge. This study will focus on identified areas of the Green Healthy Neighborhood Planning region within the City of Chicago where existing local sewer performance is most deficient and where changes in impervious area through green infrastructure would be beneficial to under served neighborhoods. Brown Dog will be used to extract long-tail experimental data on human landscape preferences and health impacts. This data will be used to develop a human health impacts model that will then be linked together with a terrestrial biosphere model and a storm water model using Brown Dog technology. === Development and application for critical zone studies === This use case is led by Praveen Kumar, University of Illinois at Urbana-Champaign Critical Zone (CZ) is the "skin" of the earth that extends from the treetops to the bedrock that is created by life processes working at scales from microbes to biomes. The Critical Zone supports all terrestrial living systems. Its upper part is the bio-mantle. This is where terrestrial biota live, reproduce, use and expend energy, and where their wastes and remains accumulate and decompose. It encompasses the soil, which acts as a geomembrane through which water and solutes, energy, gases, solids, and organisms interact with the atmosphere, biosphere, hydrosphere, and lithosphere. A variety of drivers affect this bio-dynamic zone, ranging from climate and deforestation to agriculture, grazing and human development. Understanding and predicting these effects is central to managing and sustaining vital ecosystem services such as soil fertility, water purification, and production of food resources, and, at larger scales, global carbon cycling and carbon sequestration. The CZ provides a unifying framework for integrating terrestrial surface and near-surface environments, and reflects an intricate web of biological and chemical processes and human impacts occurring at vastly different temporal and spatial scales. The nature of these data create significant challenges for inter-disciplinary studies of the CZ because integration of the variety and number of data products and models has been a barrier. On the other hand, CZ data provides an excellent opportunity for defining, testing and implementing Brown Dog technologies. In this context "unstructured" data is viewed broadly as consisting of a collection of heterogeneous data with formats that reflect temporal and disciplinary legacies, data from emerging low cost open hardware based sensors and embedded sensor networks that lack well defined metadata and sensor characteristics, as well as data that are available as maps, images and text. == NSF Award == CIF21 DIBBs: Brown Dog was awarded in the winter of 2013 with a start date of October 1, 2013. Estimated expiration date is September 30, 2018. The award amount was $10,519,716.00, the largest DIBB award. The principal investigator is Kenton McHenry of NCSA at the University of Illinois at Urbana-Champaign. Coleaders are Jong Lee NCSA/UIU

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  • Software engineering professionalism

    Software engineering professionalism

    Software engineering professionalism is a movement to make software engineering a profession, with aspects such as degree and certification programs, professional associations, professional ethics, and government licensing. The field is a licensed discipline in Texas in the United States (Texas Board of Professional Engineers, since 2013), Engineers Australia(Course Accreditation since 2001, not Licensing), and many provinces in Canada. == History == In 1993 the IEEE and ACM began a joint effort called JCESEP, which evolved into SWECC in 1998 to explore making software engineering into a profession. The ACM pulled out of SWECC in May 1999, objecting to its support for the Texas professionalization efforts, of having state licenses for software engineers. ACM determined that the state of knowledge and practice in software engineering was too immature to warrant licensing, and that licensing would give false assurances of competence even if the body of knowledge were mature. The IEEE continued to support making software engineering a branch of traditional engineering. In Canada the Canadian Information Processing Society established the Information Systems Professional certification process. Also, by the late 1990s (1999 in British Columbia) the discipline of software engineering as a professional engineering discipline was officially created. This has caused some disputes between the provincial engineering associations and companies who call their developers software engineers, even though these developers have not been licensed by any engineering association. In 1999, the Panel of Software Engineering was formed as part of the settlement between Engineering Canada and the Memorial University of Newfoundland over the school's use of the term "software engineering" in the name of a computer science program. Concerns were raised over the inappropriate use of the name "software engineering" to describe non-engineering programs could lead to student and public confusion, and ultimately threaten public safety. The Panel issued recommendations to create a Software Engineering Accreditation Board, but the task force created to carry out the recommendations was unable to get the various stakeholders to agree to concrete proposals, resulting in separate accreditation boards. == Ethics == Software engineering ethics is a large field. In some ways it began as an unrealistic attempt to define bugs as unethical. More recently it has been defined as the application of both computer science and engineering philosophy, principles, and practices to the design and development of software systems. Due to this engineering focus and the increased use of software in mission critical and human critical systems, where failure can result in large losses of capital but more importantly lives such as the Therac-25 system, many ethical codes have been developed by a number of societies, associations and organizations. These entities, such as the ACM, IEEE, EGBC and Institute for Certification of Computing Professionals (ICCP) have formal codes of ethics. Adherence to the code of ethics is required as a condition of membership or certification. According to the ICCP, violation of the code can result in revocation of the certificate. Also, all engineering societies require conformance to their ethical codes; violation of the code results in the revocation of the license to practice engineering in the society's jurisdiction. These codes of ethics usually have much in common. They typically relate the need to act consistently with the client's interest, employer's interest, and most importantly the public's interest. They also outline the need to act with professionalism and to promote an ethical approach to the profession. A Software Engineering Code of Ethics has been approved by the ACM and the IEEE-CS as the standard for teaching and practicing software engineering. === Examples of codes of conduct === The following are examples of codes of conduct for Professional Engineers. These 2 have been chosen because both jurisdictions have a designation for Professional Software Engineers. Engineers and Geoscientists of British Columbia (EGBC): All members in the association's code of Ethics must ensure that the government, the public can rely on BC's professional engineers and Geoscientists to act at all times with fairness, courtesy and good faith to their employers, employee and customers, and to uphold the truth, honesty and trustworthiness, and to safe guard human life and the environment. This is just one of the many ways in which BC's Professional Engineers and Professional Geoscientists maintain their competitive edge in today's global marketplace. Association of Professional Engineers and Geoscientists of Alberta (APEGA): Different with British Columbia, the Alberta Government granted self governance to engineers, Geoscientists and geophysicists. All members in the APEGA have to accept legal and ethical responsibility for the work and to hold the interest of the public and society. The APEGA is a standards guideline of professional practice to uphold the protection of public interest for engineering, Geoscientists and geophysics in Alberta. === Opinions on ethics === Bill Joy argued that "better software" can only enable its privileged end users, make reality more power-pointy as opposed to more humane, and ultimately run away with itself so that "the future doesn't need us." He openly questioned the goals of software engineering in this respect, asking why it isn't trying to be more ethical rather than more efficient. In his book Code and Other Laws of Cyberspace, Lawrence Lessig argues that computer code can regulate conduct in much the same way as the legal code. Lessig and Joy urge people to think about the consequences of the software being developed, not only in a functional way, but also in how it affects the public and society as a whole. Overall, due to the youth of software engineering, many of the ethical codes and values have been borrowed from other fields, such as mechanical and civil engineering. However, there are many ethical questions that even these, much older, disciplines have not encountered. Questions about the ethical impact of internet applications, which have a global reach, have never been encountered until recently and other ethical questions are still to be encountered. This means the ethical codes for software engineering are a work in progress, that will change and update as more questions arise. == Independent licensing and certification exams == Since 2002, the IEEE Computer Society offered the Certified Software Development Professional (CSDP) certification exam (in 2015 this was replaced by several similar certifications). A group of experts from industry and academia developed the exam and maintained it. Donald Bagert, and at a later period Stephen Tockey headed the certification committee. Contents of the exam centered around the SWEBOK (Software Engineering Body of Knowledge) guide, with an additional emphasis on Professional Practices and Software Engineering Economics knowledge areas (KAs). The motivation was to produce a structure at an international level for software engineering's knowledge areas. == Criticism of licensing == Professional licensing has been criticized for many reasons. The field of software engineering is too immature Licensing would give false assurances of competence even if the body of knowledge were mature Software engineers would have to study years of calculus, physics, and chemistry to pass the exams, which is irrelevant to most software practitioners. Many (most?) computer science majors don't earn degrees in engineering schools, so they are probably unqualified to pass engineering exams. == Licensing by country == === United States === The Bureau of Labor Statistics (BLS) classifies computer software engineers as a subcategory of "computer specialists", along with occupations such as computer scientist, Programmer, Database administrator and Network administrator. The BLS classifies all other engineering disciplines, including computer hardware engineers, as engineers. Many states prohibit unlicensed persons from calling themselves an Engineer, or from indicating branches or specialties not covered licensing acts. In many states, the title Engineer is reserved for individuals with a Professional Engineering license indicating that they have shown minimum level of competency through accredited engineering education, qualified engineering experience, and engineering board's examinations. In April 2013 the National Council of Examiners for Engineering and Surveying (NCEES) began offering a Professional Engineer (PE) exam for Software Engineering. The exam was developed in association with the IEEE Computer Society. NCEES ended the exam in April 2019 due to lack of participation. The American National Society of Professional Engineers provides a model law and lobbies legislatures to adopt occ

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  • Online public access catalog

    Online public access catalog

    The online public access catalog (OPAC), now frequently synonymous with library catalog, is an online database of materials held by a library or group of libraries. Online catalogs have largely replaced the analog card catalogs previously used in libraries. == History == === Early online === Although a handful of experimental systems existed as early as the 1960s, the first large-scale online catalogs were developed at Ohio State University in 1975 and the Dallas Public Library in 1978. These and other early online catalog systems tended to closely reflect the card catalogs that they were intended to replace. Using a dedicated terminal or telnet client, users could search a handful of pre-coordinate indexes and browse the resulting display in much the same way they had previously navigated the card catalog. Throughout the 1980s, the number and sophistication of online catalogs grew. The first commercial systems appeared, and would by the end of the decade largely replace systems built by libraries themselves. Library catalogs began providing improved search mechanisms, including Boolean and keyword searching, as well as ancillary functions, such as the ability to place holds on items that had been checked-out. At the same time, libraries began to develop applications to automate the purchase, cataloging, and circulation of books and other library materials. These applications, collectively known as an integrated library system (ILS) or library management system, included an online catalog as the public interface to the system's inventory. Most library catalogs are closely tied to their underlying ILS system. === Stagnation and dissatisfaction === The 1990s saw a relative stagnation in the development of online catalogs. Although the earlier character-based interfaces were replaced with ones for the Web, both the design and the underlying search technology of most systems did not advance much beyond that developed in the late 1980s. At the same time, organizations outside of libraries began developing more sophisticated information retrieval systems. Web search engines like Google and popular e-commerce websites such as Amazon.com provided simpler to use (yet more powerful) systems that could provide relevancy ranked search results using probabilistic and vector-based queries. Prior to the widespread use of the Internet, the online catalog was often the first information retrieval system library users ever encountered. Now accustomed to web search engines, newer generations of library users have grown increasingly dissatisfied with the complex (and often arcane) search mechanisms of older online catalog systems. This has, in turn, led to vocal criticisms of these systems within the library community itself, and in recent years to the development of newer (often termed 'next-generation') catalogs. === Next-generation catalogs === Newer generations of library catalog systems, typically called discovery systems (or a discovery layer), are distinguished from earlier OPACs by their use of more sophisticated search technologies, including relevancy ranking and faceted search, as well as features aimed at greater user interaction and participation with the system, including tagging and reviews. These new features rely heavily on existing metadata which may be poor or inconsistent, particularly for older records. Newer catalog platforms may be independent of the organization's integrated library system (ILS), instead providing drivers that allow for the synchronization of data between the two systems. While the original online catalog interfaces were almost exclusively built by ILS vendors, libraries have increasingly sought next-generation catalogs built by enterprise search companies and open-source software projects, often led by libraries themselves. == Union catalogs == Although library catalogs typically reflect the holdings of a single library, they can also contain the holdings of a group or consortium of libraries. These systems, known as union catalogs, are usually designed to aid the borrowing of books and other materials among the member institutions via interlibrary loan. Examples of this type of catalogs include COPAC, SUNCAT, NLA Trove, and WorldCat—the last catalogs the collections of libraries worldwide. == Related systems == There are a number of systems that share much in common with library catalogs, but have traditionally been distinguished from them. Libraries utilize these systems to search for items not traditionally covered by a library catalog, although these systems are sometimes integrated into a more comprehensive discovery system. Bibliographic databases—such as Medline, ERIC, PsycINFO, Scopus, Web of Science, and many others—index journal articles and other research data. There are also a number of applications aimed at managing documents, photographs, and other digitized or born-digital items such as Digital Commons and DSpace. Particularly in academic libraries, these systems (often known as digital library systems or institutional repository systems) assist with efforts to preserve documents created by faculty and students. Electronic resource management helps librarians to track selection, acquisition, and licensing of a library's electronic information resources.

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  • Data management plan

    Data management plan

    A data management plan or DMP is a formal document that outlines how data are to be handled both during a research project, and after the project is completed. The goal of a data management plan is to consider the many aspects of data management, metadata generation, data preservation, and analysis before the project begins; this may lead to data being well-managed in the present, and prepared for preservation in the future. DMPs were originally used in 1966 to manage aeronautical and engineering projects' data collection and analysis, and expanded across engineering and scientific disciplines in the 1970s and 1980s. Up until the early 2000s, DMPs were used "for projects of great technical complexity, and for limited mid-study data collection and processing purposes". In the 2000s and later, E-research and economic policies drove the development and uptake of DMPs. == Importance == Preparing a data management plan before data are collected is claimed to ensure that data are in the correct format, organized well, and better annotated. This could arguably save time in the long term because there is no need to re-organize, re-format, or try to remember details about data. It is also claimed to increase research efficiency since both the data collector and other researchers might be able to understand and use well-annotated data in the future. One component of a data management plan is data archiving and preservation. By deciding on an archive ahead of time, the data collector can format data during collection to make its future submission to a database easier. If data are preserved, they are more relevant since they can be re-used by other researchers. It also allows the data collector to direct requests for data to the database, rather than address requests individually. A frequent argument in favor of preservation is that data that are preserved have the potential to lead to new, unanticipated discoveries, and they prevent duplication of scientific studies that have already been conducted. Data archiving also provides insurance against loss by the data collector. In the 2010s, funding agencies increasingly required data management plans as part of the proposal and evaluation process, despite little or no evidence of their efficacy. == Major components == "There is no general and definitive list of topics that should be covered in a DMP for a research project", and researchers are often left to their own devices as to how to fill out a DMP. === Information about data and data format === A description of data to be produced by the project. This might include (but is not limited to) data that are: Experimental Observational Raw or derived Physical collections Models Simulations Curriculum materials Software Images How will the data be acquired? When and where will they be acquired? After collection, how will the data be processed? Include information about Software used Algorithms Scientific workflows File formats that will be used, justify those formats, and describe the naming conventions used. Quality assurance & quality control measures that will be taken during sample collection, analysis, and processing. If existing data are used, what are their origins? How will the data collected be combined with existing data? What is the relationship between the data collected and existing data? How will the data be managed in the short-term? Consider the following: Version control for files Backing up data and data products Security & protection of data and data products Who will be responsible for management === Metadata content and format === Metadata are the contextual details, including any information important for using data. This may include descriptions of temporal and spatial details, instruments, parameters, units, files, etc. Metadata is commonly referred to as "data about data". Issues to be considered include: How detailed has the metadata to be in order to make the data meaningful? How will the metadata be created and/or captured? Examples include lab notebooks, GPS hand-held units, Auto-saved files on instruments, etc. What format will be used for the metadata? What are the metadata standards commonly used in the respective scientific discipline? There should be justification for the format chosen. === Policies for access, sharing, and re-use === Describe any obligations that exist for sharing data collected. These may include obligations from funding agencies, institutions, other professional organizations, and legal requirements. Include information about how data will be shared, including when the data will be accessible, how long the data will be available, how access can be gained, and any rights that the data collector reserves for using data. Address any ethical or privacy issues with data sharing Address intellectual property & copyright issues. Who owns the copyright? What are the institutional, publisher, and/or funding agency policies associated with intellectual property? Are there embargoes for political, commercial, or patent reasons? Describe the intended future uses/users for the data Indicate how the data should be cited by others. How will the issue of persistent citation be addressed? For example, if the data will be deposited in a public archive, will the dataset have a persistent identifier (e.g., ARK, DOI, Handle, PURL, URN) assigned to it? === Long-term storage and data management === Researchers should identify an appropriate archive for the long-term preservation of their data. By identifying the archive early in the project, the data can be formatted, transformed, and documented appropriately to meet the requirements of the archive. Researchers should consult colleagues and professional societies in their discipline to determine the most appropriate database, and include a backup archive in their data management plan in case their first choice goes out of existence. Early in the project, the primary researcher should identify what data will be preserved in an archive. Usually, preserving the data in its most raw form is desirable, although data derivatives and products can also be preserved. An individual should be identified as the primary contact person for archived data, and ensure contact information is always kept up-to-date in case there are requests for data or information about data. === Budget === Data management and preservation costs may be considerable, depending on the nature of the project. By anticipating costs ahead of time, researchers ensure that the data will be properly managed and archived. Potential expenses that should be considered are Human resources and staff as they handle data preparation, management, documentation, and preservation Hardware and/or software needed for data management, backing up, security, documentation, and preservation Costs associated with submitting the data to an archive The data management plan should include how these costs will be paid. == NSF Data Management Plan == All grant proposals submitted to National Science Foundation (NSF) must include a Data Management Plan that is no more than two pages. This is a supplement (not part of the 15-page proposal) and should describe how the proposal will conform to the Award and Administration Guide policy (see below). It may include the following: The types of data The standards to be used for data and metadata format and content Policies for access and sharing Policies and provisions for re-use Plans for archiving data Policy summarized from the NSF Award and Administration Guide, Section 4 (Dissemination and Sharing of Research Results): Promptly publish with appropriate authorship Share data, samples, physical collections, and supporting materials with others, within a reasonable time frame Share software and inventions Investigators can keep their legal rights over their intellectual property, but they still have to make their results, data, and collections available to others Policies will be implemented via Proposal review Award negotiations and conditions Support/incentives == ESRC Data Management Plan == Since 1995, the UK's Economic and Social Research Council (ESRC) have had a research data policy in place. The current ESRC Research Data Policy states that research data created as a result of ESRC-funded research should be openly available to the scientific community to the maximum extent possible, through long-term preservation and high-quality data management. ESRC requires a data management plan for all research award applications where new data are being created. Such plans are designed to promote a structured approach to data management throughout the data lifecycle, resulting in better quality data that is ready to archive for sharing and re-use. The UK Data Service, the ESRC's flagship data service, provides practical guidance on research data management planning suitable for social science researchers in the UK and around the world. ESRC has a longstanding arrangement with the UK Data A

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  • Zassenhaus algorithm

    Zassenhaus algorithm

    In mathematics, the Zassenhaus algorithm is a method to calculate a basis for the intersection and sum of two subspaces of a vector space. It is named after Hans Zassenhaus, but no publication of this algorithm by him is known. It is used in computer algebra systems. == Algorithm == === Input === Let V be a vector space and U, W two finite-dimensional subspaces of V with the following spanning sets: U = ⟨ u 1 , … , u n ⟩ {\displaystyle U=\langle u_{1},\ldots ,u_{n}\rangle } and W = ⟨ w 1 , … , w k ⟩ . {\displaystyle W=\langle w_{1},\ldots ,w_{k}\rangle .} Finally, let B 1 , … , B m {\displaystyle B_{1},\ldots ,B_{m}} be linearly independent vectors so that u i {\displaystyle u_{i}} and w i {\displaystyle w_{i}} can be written as u i = ∑ j = 1 m a i , j B j {\displaystyle u_{i}=\sum _{j=1}^{m}a_{i,j}B_{j}} and w i = ∑ j = 1 m b i , j B j . {\displaystyle w_{i}=\sum _{j=1}^{m}b_{i,j}B_{j}.} === Output === The algorithm computes the base of the sum U + W {\displaystyle U+W} and a base of the intersection U ∩ W {\displaystyle U\cap W} . === Algorithm === The algorithm creates the following block matrix of size ( ( n + k ) × ( 2 m ) ) {\displaystyle ((n+k)\times (2m))} : ( a 1 , 1 a 1 , 2 ⋯ a 1 , m a 1 , 1 a 1 , 2 ⋯ a 1 , m ⋮ ⋮ ⋮ ⋮ ⋮ ⋮ a n , 1 a n , 2 ⋯ a n , m a n , 1 a n , 2 ⋯ a n , m b 1 , 1 b 1 , 2 ⋯ b 1 , m 0 0 ⋯ 0 ⋮ ⋮ ⋮ ⋮ ⋮ ⋮ b k , 1 b k , 2 ⋯ b k , m 0 0 ⋯ 0 ) {\displaystyle {\begin{pmatrix}a_{1,1}&a_{1,2}&\cdots &a_{1,m}&a_{1,1}&a_{1,2}&\cdots &a_{1,m}\\\vdots &\vdots &&\vdots &\vdots &\vdots &&\vdots \\a_{n,1}&a_{n,2}&\cdots &a_{n,m}&a_{n,1}&a_{n,2}&\cdots &a_{n,m}\\b_{1,1}&b_{1,2}&\cdots &b_{1,m}&0&0&\cdots &0\\\vdots &\vdots &&\vdots &\vdots &\vdots &&\vdots \\b_{k,1}&b_{k,2}&\cdots &b_{k,m}&0&0&\cdots &0\end{pmatrix}}} Using elementary row operations, this matrix is transformed to the row echelon form. Then, it has the following shape: ( c 1 , 1 c 1 , 2 ⋯ c 1 , m ∙ ∙ ⋯ ∙ ⋮ ⋮ ⋮ ⋮ ⋮ ⋮ c q , 1 c q , 2 ⋯ c q , m ∙ ∙ ⋯ ∙ 0 0 ⋯ 0 d 1 , 1 d 1 , 2 ⋯ d 1 , m ⋮ ⋮ ⋮ ⋮ ⋮ ⋮ 0 0 ⋯ 0 d ℓ , 1 d ℓ , 2 ⋯ d ℓ , m 0 0 ⋯ 0 0 0 ⋯ 0 ⋮ ⋮ ⋮ ⋮ ⋮ ⋮ 0 0 ⋯ 0 0 0 ⋯ 0 ) {\displaystyle {\begin{pmatrix}c_{1,1}&c_{1,2}&\cdots &c_{1,m}&\bullet &\bullet &\cdots &\bullet \\\vdots &\vdots &&\vdots &\vdots &\vdots &&\vdots \\c_{q,1}&c_{q,2}&\cdots &c_{q,m}&\bullet &\bullet &\cdots &\bullet \\0&0&\cdots &0&d_{1,1}&d_{1,2}&\cdots &d_{1,m}\\\vdots &\vdots &&\vdots &\vdots &\vdots &&\vdots \\0&0&\cdots &0&d_{\ell ,1}&d_{\ell ,2}&\cdots &d_{\ell ,m}\\0&0&\cdots &0&0&0&\cdots &0\\\vdots &\vdots &&\vdots &\vdots &\vdots &&\vdots \\0&0&\cdots &0&0&0&\cdots &0\end{pmatrix}}} Here, ∙ {\displaystyle \bullet } stands for arbitrary numbers, and the vectors ( c p , 1 , c p , 2 , … , c p , m ) {\displaystyle (c_{p,1},c_{p,2},\ldots ,c_{p,m})} for every p ∈ { 1 , … , q } {\displaystyle p\in \{1,\ldots ,q\}} and ( d p , 1 , … , d p , m ) {\displaystyle (d_{p,1},\ldots ,d_{p,m})} for every p ∈ { 1 , … , ℓ } {\displaystyle p\in \{1,\ldots ,\ell \}} are nonzero. Then ( y 1 , … , y q ) {\displaystyle (y_{1},\ldots ,y_{q})} with y i := ∑ j = 1 m c i , j B j {\displaystyle y_{i}:=\sum _{j=1}^{m}c_{i,j}B_{j}} is a basis of U + W {\displaystyle U+W} and ( z 1 , … , z ℓ ) {\displaystyle (z_{1},\ldots ,z_{\ell })} with z i := ∑ j = 1 m d i , j B j {\displaystyle z_{i}:=\sum _{j=1}^{m}d_{i,j}B_{j}} is a basis of U ∩ W {\displaystyle U\cap W} . === Proof of correctness === First, we define π 1 : V × V → V , ( a , b ) ↦ a {\displaystyle \pi _{1}:V\times V\to V,(a,b)\mapsto a} to be the projection to the first component. Let H := { ( u , u ) ∣ u ∈ U } + { ( w , 0 ) ∣ w ∈ W } ⊆ V × V . {\displaystyle H:=\{(u,u)\mid u\in U\}+\{(w,0)\mid w\in W\}\subseteq V\times V.} Then π 1 ( H ) = U + W {\displaystyle \pi _{1}(H)=U+W} and H ∩ ( 0 × V ) = 0 × ( U ∩ W ) {\displaystyle H\cap (0\times V)=0\times (U\cap W)} . Also, H ∩ ( 0 × V ) {\displaystyle H\cap (0\times V)} is the kernel of π 1 | H {\displaystyle {\pi _{1}|}_{H}} , the projection restricted to H. Therefore, dim ⁡ ( H ) = dim ⁡ ( U + W ) + dim ⁡ ( U ∩ W ) {\displaystyle \dim(H)=\dim(U+W)+\dim(U\cap W)} . The Zassenhaus algorithm calculates a basis of H. In the first m columns of this matrix, there is a basis y i {\displaystyle y_{i}} of U + W {\displaystyle U+W} . The rows of the form ( 0 , z i ) {\displaystyle (0,z_{i})} (with z i ≠ 0 {\displaystyle z_{i}\neq 0} ) are obviously in H ∩ ( 0 × V ) {\displaystyle H\cap (0\times V)} . Because the matrix is in row echelon form, they are also linearly independent. All rows which are different from zero ( ( y i , ∙ ) {\displaystyle (y_{i},\bullet )} and ( 0 , z i ) {\displaystyle (0,z_{i})} ) are a basis of H, so there are dim ⁡ ( U ∩ W ) {\displaystyle \dim(U\cap W)} such z i {\displaystyle z_{i}} s. Therefore, the z i {\displaystyle z_{i}} s form a basis of U ∩ W {\displaystyle U\cap W} . == Example == Consider the two subspaces U = ⟨ ( 1 − 1 0 1 ) , ( 0 0 1 − 1 ) ⟩ {\displaystyle U=\left\langle \left({\begin{array}{r}1\\-1\\0\\1\end{array}}\right),\left({\begin{array}{r}0\\0\\1\\-1\end{array}}\right)\right\rangle } and W = ⟨ ( 5 0 − 3 3 ) , ( 0 5 − 3 − 2 ) ⟩ {\displaystyle W=\left\langle \left({\begin{array}{r}5\\0\\-3\\3\end{array}}\right),\left({\begin{array}{r}0\\5\\-3\\-2\end{array}}\right)\right\rangle } of the vector space R 4 {\displaystyle \mathbb {R} ^{4}} . Using the standard basis, we create the following matrix of dimension ( 2 + 2 ) × ( 2 ⋅ 4 ) {\displaystyle (2+2)\times (2\cdot 4)} : ( 1 − 1 0 1 1 − 1 0 1 0 0 1 − 1 0 0 1 − 1 5 0 − 3 3 0 0 0 0 0 5 − 3 − 2 0 0 0 0 ) . {\displaystyle \left({\begin{array}{rrrrrrrr}1&-1&0&1&&1&-1&0&1\\0&0&1&-1&&0&0&1&-1\\\\5&0&-3&3&&0&0&0&0\\0&5&-3&-2&&0&0&0&0\end{array}}\right).} Using elementary row operations, we transform this matrix into the following matrix: ( 1 0 0 0 ∙ ∙ ∙ ∙ 0 1 0 − 1 ∙ ∙ ∙ ∙ 0 0 1 − 1 ∙ ∙ ∙ ∙ 0 0 0 0 1 − 1 0 1 ) {\displaystyle \left({\begin{array}{rrrrrrrrr}1&0&0&0&&\bullet &\bullet &\bullet &\bullet \\0&1&0&-1&&\bullet &\bullet &\bullet &\bullet \\0&0&1&-1&&\bullet &\bullet &\bullet &\bullet \\\\0&0&0&0&&1&-1&0&1\end{array}}\right)} (Some entries have been replaced by " ∙ {\displaystyle \bullet } " because they are irrelevant to the result.) Therefore ( ( 1 0 0 0 ) , ( 0 1 0 − 1 ) , ( 0 0 1 − 1 ) ) {\displaystyle \left(\left({\begin{array}{r}1\\0\\0\\0\end{array}}\right),\left({\begin{array}{r}0\\1\\0\\-1\end{array}}\right),\left({\begin{array}{r}0\\0\\1\\-1\end{array}}\right)\right)} is a basis of U + W {\displaystyle U+W} , and ( ( 1 − 1 0 1 ) ) {\displaystyle \left(\left({\begin{array}{r}1\\-1\\0\\1\end{array}}\right)\right)} is a basis of U ∩ W {\displaystyle U\cap W} .

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  • Google Vids

    Google Vids

    Google Vids (not to be confused with Google Video) is an online timeline-based video editing application included as part of the Google Workspace suite. It is designed to help users create informational videos for work-related purposes. The app uses Google's Gemini technology to enable users to create video storyboards manually or with AI assistance using simple prompts. Features include uploading media, choosing stock videos, images, background music, and a voiceover feature with script generation using AI. The app is currently in testing with select Google Workspace Labs users. Like Kapwing and Capcut, Google Vids is primarily for creating work-related content like sales training, onboarding videos, vendor outreach, and project updates. It offers various styles and templates, collaborative features, and is not limited to videos without the short integration at the moment. Google Vids was announced on April 9, 2024. In September 2025, Google began to roll out a basic version of the application to Google Workspace users.

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  • Wearable technology

    Wearable technology

    Wearable technology is a category of small electronic and mobile devices with wireless communications capability designed to be worn on the human body and are incorporated into gadgets, accessories, or clothes. Common types of wearable technology include smartwatches, fitness trackers, and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer. Wearable devices collect vast amounts of data from users making use of different behavioral and physiological sensors, which monitor their health status and activity levels. Wrist-worn devices include smartwatches with a touchscreen display, while wristbands are mainly used for fitness tracking but do not contain a touchscreen display. Wearable devices such as activity trackers are an example of the Internet of things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention. Wearable technology offers a wide range of possible uses, from communication and entertainment to improving health and fitness, however, there are worries about privacy and security because wearable devices have the ability to collect personal data. Wearable technology has a variety of use cases which is growing as the technology is developed and the market expands. It can be used to encourage individuals to be more active and improve their lifestyle choices. Healthy behavior is encouraged by tracking activity levels and providing useful feedback to enable goal setting. This can be shared with interested stakeholders such as healthcare providers. Wearables are popular in consumer electronics, most commonly in the form factors of smartwatches, smart rings, and implants. Apart from commercial uses, wearable technology is being incorporated into navigation systems, advanced textiles (e-textiles), and healthcare. As wearable technology is being proposed for use in critical applications, like other technology, it is vetted for its reliability and security properties. == History == In the 1500s, German inventor Peter Henlein (1485–1542) created small watches that were worn as necklaces. A century later, pocket watches grew in popularity as waistcoats became fashionable for men. Wristwatches were created in the late 1600s but were worn mostly by women as bracelets. Pedometers were developed around the same time as pocket watches. The concept of a pedometer was described by Leonardo da Vinci around 1500, and the Germanic National Museum in Nuremberg has a pedometer in its collection from 1590. In the late 1800s, the first wearable hearing aids were introduced. In 1904, aviator Alberto Santos-Dumont pioneered the modern use of the wristwatch. In 1949, American biophysicist Norman Holter invented the very first health monitoring device. His invention, the Holter monitor, was groundbreaking as one of the first wearable devices capable of tracking vital health data outside of a clinical setting. In the 1970s, calculator watches became available, reaching the peak of their popularity in the 1980s. From the early 2000s, wearable cameras were being used as part of a growing sousveillance movement. Expectations, operations, usage and concerns about wearable technology was floated on the first International Conference on Wearable Computing. In 2008, Ilya Fridman incorporated a hidden Bluetooth microphone into a pair of earrings. Big tech companies such as Apple, Samsung, and Fitbit have expanded on this idea by interfacing with smartphones and personal computer software to collect a wide variety of data. Wearable devices include dedicated health monitors, fitness bands, and smartwatches. In 2010, Fitbit released its first step counter. Wearable technology which tracks information such as walking and heart rate is part of the quantified self movement. In 2013, McLear, also known as NFC Ring, released a "smart ring". The smart ring could make bitcoin payments, unlock other devices, and transfer personally identifying information, and also had other features. In 2013, one of the first widely available smartwatches was the Samsung Galaxy Gear. Apple followed in 2015 with the Apple Watch. === Prototypes === From 1991 to 1997, Rosalind Picard and her students, Steve Mann and Jennifer Healey, at the MIT Media Lab designed, built, and demonstrated data collection and decision making from "Smart Clothes" that monitored continuous physiological data from the wearer. These "smart clothes", "smart underwear", "smart shoes", and smart jewellery collected data that related to affective state and contained or controlled physiological sensors and environmental sensors like cameras and other devices. At the same time, also at the MIT Media Lab, Thad Starner and Alex "Sandy" Pentland develop augmented reality. In 1997, their smartglass prototype is featured on 60 Minutes and enables rapid web search and instant messaging. Though the prototype's glasses are nearly as streamlined as modern smartglasses, the processor was a computer worn in a backpack – the most lightweight solution available at the time. In 2009, Sony Ericsson teamed up with the London College of Fashion for a contest to design digital clothing. The winner was a cocktail dress with Bluetooth technology making it light up when a call is received. Zach "Hoeken" Smith of MakerBot fame made keyboard pants during a "Fashion Hacking" workshop at a New York City creative collective. The Tyndall National Institute in Ireland developed a "remote non-intrusive patient monitoring" platform which was used to evaluate the quality of the data generated by the patient sensors and how the end users may adopt to the technology. More recently, London-based fashion company CuteCircuit created costumes for singer Katy Perry featuring LED lighting so that the outfits would change color both during stage shows and appearances on the red carpet such as the dress Katy Perry wore in 2010 at the MET Gala in NYC. In 2012, CuteCircuit created the world's first dress to feature Tweets, as worn by singer Nicole Scherzinger. In 2010, McLear, also known as NFC Ring, developed prototypes of its "smart ring" devices, before a Kickstarter fundraising in 2013. In 2014, graduate students from the Tisch School of Arts in New York designed a hoodie that sent pre-programmed text messages triggered by gesture movements. Around the same time, prototypes for digital eyewear with heads up display (HUD) began to appear. The US military employs headgear with displays for soldiers using a technology called holographic optics. In 2010, Google started developing prototypes of its optical head-mounted display Google Glass, which went into customer beta in March 2013. == Usage == In the consumer space, sales of smart wristbands (aka activity trackers such as the Jawbone UP and Fitbit Flex) started accelerating in 2013. One in five American adults have a wearable device, according to the 2014 PriceWaterhouseCoopers Wearable Future Report. As of 2009, decreasing cost of processing power and other components was facilitating widespread adoption and availability. In professional sports, wearable technology has applications in monitoring and real-time feedback for athletes. Examples of wearable technology in sport include accelerometers, pedometers, and GPS's which can be used to measure an athlete's energy expenditure and movement pattern. In cybersecurity and financial technology, secure wearable devices have captured part of the physical security key market. McLear, also known as NFC Ring, and VivoKey developed products with one-time pass secure access control. In health informatics, wearable devices have enabled better capturing of human health statistics for data driven analysis. This has facilitated data-driven machine learning algorithms to analyse the health condition of users. In business, wearable technology helps managers easily supervise employees by knowing their locations and what they are currently doing. Employees working in a warehouse also have increased safety when working around chemicals or lifting something. Smart helmets are employee safety wearables that have vibration sensors that can alert employees of possible danger in their environment. == Wearable technology and health == Wearable technology is often used to monitor a user's health. Given that such a device is in close contact with the user, it can easily collect data. It started as soon as 1980 where first wireless ECG was invented. In the last decades, there has been substantial growth in research of e.g. textile-based, tattoo, patch, and contact lenses as well as circulation of a notion of "quantified self", transhumanism-related ideas, and growth of life ex

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  • Exploratory search

    Exploratory search

    Exploratory search is a specialization of information exploration which represents the activities carried out by searchers who are: unfamiliar with the domain of their goal (i.e. need to learn about the topic in order to understand how to achieve their goal) or unsure about the ways to achieve their goals (either the technology or the process) or unsure about their goals in the first place. Exploratory search is distinguished from known-item search, for which the searcher has a particular target in mind. Consequently, exploratory search covers a broader class of activities than typical information retrieval, such as investigating, evaluating, comparing, and synthesizing, where new information is sought in a defined conceptual area; exploratory data analysis is another example of an information exploration activity. Typically, therefore, such users generally combine querying and browsing strategies to foster learning and investigation. == History == Exploratory search is a topic that has grown from the fields of information retrieval and information seeking but has become more concerned with alternatives to the kind of search that has received the majority of focus (returning the most relevant documents to a Google-like keyword search). The research is motivated by questions like "What if the user doesn't know which keywords to use?" or "What if the user isn't looking for a single answer?" Consequently, research has begun to focus on defining the broader set of information behaviors in order to learn about the situations when a user is, or feels, limited by only having the ability to perform a keyword search. In the last few years, a series of workshops has been held at various related and key events. In 2005, the Exploratory Search Interfaces workshop focused on beginning to define some of the key challenges in the field. Since then a series of other workshops has been held at related conferences: Evaluating Exploratory Search at SIGIR06 and Exploratory Search and HCI at CHI07 (in order to meet with the experts in human–computer interaction). In March 2008, an Information Processing and Management special issue focused particularly on the challenges of evaluating exploratory search, given the reduced assumptions that can be made about scenarios of use. In June 2008, the National Science Foundation sponsored an invitational workshop to identify a research agenda for exploratory search and similar fields for the coming years. == Research challenges == === Important scenarios === With the majority of research in the information retrieval community focusing on typical keyword search scenarios, one challenge for exploratory search is to further understand the scenarios of use for when keyword search is not sufficient. An example scenario, often used to motivate the research by mSpace, states: if a user does not know much about classical music, how should they even begin to find a piece that they might like. Similarly, for patients or their carers, if they don't know the right keywords for their health problems, how can they effectively find useful health information for themselves? === Designing new interfaces === With one of the motivations being to support users when keyword search is not enough, some research has focused on identifying alternative user interfaces and interaction models that support the user in different ways. An example is faceted search which presents diverse category-style options to the users, so that they can choose from a list instead of guess a possible keyword query. Many of the interactive forms of search, including faceted browsers, are being considered for their support of exploratory search conditions. Computational cognitive models of exploratory search have been developed to capture the cognitive complexities involved in exploratory search. Model-based dynamic presentation of information cues are proposed to facilitate exploratory search performance. === Evaluating interfaces === As the tasks and goals involved with exploratory search are largely undefined or unpredictable, it is very hard to evaluate systems with the measures often used in information retrieval. Accuracy was typically used to show that a user had found a correct answer, but when the user is trying to summarize a domain of information, the correct answer is near impossible to identify, if not entirely subjective (for example: possible hotels to stay in Paris). In exploration, it is also arguable that spending more time (where time efficiency is typically desirable) researching a topic shows that a system provides increased support for investigation. Finally, and perhaps most importantly, giving study participants a well specified task could immediately prevent them from exhibiting exploratory behavior. === Models of exploratory search behavior === There have been recent attempts to develop a process model of exploratory search behavior, especially in social information system (e.g., see models of collaborative tagging. The process model assumes that user-generated information cues, such as social tags, can act as navigational cues that facilitate exploration of information that others have found and shared with other users on a social information system (such as social bookmarking system). These models provided extension to existing process model of information search that characterizes information-seeking behavior in traditional fact-retrievals using search engines. Recent development in exploratory search is often concentrated in predicting users' search intents in interaction with the user. Such predictive user modeling, also referred as intent modeling, can help users to get accustomed to a body of domain knowledge and help users to make sense of the potential directions to be explored around their initial, often vague, expression of information needs. == Major figures == Key figures, including experts from both information seeking and human–computer interaction, are: Marcia Bates Nicholas Belkin Gary Marchionini m.c. schraefel Ryen W. White

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  • Ontology (information science)

    Ontology (information science)

    In information science, an ontology encompasses a representation, formal naming, and definitions of the categories, properties, and relations between the concepts, data, or entities that pertain to one, many, or all domains of discourse. More simply, an ontology is a way of showing the properties of a subject area and how they are related, by defining a set of terms and relational expressions that represent the entities in that subject area. The field which studies ontologies so conceived is sometimes referred to as applied ontology. Every academic discipline or field, in creating its terminology, thereby lays the groundwork for an ontology. Each uses ontological assumptions to frame explicit theories, research and applications. Improved ontologies may improve problem solving within that domain, interoperability of data systems, and discoverability of data. Translating research papers within every field is a problem made easier when experts from different countries maintain a controlled vocabulary of jargon between each of their languages. For instance, the definition and ontology of economics is a primary concern in Marxist economics, but also in other subfields of economics. An example of economics relying on information science occurs in cases where a simulation or model is intended to enable economic decisions, such as determining what capital assets are at risk and by how much (see risk management). What ontologies in both information science and philosophy have in common is the attempt to represent entities, including both objects and events, with all their interdependent properties and relations, according to a system of categories. In both fields, there is considerable work on problems of ontology engineering (e.g., Quine and Kripke in philosophy, Sowa and Guarino in information science), and debates concerning to what extent normative ontology is possible (e.g., foundationalism and coherentism in philosophy, BFO and Cyc in artificial intelligence). Applied ontology is considered by some as a successor to prior work in philosophy. However many current efforts are more concerned with establishing controlled vocabularies of narrow domains than with philosophical first principles, or with questions such as the mode of existence of fixed essences or whether enduring objects (e.g., perdurantism and endurantism) may be ontologically more primary than processes. Artificial intelligence has retained considerable attention regarding applied ontology in subfields like natural language processing within machine translation and knowledge representation, but ontology editors are being used often in a range of fields, including biomedical informatics and industry. Such efforts often use ontology editing tools such as Protégé. == Ontology in philosophy == Ontology is a branch of philosophy and intersects areas such as metaphysics, epistemology, and philosophy of language, as it considers how knowledge, language, and perception relate to the nature of reality. Metaphysics deals with questions like "what exists?" and "what is the nature of reality?". One of five traditional branches of philosophy, metaphysics is concerned with exploring existence through properties, entities and relations such as those between particulars and universals, intrinsic and extrinsic properties, or essence and existence. Metaphysics has been an ongoing topic of discussion since recorded history. == Etymology == The compound word ontology combines onto-, from the Greek ὄν, on (gen. ὄντος, ontos), i.e. "being; that which is", which is the present participle of the verb εἰμί, eimí, i.e. "to be, I am", and -λογία, -logia, i.e. "logical discourse", see classical compounds for this type of word formation. While the etymology is Greek, the oldest extant record of the word itself, the Neo-Latin form ontologia, appeared in 1606 in the work Ogdoas Scholastica by Jacob Lorhard (Lorhardus) and in 1613 in the Lexicon philosophicum by Rudolf Göckel (Goclenius). The first occurrence in English of ontology as recorded by the OED (Oxford English Dictionary, online edition, 2008) came in Archeologia Philosophica Nova or New Principles of Philosophy (1663) by Gideon Harvey. == Formal ontology == Since the mid-1970s, researchers in the field of artificial intelligence (AI) have recognized that knowledge engineering is the key to building large and powerful AI systems. AI researchers argued that they could create new ontologies as computational models that enable certain kinds of automated reasoning, which was only marginally successful. In the 1980s, the AI community began to use the term ontology to refer to both a theory of a modeled world and a component of knowledge-based systems. In particular, David Powers introduced the word ontology to AI to refer to real world or robotic grounding, publishing in 1990 literature reviews emphasizing grounded ontology in association with the call for papers for a AAAI Summer Symposium Machine Learning of Natural Language and Ontology, with an expanded version published in SIGART Bulletin and included as a preface to the proceedings. Some researchers, drawing inspiration from philosophical ontologies, viewed computational ontology as a kind of applied philosophy. In 1993, the widely cited web page and paper "Toward Principles for the Design of Ontologies Used for Knowledge Sharing" by Tom Gruber used ontology as a technical term in computer science closely related to earlier idea of semantic networks and taxonomies. Gruber introduced the term as a specification of a conceptualization: An ontology is a description (like a formal specification of a program) of the concepts and relationships that can formally exist for an agent or a community of agents. This definition is consistent with the usage of ontology as set of concept definitions, but more general. And it is a different sense of the word than its use in philosophy. Attempting to distance ontologies from taxonomies and similar efforts in knowledge modeling that rely on classes and inheritance, Gruber stated (1993): Ontologies are often equated with taxonomic hierarchies of classes, class definitions, and the subsumption relation, but ontologies need not be limited to these forms. Ontologies are also not limited to conservative definitions, that is, definitions in the traditional logic sense that only introduce terminology and do not add any knowledge about the world (Enderton, 1972). To specify a conceptualization, one needs to state axioms that do constrain the possible interpretations for the defined terms. Recent experimental ontology frameworks have also explored resonance-based AI-human co-evolution structures, such as IAMF (Illumination AI Matrix Framework), OntoMotoOS (a meta-operating system concept for ethical and ontological AI–human co-evolution), and PSRT (Phase-Structural Reality Theory across multi-scale ontological layers). Though not yet widely adopted in academic discourse, such models propose phased approaches to ethical harmonization and structural emergence. As refinement of Gruber's definition Feilmayr and Wöß (2016) stated: "An ontology is a formal, explicit specification of a shared conceptualization that is characterized by high semantic expressiveness required for increased complexity." == Formal ontology components == Contemporary ontologies share many structural similarities, regardless of the language in which they are expressed. Most ontologies describe individuals (instances), classes (concepts), attributes and relations. === Types === ==== Domain ontology ==== A domain ontology (or domain-specific ontology) represents concepts which belong to a realm of the world, such as biology or politics. Each domain ontology typically models domain-specific definitions of terms. For example, the word card has many different meanings. An ontology about the domain of poker would model the "playing card" meaning of the word, while an ontology about the domain of computer hardware would model the "punched card" and "video card" meanings. Since domain ontologies are written by different people, they represent concepts in very specific and unique ways, and are often incompatible within the same project. As systems that rely on domain ontologies expand, they often need to merge domain ontologies by hand-tuning each entity or using a combination of software merging and hand-tuning. This presents a challenge to the ontology designer. Different ontologies in the same domain arise due to different languages, different intended usage of the ontologies, and different perceptions of the domain (based on cultural background, education, ideology, etc.). At present, merging ontologies that are not developed from a common upper ontology is a largely manual process and therefore time-consuming and expensive. Domain ontologies that use the same upper ontology to provide a set of basic elements with which to specify the meanings of the domain ontology entities can be merged with less effo

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  • Shearlet

    Shearlet

    In applied mathematical analysis, shearlets are a multiscale framework which allows efficient encoding of anisotropic features in multivariate problem classes. Originally, shearlets were introduced in 2006 for the analysis and sparse approximation of functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . They are a natural extension of wavelets, to accommodate the fact that multivariate functions are typically governed by anisotropic features such as edges in images, since wavelets, as isotropic objects, are not capable of capturing such phenomena. Shearlets are constructed by parabolic scaling, shearing, and translation applied to a few generating functions. At fine scales, they are essentially supported within skinny and directional ridges following the parabolic scaling law, which reads length² ≈ width. Similar to wavelets, shearlets arise from the affine group and allow a unified treatment of the continuum and digital situation leading to faithful implementations. Although they do not constitute an orthonormal basis for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} , they still form a frame allowing stable expansions of arbitrary functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . One of the most important properties of shearlets is their ability to provide optimally sparse approximations (in the sense of optimality in ) for cartoon-like functions f {\displaystyle f} . In imaging sciences, cartoon-like functions serve as a model for anisotropic features and are compactly supported in [ 0 , 1 ] 2 {\displaystyle [0,1]^{2}} while being C 2 {\displaystyle C^{2}} apart from a closed piecewise C 2 {\displaystyle C^{2}} singularity curve with bounded curvature. The decay rate of the L 2 {\displaystyle L^{2}} -error of the N {\displaystyle N} -term shearlet approximation obtained by taking the N {\displaystyle N} largest coefficients from the shearlet expansion is in fact optimal up to a log-factor: ‖ f − f N ‖ L 2 2 ≤ C N − 2 ( log ⁡ N ) 3 , N → ∞ , {\displaystyle \|f-f_{N}\|_{L^{2}}^{2}\leq CN^{-2}(\log N)^{3},\quad N\to \infty ,} where the constant C {\displaystyle C} depends only on the maximum curvature of the singularity curve and the maximum magnitudes of f {\displaystyle f} , f ′ {\displaystyle f'} and f ″ . {\displaystyle f''.} This approximation rate significantly improves the best N {\displaystyle N} -term approximation rate of wavelets providing only O ( N − 1 ) {\displaystyle O(N^{-1})} for such class of functions. Shearlets are to date the only directional representation system that provides sparse approximation of anisotropic features while providing a unified treatment of the continuum and digital realm that allows faithful implementation. Extensions of shearlet systems to L 2 ( R d ) , d ≥ 2 {\displaystyle L^{2}(\mathbb {R} ^{d}),d\geq 2} are also available. A comprehensive presentation of the theory and applications of shearlets can be found in. == Definition == === Continuous shearlet systems === The construction of continuous shearlet systems is based on parabolic scaling matrices A a = [ a 0 0 a 1 / 2 ] , a > 0 {\displaystyle A_{a}={\begin{bmatrix}a&0\\0&a^{1/2}\end{bmatrix}},\quad a>0} as a means to change the resolution, on shear matrices S s = [ 1 s 0 1 ] , s ∈ R {\displaystyle S_{s}={\begin{bmatrix}1&s\\0&1\end{bmatrix}},\quad s\in \mathbb {R} } as a means to change the orientation, and finally on translations to change the positioning. In comparison to curvelets, shearlets use shearings instead of rotations, the advantage being that the shear operator S s {\displaystyle S_{s}} leaves the integer lattice invariant in case s ∈ Z {\displaystyle s\in \mathbb {Z} } , i.e., S s Z 2 ⊆ Z 2 . {\displaystyle S_{s}\mathbb {Z} ^{2}\subseteq \mathbb {Z} ^{2}.} This indeed allows a unified treatment of the continuum and digital realm, thereby guaranteeing a faithful digital implementation. For ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} the continuous shearlet system generated by ψ {\displaystyle \psi } is then defined as SH c o n t ⁡ ( ψ ) = { ψ a , s , t = a 3 / 4 ψ ( S s A a ( ⋅ − t ) ) ∣ a > 0 , s ∈ R , t ∈ R 2 } , {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )=\{\psi _{a,s,t}=a^{3/4}\psi (S_{s}A_{a}(\cdot -t))\mid a>0,s\in \mathbb {R} ,t\in \mathbb {R} ^{2}\},} and the corresponding continuous shearlet transform is given by the map f ↦ S H ψ f ( a , s , t ) = ⟨ f , ψ a , s , t ⟩ , f ∈ L 2 ( R 2 ) , ( a , s , t ) ∈ R > 0 × R × R 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(a,s,t)=\langle f,\psi _{a,s,t}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (a,s,t)\in \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} === Discrete shearlet systems === A discrete version of shearlet systems can be directly obtained from SH c o n t ⁡ ( ψ ) {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )} by discretizing the parameter set R > 0 × R × R 2 . {\displaystyle \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} There are numerous approaches for this but the most popular one is given by { ( 2 j , k , A 2 j − 1 S k − 1 m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } ⊆ R > 0 × R × R 2 . {\displaystyle \{(2^{j},k,A_{2^{j}}^{-1}S_{k}^{-1}m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\}\subseteq \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} From this, the discrete shearlet system associated with the shearlet generator ψ {\displaystyle \psi } is defined by SH ⁡ ( ψ ) = { ψ j , k , m = 2 3 j / 4 ψ ( S k A 2 j ⋅ − m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } , {\displaystyle \operatorname {SH} (\psi )=\{\psi _{j,k,m}=2^{3j/4}\psi (S_{k}A_{2^{j}}\cdot {}-m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\},} and the associated discrete shearlet transform is defined by f ↦ S H ψ f ( j , k , m ) = ⟨ f , ψ j , k , m ⟩ , f ∈ L 2 ( R 2 ) , ( j , k , m ) ∈ Z × Z × Z 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(j,k,m)=\langle f,\psi _{j,k,m}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (j,k,m)\in \mathbb {Z} \times \mathbb {Z} \times \mathbb {Z} ^{2}.} == Examples == Let ψ 1 ∈ L 2 ( R ) {\displaystyle \psi _{1}\in L^{2}(\mathbb {R} )} be a function satisfying the discrete Calderón condition, i.e., ∑ j ∈ Z | ψ ^ 1 ( 2 − j ξ ) | 2 = 1 , for a.e. ξ ∈ R , {\displaystyle \sum _{j\in \mathbb {Z} }|{\hat {\psi }}_{1}(2^{-j}\xi )|^{2}=1,{\text{for a.e. }}\xi \in \mathbb {R} ,} with ψ ^ 1 ∈ C ∞ ( R ) {\displaystyle {\hat {\psi }}_{1}\in C^{\infty }(\mathbb {R} )} and supp ⁡ ψ ^ 1 ⊆ [ − 1 2 , − 1 16 ] ∪ [ 1 16 , 1 2 ] , {\displaystyle \operatorname {supp} {\hat {\psi }}_{1}\subseteq [-{\tfrac {1}{2}},-{\tfrac {1}{16}}]\cup [{\tfrac {1}{16}},{\tfrac {1}{2}}],} where ψ ^ 1 {\displaystyle {\hat {\psi }}_{1}} denotes the Fourier transform of ψ 1 . {\displaystyle \psi _{1}.} For instance, one can choose ψ 1 {\displaystyle \psi _{1}} to be a Meyer wavelet. Furthermore, let ψ 2 ∈ L 2 ( R ) {\displaystyle \psi _{2}\in L^{2}(\mathbb {R} )} be such that ψ ^ 2 ∈ C ∞ ( R ) , {\displaystyle {\hat {\psi }}_{2}\in C^{\infty }(\mathbb {R} ),} supp ⁡ ψ ^ 2 ⊆ [ − 1 , 1 ] {\displaystyle \operatorname {supp} {\hat {\psi }}_{2}\subseteq [-1,1]} and ∑ k = − 1 1 | ψ ^ 2 ( ξ + k ) | 2 = 1 , for a.e. ξ ∈ [ − 1 , 1 ] . {\displaystyle \sum _{k=-1}^{1}|{\hat {\psi }}_{2}(\xi +k)|^{2}=1,{\text{for a.e. }}\xi \in \left[-1,1\right].} One typically chooses ψ ^ 2 {\displaystyle {\hat {\psi }}_{2}} to be a smooth bump function. Then ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} given by ψ ^ ( ξ ) = ψ ^ 1 ( ξ 1 ) ψ ^ 2 ( ξ 2 ξ 1 ) , ξ = ( ξ 1 , ξ 2 ) ∈ R 2 , {\displaystyle {\hat {\psi }}(\xi )={\hat {\psi }}_{1}(\xi _{1}){\hat {\psi }}_{2}\left({\tfrac {\xi _{2}}{\xi _{1}}}\right),\quad \xi =(\xi _{1},\xi _{2})\in \mathbb {R} ^{2},} is called a classical shearlet. It can be shown that the corresponding discrete shearlet system SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} constitutes a Parseval frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} consisting of bandlimited functions. Another example are compactly supported shearlet systems, where a compactly supported function ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} can be chosen so that SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} forms a frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} . In this case, all shearlet elements in SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} are compactly supported providing superior spatial localization compared to the classical shearlets, which are bandlimited. Although a compactly supported shearlet system does not generally form a Parseval frame, any function f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} can be represented by the shearlet expansion due to its frame property. == Cone-adapted shearlets == One drawback of shearlets defined as above is the directional bias of shearlet elements associated with large shearing parameters. This effect is already r

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  • AVT Statistical filtering algorithm

    AVT Statistical filtering algorithm

    AVT Statistical filtering algorithm is an approach to improving quality of raw data collected from various sources. It is most effective in cases when there is inband noise present. In those cases AVT is better at filtering data then, band-pass filter or any digital filtering based on variation of. Conventional filtering is useful when signal/data has different frequency than noise and signal/data is separated/filtered by frequency discrimination of noise. Frequency discrimination filtering is done using Low Pass, High Pass and Band Pass filtering which refers to relative frequency filtering criteria target for such configuration. Those filters are created using passive and active components and sometimes are implemented using software algorithms based on Fast Fourier transform (FFT). AVT filtering is implemented in software and its inner working is based on statistical analysis of raw data. When signal frequency/(useful data distribution frequency) coincides with noise frequency/(noisy data distribution frequency) we have inband noise. In this situations frequency discrimination filtering does not work since the noise and useful signal are indistinguishable and where AVT excels. To achieve filtering in such conditions there are several methods/algorithms available which are briefly described below. == Averaging algorithm == Collect n samples of data Calculate average value of collected data Present/record result as actual data == Median algorithm == Collect n samples of data Sort the data in ascending or descending order. Note that order does not matter Select the data that happen to be in n/2 position and present/record it as final result representing data sample == AVT algorithm == AVT algorithm stands for Antonyan Vardan Transform and its implementation explained below. Collect n samples of data Calculate the standard deviation and average value Drop any data that is greater or less than average ± one standard deviation Calculate average value of remaining data Present/record result as actual value representing data sample This algorithm is based on amplitude discrimination and can easily reject any noise that is not like actual signal, otherwise statistically different than 1 standard deviation of the signal. Note that this type of filtering can be used in situations where the actual environmental noise is not known in advance. Notice that it is preferable to use the median in above steps than average. Originally the AVT algorithm used average value to compare it with results of median on the data window. == Filtering algorithms comparison == Using a system that has signal value of 1 and has noise added at 0.1% and 1% levels will simplify quantification of algorithm performance. The R script is used to create pseudo random noise added to signal and analyze the results of filtering using several algorithms. Please refer to "Reduce Inband Noise with the AVT Algorithm" article for details. This graphs show that AVT algorithm provides best results compared with Median and Averaging algorithms while using data sample size of 32, 64 and 128 values. Note that this graph was created by analyzing random data array of 10000 values. Sample of this data is graphically represented below. From this graph it is apparent that AVT outperforms other filtering algorithms by providing 5% to 10% more accurate data when analyzing same datasets. Considering random nature of noise used in this numerical experiment that borderlines worst case situation where actual signal level is below ambient noise the precision improvements of processing data with AVT algorithm are significant. == AVT algorithm variations == === Cascaded AVT === In some situations better results can be obtained by cascading several stages of AVT filtering. This will produce singular constant value which can be used for equipment that has known stable characteristics like thermometers, thermistors and other slow acting sensors. === Reverse AVT === Collect n samples of data Calculate the standard deviation and average value Drop any data that is within one standard deviation ± average band Calculate average value of remaining data Present/record result as actual data This is useful for detecting minute signals that are close to background noise level. == Possible applications and uses == Use to filter data that is near or below noise level Used in planet detection to filter out raw data from the Kepler space telescope Filter out noise from sound sources where all other filtering methods (Low-pass filter, High-pass filter, Band-pass filter, Digital filter) fail. Pre-process scientific data for data analysis (Smoothness) before plotting see (Plot (graphics)) Used in SETI (Search for extraterrestrial intelligence) for detecting/distinguishing extraterrestrial signals from cosmic background Use AVT as image filtering algorithm to detect altered images. This image of Jupiter generated from this program, detecting alterations in original picture that was modified to be visually appealing by applying filters. Another version of this comparison is the Reverse AVT filter applied to the same original Jupiter Image, where we only see that altered portion as Noise that was eliminated by AVT algorithm. Use AVT as image filtering algorithm to estimate data density from images. Picture of Pillars of Creation Nebula shows data density in filtered images from Hubble and Webb. Note that image on the left has big patches of missing data marked with simpler color patterns.

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  • Organizational information theory

    Organizational information theory

    Organizational Information Theory (OIT) is a communication theory, developed by Karl Weick, offering systemic insight into the processing and exchange of information within organizations and among its members. Unlike the past structure-centered theory, OIT focuses on the process of organizing in dynamic, information-rich environments. Given that, it contends that the main activity of organizations is the process of making sense of equivocal information. Organizational members are instrumental to reduce equivocality and achieve sensemaking through some strategies — enactment, selection, and retention of information. With a framework that is interdisciplinary in nature, organizational information theory's desire to eliminate both ambiguity and complexity from workplace messaging builds upon earlier findings from general systems theory and phenomenology. == Inspiration and influence of pre-existing theories == 1. General Systems Theory The General Systems Theory, on its most basic premise, describes the phenomenon of a cohesive group of interrelated parts. When one part of the system is changed or affected, it will affect the system as a whole. Weick uses this theoretical framework from 1950 to influence his organizational information theory. Likewise, organizations can be viewed as a system of related parts that work together towards a common goal or vision. Applying this to Weick's organizational information theory, organizations must work to reduce ambiguity and complexity in the workplace to maximize cohesiveness and efficiency. Weick uses the term, coupling, to describe how organizations, like a system, can be composed of interrelated and dependent parts. Coupling looks at the relationship between people and work. There are two types of coupling: 1. Loose coupling Loose coupling describes that while people within the organization or system are connected and often work together, they do not depend on one another to continue or fully complete individual work. The dependencies are weak and workflow is flexible. For example, "if the whole Science department completely shuts down because all of teachers are sick or for whatsoever reason, the school can still continue to operate because other departments are still present." 2. Tight coupling Tight coupling describes when connections within an organization are strong and dependent. If one part of the organization is not operating correctly, the organization as a whole cannot continue to their fullest potential. " For instance, the format and ink section completely shuts down hence the succeeding steps cannot be continued, so the whole process of the organization will be dropped. Thus, components of a system are directly dependent on one another." 2. Theory of evolution The theory of evolution, by Charles Darwin, is a framework for survival of the fittest. According to Darwin, organisms attempt to adapt and live in an unforgiving environment. Those that are unsuccessful in adaptation do not survive, while the strong organisms continue to thrive and reproduce. Weick invokes inspiration from Darwin, to incorporate a biological perspective to his theory. It is natural for organizations to have to adapt to incoming information that often interfere with the preexisting environment. Organizations that are able to plan and alter strategies in accordance with their constant need of organizing and sense making, will survive and be the most successful. However, there is a notable difference between animal evolution and survival of the fittest in organizations, "A given animal is what it is; variation comes through mutation. But the nature of an organization can change when its members alter their behavior." == Assumptions == 1. Human organizations exist in an information environment Unlike senders and receivers models, OIT stands on the situational perspective. Karl Weick views a human organization as an open social system. People in that system develop a mechanism to establish goals, obtain and process information, or perceive the environment. In this process, people and the environment come to conclusions on "what's going on here?". Colville believes that this attributional process is retrospective. Take an education institution as an example. A university can obtain information regarding students' needs in numerous ways. It might create feedback section in its website. It could organize alumni panels or academic affairs to attract prospective students and collect concrete questions they are interested in. It may also conduct the survey or host focus group to get the information. After that, the staff of the university have to decide how to deal with these information, based on which, it has to set and accomplish its goals for current and prospective students. 2. The information an organization receives differs in terms of equivocality Weick posits that numerous feasible interpretations of reality exist when organizations process information. Their varying levels of understandability lead to different outcomes of information inputs. In other academic works, scholars tend to say that messages are uncertain or ambiguous. While according to OIT, messages are described to be equivocal. believes that people proactively exclude a number of possibilities to perceive what is going on in the environment. Due to OIT's situational perspective, the meanings of messages consist of the messages, the interpretations of receivers, and the interactional context. However, ambiguity and uncertainty can mean that a standard answer - the only one true objective interpretation - exists. Also, Weick emphasizes that "the equivocality is the engine that motivates people to organize". Maitlis and Christianson states that the equivocality trigger sensemaking for three reasons: environment jolts and organizational crises, threats to identity, and planned change interventions. 3. Human organizations engage in information processing to reduce equivocality of information Based upon the first two assumption, OIT proposes that information processing within organizations is a social activity. Sharing is the key feature of organizational information processing. In that particular context, members jointly make sense the reality by reducing equivocality. It other words, the sensemaking is a joint responsibility which includes numerous interdependent people to accomplish. In this process, organizations and its members combine actions and attributions together in order to find the balance between the complexity of thoughts and the simplicity of actions. Weick also proposes that people create their own environment though enactment, which is the action of making sense. This is because people have different perceptual schemas and selective perception, so people create different information environments. In creating different information environments, people can arrive at the same or close to the same understanding or solution through different thought processes and overall understanding. == Key concepts == === The organization === In order to place Weick's vision regarding Organizational Information Theory into proper working context, exploring his view regarding what constitutes the organization and how its individuals embody that construct might yield significant insights. From a fundamental standpoint, he shared a belief that organizational validation is derived---not through bricks and mortar, or locale—but from a series of events which enable entities to "collect, manage and use the information they receive." In elaborating further on what constitutes an organization during early writings outlining OIT, Weick said, "The word organization is a noun and it is also a myth. if one looks for an organization, one will not find it. What will be found is that there are events linked together, that transpire within concrete walls and these sequences, their pathways, their timing, are the forms we erroneously make into substances when we talk about an organization". When viewed in this modular fashion, the organization meets Weick's theoretical vision by encompassing parameters that are less bound by concrete, wood, and structural restraints and more by an ability to serve as a repository where information can be consistently and effectively channeled. Taking these defining characteristics into account, proper channel execution relies on maximization of messaging clarity, context, delivery and evolution through any system. One example as to how these interactions might unfold on a more granular level within these confines can be gleaned through Weick's double interact loop, which he considers the "building blocks of every organization". Simply put, double interacts describe interpersonal exchanges that, inherently, occur across the organizational chain of command and in life, itself. Thus: "An act occurs when you say something (Can I have a Popsicle?). An interact occurs when you say something and I respond ("No, it will spoil your dinner

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