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  • The Visualization Handbook

    The Visualization Handbook

    The Visualization Handbook is a textbook by Charles D. Hansen and Christopher R. Johnson that serves as a survey of the field of scientific visualization by presenting the basic concepts and algorithms in addition to a current review of visualization research topics and tools. It is commonly used as a textbook for scientific visualization graduate courses. It is also commonly cited as a reference for scientific visualization and computer graphics in published papers, with almost 500 citations documented on Google Scholar. == Table of Contents == PART I - Introduction Overview of Visualization - William J. Schroeder and Kenneth M. Martin PART II - Scalar Field Visualization: Isosurfaces Accelerated Isosurface Extraction Approaches -Yarden Livnat Time-Dependent Isosurface Extraction - Han-Wei Shen Optimal Isosurface Extraction - Paolo Cignoni, Claudio Montani, Robert Scopigno, and Enrico Puppo Isosurface Extraction Using Extrema Graphs - Takayuki Itoh and Koji Koyamada Isosurfaces and Level-Sets - Ross Whitaker PART III - Scalar Field Visualization: Volume Rendering Overview of Volume Rendering - Arie E. Kaufman and Klaus Mueller Volume Rendering Using Splatting - Roger Crawfis, Daqing Xue, and Caixia Zhang Multidimensional Transfer Functions for Volume Rendering - Joe Kniss, Gordon Kindlmann, and Charles D. Hansen Pre-Integrated Volume Rendering - Martin Kraus and Thomas Ertl Hardware-Accelerated Volume Rendering - Hanspeter Pfister PART IV - Vector Field Visualization Overview of Flow Visualization - Daniel Weiskopf and Gordon Erlebacher Flow Textures: High-Resolution Flow Visualization - Gordon Erlebacher, Bruno Jobard, and Daniel Weiskopf Detection and Visualization of Vortices - Ming Jiang, Raghu Machiraju, and David Thompson PART V - Tensor Field Visualization Oriented Tensor Reconstruction - Leonid Zhukov and Alan H. Barr Diffusion Tensor MRI Visualization - Song Zhang, David Laidlaw, and Gordon Kindlmann Topological Methods for Flow Visualization - Gerik Scheuermann and Xavier Tricoche PART VI - Geometric Modeling for Visualization 3D Mesh Compression - Jarek Rossignac Variational Modeling Methods for Visualization - Hans Hagen and Ingrid Hotz Model Simplification - Jonathan D. Cohen and Dinesh Manocha PART VII - Virtual Environments for Visualization Direct Manipulation in Virtual Reality - Steve Bryson The Visual Haptic Workbench - Milan Ikits and J. Dean Brederson Virtual Geographic Information Systems - William Ribarsky Visualization Using Virtual Reality - R. Bowen Loftin, Jim X. Chen, and Larry Rosenblum PART VIII - Large-Scale Data Visualization Desktop Delivery: Access to Large Datasets - Philip D. Heermann and Constantine Pavlakos Techniques for Visualizing Time-Varying Volume Data - Kwan-Liu Ma and Eric B. Lum Large-Scale Data Visualization and Rendering: A Problem-Driven Approach - Patrick McCormick and James Ahrens Issues and Architectures in Large-Scale Data Visualization - Constantine Pavlakos and Philip D. Heermann Consuming Network Bandwidth with Visapult - Wes Bethel and John Shalf PART IX - Visualization Software and Frameworks The Visualization Toolkit - William J. Schroeder and Kenneth M. Martin Visualization in the SCIRun Problem-Solving Environment - David M. Weinstein, Steven Parker, Jenny Simpson, Kurt Zimmerman, and Greg M. Jones Numerical Algorithms Group IRIS Explorer - Jeremy Walton AVS and AVS/Express - Jean M. Favre and Mario Valle Vis5D, Cave5D, and VisAD - Bill Hibbard Visualization with AVS - W. T. Hewitt, Nigel W. John, Matthew D. Cooper, K. Yien Kwok, George W. Leaver, Joanna M. Leng, Paul G. Lever, Mary J. McDerby, James S. Perrin, Mark Riding, I. Ari Sadarjoen, Tobias M. Schiebeck, and Colin C. Venters ParaView: An End-User Tool for Large-Data Visualization - James Ahrens, Berk Geveci, and Charles Law The Insight Toolkit: An Open-Source Initiative in Data Segmentation and Registration - Terry S. Yoo amira: A Highly Interactive System for Visual Data Analysis - Detlev Stalling, Malte Westerhoff, and Hans-Christian Hege PART X - Perceptual Issues in Visualization Extending Visualization to Perceptualization: The Importance of Perception in Effective Communication of Information - David S. Ebert Art and Science in Visualization - Victoria Interrante Exploiting Human Visual Perception in Visualization - Alan Chalmers and Kirsten Cater PART XI - Selected Topics and Applications Scalable Network Visualization - Stephen G. Eick Visual Data-Mining Techniques - Daniel A. Keim, Mike Sips, and Mihael Ankerst Visualization in Weather and Climate Research - Don Middleton, Tim Scheitlin, and Bob Wilhelmson Painting and Visualization - Robert M. Kirby, Daniel F. Keefe, and David Laidlaw Visualization and Natural Control Systems for Microscopy - Russell M. Taylor II, David Borland, Frederick P. Brooks, Jr., Mike Falvo, Kevin Jeffay, Gail Jones, David Marshburn, Stergios J. Papadakis, Lu-Chang Qin, Adam Seeger, F. Donelson Smith, Dianne Sonnenwald, Richard Superfine, Sean Washburn, Chris Weigle, Mary Whitton, Leandra Vicci, Martin Guthold, Tom Hudson, Philip Williams, and Warren Robinett Visualization for Computational Accelerator Physics - Kwan-Liu Ma, Greg Schussman, and Brett Wilson

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  • Artificial intelligence industry in China

    Artificial intelligence industry in China

    The roots of the development of artificial intelligence in the People's Republic of China started in the late 1970s following Deng Xiaoping's reform and opening up emphasizing science and technology as the country's primary productive force. The initial stages of China's AI development were slow and encountered significant challenges due to lack of resources and talent. At the beginning China was behind most Western countries in terms of AI development. A majority of the research was led by scientists who had received higher education abroad. Since 2006, the Chinese government has steadily developed a national agenda for artificial intelligence development and emerged as one of the leading nations in artificial intelligence research and development. In 2016, the Chinese Communist Party (CCP) released its 13th Five-Year Plan in which it aimed to become a global AI leader by 2030. As of 2025, China is considered to be a world leader in AI technology along with the United States. The State Council has a list of "national AI teams" including fifteen China-based companies, including Baidu, Tencent, Alibaba, SenseTime, and iFlytek. Each company should lead the development of a designated specialized AI sector in China, such as facial recognition, software/hardware, and speech recognition. China's rapid AI development has significantly impacted Chinese society in many areas, including the socio-economic, military, intelligence, and political spheres. Agriculture, transportation, accommodation and food services, and manufacturing are the top industries that would be the most impacted by further AI deployment. The private sector, university laboratories, and the military are working collaboratively in many aspects as there are few current existing boundaries. In 2021, China published the Data Security Law of the People's Republic of China, its first national law addressing AI-related ethical concerns. In October 2022, the United States federal government announced a series of export controls and trade restrictions intended to restrict China's access to advanced computer chips for AI applications. In 2023, the Cyberspace Administration of China issued guidelines requiring that AI content upholds the ideology of the CCP including Core Socialist Values, avoids discrimination, respects intellectual property rights, and safeguards user data. In 2025, the Chinese government issued a document regarding training data, requiring companies to use as little as data deemed "unsafe" as possible, as well as requiring companies to test models regularly. Concerns have been raised about the effects of the Chinese government's censorship regime on the development of generative artificial intelligence and long-term talent acquisition with state of the country's demographics. Others have noted that official notions of AI safety require following the priorities of the CCP and are antithetical to standards in democratic societies and raised concerns about the extension of China's system of mass surveillance and censorship abroad. == History == The Chinese term for artificial intelligence (réngōngzhìnéng 人工智能) connotes "humanmade" intelligence. The term developed as mid-20th century localisation of the Japanese term jinko chino. The research and development of artificial intelligence in China started in the 1980s, with the announcement by Deng Xiaoping of the importance of science and technology for China's economic growth. === Late 1970s to early 2010s === Chinese artificial intelligence research and development began in late 1970s after Deng Xiaoping's reform and opening up. China's first national conference on AI occurred in 1979. Academic journals in the late 1970s began publishing literature reviews of Western research on AI topics. In the 1980s, a group of Chinese scientists launched AI research led by Qian Xuesen and Wu Wenjun. However, during the time, China's society still had a generally conservative view towards AI. In the early 1980s, Science Press published translated versions of Western textbooks such as Patrick Winston's Artificial Intelligence and Nils John Nilsson's Principles of Artificial Intelligence. In 1980, a journal of the Chinese Academy of Sciences convened its first annual National Symposium on Artificial Intelligence, which included national and international scholars like Herbert A. Simon. The Chinese Association for Artificial Intelligence (CAAI) was founded in September 1981 and was authorized by the Ministry of Civil Affairs. CAAI has continued to be the largest AI association in China as of 2025. In 1982, CAAI began publishing the Artificial Intelligence Journal, which published early AI research by Chinese academics. In the 1980s, Chinese research on AI was influenced by the field of cybernetics, particularly the work of Norbert Weiner and his text Cybernetics: Or Control and Communication in the Animal and the Machine. Chinese researchers at the time sought to situate AI as part of a broader "Intelligence Science" field which would include disciplines like mathematics, computer science, cognitive science, social sciences, and philosophy. In 1987, Tsinghua University began a research publication on AI. Beginning in 1993, smart automation and intelligence have been part of China's national technology plan. Since the 2000s, the Chinese government has further expanded its research and development funds for AI and the number of government-sponsored research projects has dramatically increased. In 2006, China announced a policy priority for the development of artificial intelligence, which was included in the National Medium and Long Term Plan for the Development of Science and Technology (2006–2020), released by the State Council. In the same year, artificial intelligence was also mentioned in the 11th Five-Year Plan. In 2011, the Association for the Advancement of Artificial Intelligence (AAAI) established a branch in Beijing, China. At same year, the Wu Wenjun Artificial Intelligence Science and Technology Award was founded in honor of Chinese mathematician Wu Wenjun, and it became the highest award for Chinese achievements in the field of artificial intelligence. The first award ceremony was held on May 14, 2012. In 2013, the International Joint Conferences on Artificial Intelligence (IJCAI) was held in Beijing, marking the first time the conference was held in China. This event coincided with the Chinese government's announcement of the "Chinese Intelligence Year," a significant milestone in China's development of artificial intelligence. === Late 2010s to early 2020s === AI became a major issue of commercial, public, and political focus in China in the latter half of the 2010s. Various interpretations of the primary cause for this increased focus exist, with some analyses focusing on the 2016 Go match between Google's AlphaGo and Lee Sedol, others emphasising the U.S. increasing trade restrictions on China's technology industries and the desire to achieve national technological self-sufficiency. The State Council of China issued "A Next Generation Artificial Intelligence Development Plan" (State Council Document [2017] No. 35) on 20 July 2017. In the document, the CCP Central Committee and the State Council urged governing bodies in China to promote the development of artificial intelligence. Specifically, the plan described AI as a strategic technology that has become a "focus of international competition".:2 The document urged significant investment in a number of strategic areas related to AI and called for close cooperation between the state and private sectors. It set the goal of China becoming the preeminent country for AI research and application by 2030. During the general secretaryship of Xi Jinping, artificial intelligence has been a focus of the CCP's military-civil fusion efforts. On the occasion of Xi's speech at the first plenary meeting of the Central Military-Civil Fusion Development Committee (CMCFDC), scholars from the National Defense University wrote in the PLA Daily that the "transferability of social resources" between economic and military ends is an essential component to being a great power. During the Two Sessions 2017,"artificial intelligence plus" was proposed to be elevated to a strategic level. The same year witnessed the emergence of multiple application-level usages in the medical field according to reports. In 2018, Xinhua News Agency, in partnership with Tencent's subsidiary Sogou, launched its first artificial intelligence-generated news anchor. In 2018, the State Council budgeted $2.1 billion for an AI industrial park in Mentougou district. In order to achieve this the State Council stated the need for massive talent acquisition, theoretical and practical developments, as well as public and private investments. Some of the stated motivations that the State Council gave for pursuing its AI strategy include the potential of artificial intelligence for industrial transformation, better social

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  • Sieve of Pritchard

    Sieve of Pritchard

    In mathematics, the sieve of Pritchard is an algorithm for finding all prime numbers up to a specified bound. Like the ancient sieve of Eratosthenes, it has a simple conceptual basis in number theory. It is especially suited to quick hand computation for small bounds. Whereas the sieve of Eratosthenes marks off each non-prime for each of its prime factors, the sieve of Pritchard avoids considering almost all non-prime numbers by building progressively larger wheels, which represent the pattern of numbers not divisible by any of the primes processed thus far. It thereby achieves a better asymptotic complexity, and was the first sieve with a running time sublinear in the specified bound. Its asymptotic running-time has not been improved on, and it deletes fewer composites than any other known sieve. It was created in 1979 by Paul Pritchard. Since Pritchard has created a number of other sieve algorithms for finding prime numbers, the sieve of Pritchard is sometimes singled out by being called the wheel sieve (by Pritchard himself) or the dynamic wheel sieve. == Overview == A prime number is a natural number that has no natural number divisors other than the number 1 and itself. To find all the prime numbers less than or equal to a given integer N, a sieve algorithm examines a set of candidates in the range 2, 3, …, N, and eliminates those that are not prime, leaving the primes at the end. The sieve of Eratosthenes examines all of the range, first removing all multiples of the first prime 2, then of the next prime 3, and so on. The sieve of Pritchard instead examines a subset of the range consisting of numbers that occur on successive wheels, which represent the pattern of numbers left after each successive prime is processed by the sieve of Eratosthenes. For i > 0, the ith wheel Wi represents this pattern. It is the set of numbers between 1 and the product Pi = p1 · p2 ⋯ pi of the first i prime numbers that are not divisible by any of these prime numbers (and is said to have an associated length Pi). This is because adding Pi to a number does not change whether it is divisible by one of the first i prime numbers, since the remainder on division by any one of these primes is unchanged. So W1 = {1} with length P1 = 2 represents the pattern of odd numbers; W2 = {1,5} with length P2 = 6 represents the pattern of numbers not divisible by 2 or 3; etc. Wheels are so-called because Wi can be usefully visualized as a circle of circumference Pi with its members marked at their corresponding distances from an origin. Then rolling the wheel along the number line marks points corresponding to successive numbers not divisible by one of the first i prime numbers. The animation shows W2 being rolled up to 30. It is useful to define Wi → n for n > 0 to be the result of rolling Wi up to n. Then the animation generates W2 → 30 = {1,5,7,11,13,17,19,23,25,29}. Note that up to 52 − 1 = 24, this consists only of 1 and the primes between 5 and 25. The sieve of Pritchard is derived from the observation that this holds generally: for all i > 0, the values in Wi → (p2i+1 − 1) are 1 and the primes between pi+1 and p2i+1. It even holds for i = 0, where the wheel has length 1 and contains just 1 (representing all the natural numbers). So the sieve of Pritchard starts with the trivial wheel W0 and builds successive wheels until the square of the wheel's first member after 1 is at least N. Wheels grow very quickly, but only their values up to N are needed and generated. It remains to find a method for generating the next wheel. Note in the animation that W3 = {1,5,7,11,13,17,19,23,25,29} − {5 · 1 , 5 · 5} can be obtained by rolling W2 up to 30 and then removing 5 times each member of W2.This also holds generally: for all i ≥ 0, Wi+1 = (Wi → Pi+1) − {pi+1 · w | w ∈ Wi}. Rolling Wi past Pi just adds values to Wi, so the current wheel is first extended by getting each successive member starting with w = 1, adding Pi to it, and inserting the result in the set. Then the multiples of pi+1 are deleted. Care must be taken to avoid a number being deleted that itself needs to be multiplied by pi+1. The sieve of Pritchard as originally presented does so by first skipping past successive members until finding the maximum one needed, and then doing the deletions in reverse order by working back through the set. This is the method used in the first animation above. A simpler approach is just to gather the multiples of pi+1 in a list, and then delete them. Another approach is given by Gries and Misra. If the main loop terminates with a wheel whose length is less than N, it is extended up to N to generate the remaining primes. The algorithm, for finding all primes up to N, is therefore as follows: Start with a set W = {1} and length = 1 representing wheel 0, and prime p = 2. As long as p2 ≤ N, do the following: if length < N, then extend W by repeatedly getting successive members w of W starting with 1 and inserting length + w into W as long as it does not exceed p · length or N; increase length to the minimum of p · length and N. repeatedly delete p times each member of W by first finding the largest ≤ length and then working backwards. note the prime p, then set p to the next member of W after 1 (or 3 if p was 2). if length < N, then extend W to N by repeatedly getting successive members w of W starting with 1 and inserting length + w into W as long as it does not exceed N; On termination, the rest of the primes up to N are the members of W after 1. === Example === To find all the prime numbers less than or equal to 150, proceed as follows. Start with wheel 0 with length 1, representing all natural numbers 1, 2, 3...: 1 The first number after 1 for wheel 0 (when rolled) is 2; note it as a prime. Now form wheel 1 with length 2 × 1 = 2 by first extending wheel 0 up to 2 and then deleting 2 times each number in wheel 0, to get: 1 2 The first number after 1 for wheel 1 (when rolled) is 3; note it as a prime. Now form wheel 2 with length 3 × 2 = 6 by first extending wheel 1 up to 6 and then deleting 3 times each number in wheel 1, to get 1 2 3 5 The first number after 1 for wheel 2 is 5; note it as a prime. Now form wheel 3 with length 5 × 6 = 30 by first extending wheel 2 up to 30 and then deleting 5 times each number in wheel 2 (in reverse order), to get 1 2 3 5 7 11 13 17 19 23 25 29 The first number after 1 for wheel 3 is 7; note it as a prime. Now wheel 4 has length 7 × 30 = 210, so we only extend wheel 3 up to our limit 150. (No further extending will be done now that the limit has been reached.) We then delete 7 times each number in wheel 3 until we exceed our limit 150, to get the elements in wheel 4 up to 150: 1 2 3 5 7 11 13 17 19 23 25 29 31 37 41 43 47 49 53 59 61 67 71 73 77 79 83 89 91 97 101 103 107 109 113 119 121 127 131 133 137 139 143 149 The first number after 1 for this partial wheel 4 is 11; note it as a prime. Since we have finished with rolling, we delete 11 times each number in the partial wheel 4 until we exceed our limit 150, to get the elements in wheel 5 up to 150: 1 2 3 5 7 11 13 17 19 23 25 29 31 37 41 43 47 49 53 59 61 67 71 73 77 79 83 89 91 97 101 103 107 109 113 119 121 127 131 133 137 139 143 149 The first number after 1 for this partial wheel 5 is 13. Since 13 squared is at least our limit 150, we stop. The remaining numbers (other than 1) are the rest of the primes up to our limit 150. Just 8 composite numbers are removed, once each. The rest of the numbers considered (other than 1) are prime. In comparison, the natural version of Eratosthenes sieve (stopping at the same point) removes composite numbers 184 times. == Pseudocode == The sieve of Pritchard can be expressed in pseudocode, as follows: algorithm Sieve of Pritchard is input: an integer N >= 2. output: the set of prime numbers in {1,2,...,N}. let W and Pr be sets of integer values, and all other variables integer values. k, W, length, p, Pr := 1, {1}, 2, 3, {2}; {invariant: p = pk+1 and W = Wk ∩ {\displaystyle \cap } {1,2,...,N} and length = minimum of Pk,N and Pr = the primes up to pk} while p2 <= N do if (length < N) then Extend W,length to minimum of plength,N; Delete multiples of p from W; Insert p into Pr; k, p := k+1, next(W, 1) if (length < N) then Extend W,length to N; return Pr ∪ {\displaystyle \cup } W - {1}; where next(W, w) is the next value in the ordered set W after w. procedure Extend W,length to n is {in: W = Wk and length = Pk and n > length} {out: W = Wk → {\displaystyle \rightarrow } n and length = n} integer w, x; w, x := 1, length+1; while x <= n do Insert x into W; w := next(W,w); x := length + w; length := n; procedure Delete multiples of p from W,length is integer w; w := p; while pw <= length do w := next(W,w); while w > 1 do w := prev(W,w); Remove pw from W; where prev(W, w) is the previous value in the ordered set W before w. The algorithm can be initialized with W0 instead of W1 at the minor complication of making next(W, 1) a special case when k = 0. This a

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  • Artificial intelligence in architecture

    Artificial intelligence in architecture

    Artificial intelligence in architecture is the use of artificial intelligence in automation, design, and planning in the architectural process or in assisting human skills in the field of architecture. AI has been used by some architects for design, and has been proposed as a way to automate planning and routine tasks in the field. == Implications == === Benefits === Artificial intelligence, according to ArchDaily, is said to potentially significantly augment the architectural profession through its ability to improve the design and planning process as well as increasing productivity. Through its ability to handle a large amount of data, AI is said to potentially allow architects a range of design choices with criteria considerations such as budget, requirements adjusted to space, and sustainability goals calculated as part of the design process. ArchDaily said this may allow the design of optimized alternatives that can then undergo human review. AI tools are also said to potentially allow architects to assimilate urban and environmental data to inform their designs, streamlining initial stages of project planning and increasing efficiency and productivity. The advances in generative design through the input of specific prompts allow architects to produce visual designs, including photorealistic images, and thus render and explore various material choices and spatial configurations. ArchDaily noted this could speed the creative process as well as allow for experimentation and sophistication in the design. Additionally, AI's capacity for pattern recognition and coding could aid architects in organizing design resources and developing custom applications, thus enhancing the efficiency and collaboration between both architects and AI. AI is thought to also be able to contribute to the sustainability of buildings by analyzing various factors and following recommended energy-efficient modifications, thus pushing the industry towards greener practices. The use of AI in building maintenance, project management, and the creation of immersive virtual reality experiences are also thought of as potentially augmenting the architectural design process and workflow. Examples include the use of text-to-image systems such as Midjourney to create detailed architectural images, and the use of AI optimization systems from companies such as Finch3D and Autodesk to automatically generate floor plans from simple programmatic inputs. In contrast to digital-only creative practices, the high materiality of architectural outputs requires transitions from ephemeral digital files to permanent physical structures that are subject to strict safety regulations, material constraints, sensory intuition, and site-specific cultural contexts, making full automation difficult. Early adopters such as architect Stephen Coorlas have actively challenged the boundaries of architectural practice through AI. His early experimental initiative, Speculations on AI and Architecture, confronts the discipline's traditional workflows by training text-to-image AI tools such as Midjourney, Luma AI, and PromeAI to generate more nuanced architectural illustrations including construction documents, architectural details, and assembly sequences for various structures. Coorlas inputs precise terminology and architectural language to provoke the AI into producing axonometric drawings that resemble conventional documentation, then experiments with animating the outputs using AI generated depth maps and other AI image-to-3D wireframe tools. Stephen's inventive process invites architects and designers to reconsider authorship, automation, and the future of visual communication in the built environment. Rather than treating AI as a peripheral tool, Stephen has advocated for AI to be a speculative collaborator capable of engaging with discipline-specific challenges. His work contributes to the growing discourse on generative design, parametric optimization, and the philosophical implications of machine-assisted creativity raising urgent questions about how such technologies will reshape architectural agency, precision, and pedagogy. Another prominent advocate is Architect Andrew Kudless, who in an interview to Dezeen recounted that he uses AI to innovate in architectural design by incorporating materials and scenes not usually present in initial plans, which he believes can significantly alter client presentations. He told Dezeen he believes one should show clients renderings from the onset, with AI assisting in this work, arguing that changes in design should be a positive aspect of the client-designer relationship by actively involving clients in the process. Additionally, Kudless highlighted the AI's potential to facilitate labor in architectural firms, particularly in automating rendering tasks, thus reducing the workload on junior staff while maintaining control over the creative output. === Emergent aesthetics === In an interview for the AItopia series to Dezeen, designer Tim Fu discussed the transformative potential of AI in architecture, and proposed a future where AI could herald a "neoclassical futurist" style, blending the grandeur of classical aesthetics with futuristic design. Through his collaborative project, The AI Stone Carver, Fu showcased how AI can innovate traditional practices by generating design concepts that are then realized through human craftsmanship, such as stone carving by mason Till Apfel. This approach, he believed, celebrated the fusion of diverse architectural styles and also emphasized the unique capabilities of AI in enhancing creative design processes. Fu told Dezeen he envisions the integration of AI in design as a means to revive the ornamentation and detailed aesthetics characteristic of classical architecture, moving away from minimalism, which he said dominates contemporary architecture. He argued that AI's involvement in the ideation phase of design allows for a reversal in the roles of machine and human, enabling architects and designers to focus on creating more intricate and ornamental structures. Fu's optimistic outlook extended to the broader impact of AI on the architectural field, seeing it as an indispensable tool that will shift rather than replace human roles, enriching the field with innovative designs that pay homage to the beauty and qualities of classical architecture not present in contemporary architecture while embracing new technologies. This perspective resonates with designers like Manas Bhatia, whose explorations similarly embrace generative AI as a co-creator and a medium to express ideas, blend architectural traditions, and speculate spatial futures. === Concerns === As AI continues to expand its presence across various industries, its impact on the architectural profession has become a topic of growing discussion. These discussions focus on how AI processes may influence traditional architectural practices, potentially altering job roles, and shaping the nature of creativity. While AI-driven processes may increase efficiency in some aspects of the profession, they also raise questions about the potential loss of unique design perspectives. These thoughts have been countered by many prominent creative figures in the realm of AI architecture, such as Stephen Coorlas, Tim Fu, Hassan Ragab, and Manas Bhatia who have showcased the amplification of creativity in design and potential benefits in terms of restoring creative power to the designer. A key concern is that AI-powered tools could diminish the need for human involvement in specific tasks traditionally performed by architects. This has led to speculation that the profession may increasingly shift toward roles focused on oversight, coordination, and strategic decision-making rather than hands-on design work. In some design scenarios, algorithmically generated solutions can be adjusted to prioritize efficiency and cost-effectiveness, which some argue may overshadow the creative and contextual nuances that define individual architectural styles. As with any discipline though, it has been determined that AI can be configured to provide beneficial results based on inputs and end goals the architect or designer assigns it. There are also concerns about the potential for AI to exacerbate inequalities within the architectural profession. For instance, larger firms with greater resources to invest in advanced AI technologies may gain a competitive edge over smaller firms and independent architects. This dynamic could contribute to industry consolidation, potentially limiting the diversity of architectural practice and stifling innovation. Ethical considerations in regard to cultural sensitivity have also been raised due to the datasets used to train AI. Without proper vetting of data or implementing failsafe overrides, AI generated outcomes can trend toward overly documented and prioritized content.

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  • AVS Video Editor

    AVS Video Editor

    AVS Video Editor is a video editing software published by Online Media Technologies Ltd. It is a part of AVS4YOU software suite which includes video, audio, image editing and conversion, disc editing and burning, document conversion and registry cleaner programs. It offers the opportunity to create and edit videos with a vast variety of video and audio effects, text and transitions; capture video from screen, web or DV cameras and VHS tape; record voice; create menus for discs, as well as to save them to plenty of video file formats, burn to discs or publish on Facebook, YouTube, Flickr, etc. == Description == === Interface === The layout consists of the timeline or storyboard view, preview pane and media library (transitions, video effects, text or disc menus) collections. The storyboard view shows the sequence of video clips with the transitions between them and used to change the order of clips or add transitions. Timeline view consists of main video, audio, effects, video overlay and text lines for editing. Once on the timeline video can be duplicated, split, muted, frozen, cropped, stabilized, its speed can be slowed down or increased, audio and color corrected. === Importing footage === Video, audio and image files necessary for video project can be imported into the program from computer hard disk drive. User can also capture video from computer screen, web or mini DV camera, as well as from VHS tape, record voice. === Output (web, device, disc, format) === AVS Video Editor gives the opportunity to save video to a computer hard drive to one of the video formats: AVI, DVD, Blu-ray, MOV, MP4, M4V, MPEG, WMV, MKV, WebM, M2TS, TS, FLV, SWF, RM, 3GP, GIF, DPG, AMV, MTV; burn to DVD or Blu-ray disc with menus; create a video for mobile players, mobile phones or gaming consoles and upload it right to the device. The most popular devices such as Apple iPod, Apple iPhone, Apple iPad, Sony PSP, Samsung Galaxy, Android and BlackBerry smartphones and tablets are supported. There is also an option to create a video that can be streamed via web and save it into Flash or WebM format or for the popular web services: YouTube, Facebook, Telly (Twitvid), Dailymotion, Flickr and Dropbox. === Features === Single and multithread modes: if a computer supports multi-threading, video creation process is performed faster in multithread mode, especially on a multi-core system. Customization of the output file settings, such as bitrate, frame rate, frame size, video and audio codecs, etc. Transitions - help video clips smoothly go into one another, dissolve or overlap two video or image files. Fade in and fade out video and audio files - dissolve a video to and from a blank image, reduce the audio volume at the end of the video and increase at the beginning. Slideshow creation - create a presentation of a series of still images. Voice recording Projects - once a project is created and saved, the next time saving video to some other format will be fast, projects are also used if a user do not have a possibility to create, edit and save video all at once. Video overlay option - superpose video image over the video clip that is being edited. Disk menu and chapters creation - an option for DVD and Blu-ray video. Freeze frame - make a still shot from a video clip. Stabilization feature - reduce jittering or blurring caused by shaky motions of a camera. Enhanced deinterlacing method - increase video quality for interlaced input file - spots and blurred areas are compensated. Scene detection - search and separate one scene of the video from the other. Loop DVD and SWF - output SWF and DVD video are played back continuously. Caching for processing high definition files - create a duplicate video file smaller in size to use it on the preview window and accelerate processing of HD files. Chroma key option - add video overlay half transparent so that only part of it is visible and all the rest disappears to reveal the video underneath. Capture video material from DV tapes, VHS tapes, web cameras, etc. Movie closing credits - add information on movie editing, e.g. crew, cast, data, etc. Creeping line, subtitles, text - add different captions (static and animated), shapes and images to video. Speech balloons and other graphic objects - geometrical shapes to highlight an object in the video. Zoom effect - magnify or reduce the view of the image. Rotate effect - rotate video image at different degrees, e.g. 90, 180, etc. Grayscale and old movie effects - create a black and white video image. Old movie adds also scratches, noise, shake and dust to video, as if it's being played on an old projector. Blur and sharpen effects - visually smooth and soften an image, or make video image better focused. Snow and particles effects - adds snow or various objects (bubbles, flowers, leaves, butterflies etc.) that are moving, flying or falling on the video. Pan and zoom Timer, countdown effects - add a timepiece that measures or counts down a time interval to the video being edited. Snapshots - capture a particular moment of a video clip. Sound track replacement - mute audio track from video and add another one. Audio amplify, noise removal, equalizer, etc. - make video sound louder, attenuate the noise, change frequency pattern of the audio, make some other audio adjustments. Trim and multi-trim options - change video clip duration cutting out unnecessary parts or detect scenes and cut out parts in any place of the video clip. Color correction (brightness, temperature, contrast, saturation, gamma, etc.) effects - allow adjustment of tonal range, color, and sharpness of video files. Crop scale effect - get rid of mattes that appear after changing aspect ratio of a video file. Adjusting the Playback Speed Volume and balance - change sound volume in the output video. Change volume value proportion for main video and added soundtrack, completely mute main video audio and leave added soundtrack only, etc. === Utilities embedded into AVS Video Editor === AVS Mobile Uploader is used to transfer edited and converted media files to portable devices via Bluetooth, Infrared or USB connection. AVS Video Burner is used to burn converted video files to different disc types: CD, DVD, Blu-ray. AVS Video Recorder is used to capture video from analog video sources and supports different types of devices: capture card, web camera (webcam), DV camera, HDV camera. AVS Video Uploader is used to transfer video files to popular video-sharing websites, like Facebook, Dailymotion, YouTube, Photobucket, TwitVid, MySpace, Flickr. AVS Screen Capture is used to capture any actions on the desktop to make presentations or video tutorials more vivid and easily comprehensible. == Important upgrades == The initial release of AVS Video Editor was in 2003 when the program was offered inside AVS software bundles together with AVS Video Tools, AVS Audio Tools and DVD Copy software. In 2005 the program is offered as a part of multifunctional AVS4YOU software suite. AVS Video Editor is frequently updated. The main updates include adding several important features for video editing

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  • Point-in-time recovery

    Point-in-time recovery

    Point-in-time recovery (PITR) in the context of computers involves systems, often databases, whereby an administrator can restore or recover a set of data or a particular setting from a time in the past. Note for example Windows's capability to restore operating-system settings from a past date (for instance, before data corruption occurred). Time Machine for macOS provides another example of point-in-time recovery. Once PITR logging starts for a PITR-capable database, a database administrator can restore that database from backups to the state that it had at any time since.

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  • KiSAO

    KiSAO

    The Kinetic Simulation Algorithm Ontology (KiSAO) supplies information about existing algorithms available for the simulation of systems biology models, their characterization and interrelationships. KiSAO is part of the BioModels.net project and of the COMBINE initiative. == Structure == KiSAO consists of three main branches: simulation algorithm simulation algorithm characteristic simulation algorithm parameter The elements of each algorithm branch are linked to characteristic and parameter branches using has characteristic and has parameter relationships accordingly. The algorithm branch itself is hierarchically structured using relationships which denote that the descendant algorithms were derived from, or specify, more general ancestors.

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  • Synthetic data

    Synthetic data

    Synthetic data are artificially generated data not produced by real-world events. Typically created using algorithms, synthetic data can be deployed to validate mathematical models and to train machine learning models. Data generated by a computer simulation can be seen as synthetic data. This encompasses most applications of physical modeling, such as music synthesizers or flight simulators. The output of such systems approximates the real thing, but is fully algorithmically generated. Synthetic data is used in a variety of fields as a filter for information that would otherwise compromise the confidentiality of particular aspects of the data. In many sensitive applications, datasets theoretically exist but cannot be released to the general public; synthetic data sidesteps the privacy issues that arise from using real consumer information without permission or compensation. == Usefulness == Synthetic data is generated to meet specific needs or certain conditions that may not be found in the original, real data. One of the hurdles in applying up-to-date machine learning approaches for complex scientific tasks is the scarcity of labeled data, a gap effectively bridged by the use of synthetic data, which closely replicates real experimental data. This can be useful when designing many systems, from simulations based on theoretical value, to database processors, etc. This helps detect and solve unexpected issues such as information processing limitations. Synthetic data are often generated to represent the authentic data and allows a baseline to be set. Another benefit of synthetic data is to protect the privacy and confidentiality of authentic data, while still allowing for use in testing systems. Computer security experts claim generated synthetic data "... enables us to create realistic behavior profiles for users and attackers. The data is used to train the fraud detection system itself, thus creating the necessary adaptation of the system to a specific environment." In defense and military contexts, synthetic data is seen as a potentially valuable tool to develop and improve complex AI systems, particularly in contexts where high-quality real-world data is scarce. At the same time, synthetic data together with the testing approach can give the ability to model real-world scenarios. == History == Scientific modelling of physical systems has a long history that runs concurrent with the history of physics. For example, research into synthesis of audio and voice can be traced back to the 1930s and before, driven forward by the developments of the telephone and audio recording technologies. Digitization gave rise to software synthesizers from the 1970s onwards. In the context of privacy-preserving statistical analysis, in 1993, the idea of original fully synthetic data was created by Donald Rubin. Rubin originally designed this to synthesize the Decennial Census long form responses for the short form households. He then released samples that did not include any actual long form records - in this he preserved anonymity of the household. Later that year, the idea of original partially synthetic data was created by Little. Little used this idea to synthesize the sensitive values on the public use file. A 1993 work fitted a statistical model to 60,000 MNIST digits, then it was used to generate over 1 million examples. Those were used to train a LeNet-4 to reach state of the art performance. In 1994, Stephen Fienberg introduced 'critical refinement', in which a parametric posterior predictive distribution (instead of a Bayes bootstrap) is used to do the sampling. Later, other important contributors to the development of synthetic data generation were Trivellore Raghunathan, Jerry Reiter, Donald Rubin, John M. Abowd, and Jim Woodcock. Collectively they came up with a solution for how to treat partially synthetic data with missing data. Similarly, they developed the technique of Sequential Regression Multivariate Imputation. == Calculations == Researchers test the framework on synthetic data, which is "the only source of ground truth on which they can objectively assess the performance of their algorithms". Synthetic data can be generated through the use of random lines, having different orientations and starting positions. Datasets can get fairly complicated. A more complicated dataset can be generated by using a synthesizer build. To create a synthesizer build, first use the original data to create a model or equation that fits the data the best. This model or equation will be called a synthesizer build. This build can be used to generate more data. Constructing a synthesizer build involves constructing a statistical model. In a linear regression line example, the original data can be plotted, and a best fit linear line can be created from the data. This line is a synthesizer created from the original data. The next step will be generating more synthetic data from the synthesizer build or from this linear line equation. In this way, the new data can be used for studies and research, and it protects the confidentiality of the original data. David Jensen from the Knowledge Discovery Laboratory explains how to generate synthetic data: "Researchers frequently need to explore the effects of certain data characteristics on their data model." To help construct datasets exhibiting specific properties, such as auto-correlation or degree disparity, proximity can generate synthetic data having one of several types of graph structure: random graphs that are generated by some random process; lattice graphs having a ring structure; lattice graphs having a grid structure, etc. In all cases, the data generation process follows the same process: Generate the empty graph structure. Generate attribute values based on user-supplied prior probabilities. Since the attribute values of one object may depend on the attribute values of related objects, the attribute generation process assigns values collectively. == Applications == === Fraud detection and confidentiality systems === Testing and training fraud detection and confidentiality systems are devised using synthetic data. Specific algorithms and generators are designed to create realistic data, which then assists in teaching a system how to react to certain situations or criteria. For example, intrusion detection software is tested using synthetic data. This data is a representation of the authentic data and may include intrusion instances that are not found in the authentic data. The synthetic data allows the software to recognize these situations and react accordingly. If synthetic data was not used, the software would only be trained to react to the situations provided by the authentic data and it may not recognize another type of intrusion. === Scientific research === Researchers doing clinical trials or any other research may generate synthetic data to aid in creating a baseline for future studies and testing. Real data can contain information that researchers may not want released, so synthetic data is sometimes used to protect the privacy and confidentiality of a dataset. Using synthetic data reduces confidentiality and privacy issues since it holds no personal information and cannot be traced back to any individual. Beyond privacy protection, synthetic data is also being explored for methodological innovation in drug development. For instance, synthetic data may be used to construct synthetic control arms as an alternative to conventional external control arms based on real-world data (RWD) or randomized controlled trials (RCTs). Collectively, regulatory agencies such as the FDA and EMA appear to be at various stages of recognizing and integrating AI-generated synthetic data into their methodologies. While there is growing consensus on the potential of such data to support model development and the broader lifecycle of medicinal products, to date no drug or medical device has been approved using solely or predominantly synthetic data—particularly not as a comparator arm generated entirely via data-driven algorithms. The quality and statistical handling of synthetic data are expected to become more prominent in future regulatory discussions, particularly in contexts such as predictive modeling (e.g., digital twins), where innovative approaches have already been referenced. === Machine learning === Synthetic data is increasingly being used for machine learning applications: a model is trained on a synthetically generated dataset with the intention of transfer learning to real data. Efforts have been made to enable more data science experiments via the construction of general-purpose synthetic data generators, such as the Synthetic Data Vault. In general, synthetic data has several natural advantages: once the synthetic environment is ready, it is fast and cheap to produce as much data as needed; synthetic data can have perfectly accurate labels, including labeling that may be very expensive or impo

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  • Neural field

    Neural field

    In machine learning, a neural field (also known as implicit neural representation, neural implicit, or coordinate-based neural network), is a mathematical field that is fully or partially parametrized by a neural network. Initially developed to tackle visual computing tasks, such as rendering or reconstruction (e.g., neural radiance fields), neural fields emerged as a promising strategy to deal with a wider range of problems, including surrogate modelling of partial differential equations, such as in physics-informed neural networks. Differently from traditional machine learning algorithms, such as feed-forward neural networks, convolutional neural networks, or transformers, neural fields do not work with discrete data (e.g. sequences, images, tokens), but map continuous inputs (e.g., spatial coordinates, time) to continuous outputs (i.e., scalars, vectors, etc.). This makes neural fields not only discretization independent, but also easily differentiable. Moreover, dealing with continuous data allows for a significant reduction in space complexity, which translates to a much more lightweight network. == Formulation and training == According to the universal approximation theorem, provided adequate learning, sufficient number of hidden units, and the presence of a deterministic relationship between the input and the output, a neural network can approximate any function to any degree of accuracy. Hence, in mathematical terms, given a field y = Φ ( x ) {\textstyle {\boldsymbol {y}}=\Phi ({\boldsymbol {x}})} , with x ∈ R n {\displaystyle {\boldsymbol {x}}\in \mathbb {R} ^{n}} and y ∈ R m {\displaystyle {\boldsymbol {y}}\in \mathbb {R} ^{m}} , a neural field Ψ θ {\displaystyle \Psi _{\theta }} , with parameters θ {\displaystyle {\boldsymbol {\theta }}} , is such that: Ψ θ ( x ) = y ^ ≈ y {\displaystyle \Psi _{\theta }({\boldsymbol {x}})={\hat {\boldsymbol {y}}}\approx {\boldsymbol {y}}} === Training === For supervised tasks, given N {\displaystyle N} examples in the training dataset (i.e., ( x i , y i ) ∈ D t r a i n , i = 1 , … , N {\displaystyle ({\boldsymbol {x_{i}}},{\boldsymbol {y_{i}}})\in {\mathcal {D_{train}}},i=1,\dots ,N} ), the neural field parameters can be learned by minimizing a loss function L {\displaystyle {\mathcal {L}}} (e.g., mean squared error). The parameters θ ~ {\displaystyle {\tilde {\theta }}} that satisfy the optimization problem are found as: θ ~ = argmin θ 1 N ∑ ( x i , y i ) ∈ D t r a i n L ( Ψ θ ( x i ) , y i ) {\displaystyle {\tilde {\boldsymbol {\theta }}}={\underset {\boldsymbol {\theta }}{\text{argmin}}}\;{\frac {1}{N}}\sum _{({\boldsymbol {x_{i}}},{\boldsymbol {y_{i}}})\in {\mathcal {D_{train}}}}{\mathcal {L}}(\Psi _{\theta }({\boldsymbol {x}}_{i}),{\boldsymbol {y}}_{i})} Notably, it is not necessary to know the analytical expression of Φ {\displaystyle \Phi } , for the previously reported training procedure only requires input-output pairs. Indeed, a neural field is able to offer a continuous and differentiable surrogate of the true field, even from purely experimental data. Moreover, neural fields can be used in unsupervised settings, with training objectives that depend on the specific task. For example, physics-informed neural networks may be trained on just the residual. === Spectral bias === As for any artificial neural network, neural fields may be characterized by a spectral bias (i.e., the tendency to preferably learn the low frequency content of a field), possibly leading to a poor representation of the ground truth. In order to overcome this limitation, several strategies have been developed. For example, SIREN uses sinusoidal activations, while the Fourier-features approach embeds the input through sines and cosines. == Conditional neural fields == In many real-world cases, however, learning a single field is not enough. For example, when reconstructing 3D vehicle shapes from Lidar data, it is desirable to have a machine learning model that can work with arbitrary shapes (e.g., a car, a bicycle, a truck, etc.). The solution is to include additional parameters, the latent variables (or latent code) z ∈ R d {\displaystyle {\boldsymbol {z}}\in \mathbb {R} ^{d}} , to vary the field and adapt it to diverse tasks. === Latent code production === When dealing with conditional neural fields, the first design choice is represented by the way in which the latent code is produced. Specifically, two main strategies can be identified: Encoder: the latent code is the output of a second neural network, acting as an encoder. During training, the loss function is the objective used to learn the parameters of both the neural field and the encoder. Auto-decoding: each training example has its own latent code, jointly trained with the neural field parameters. When the model has to process new examples (i.e., not originally present in the training dataset), a small optimization problem is solved, keeping the network parameters fixed and only learning the new latent variables. Since the latter strategy requires additional optimization steps at inference time, it sacrifices speed, but keeps the overall model smaller. Moreover, despite being simpler to implement, an encoder may harm the generalization capabilities of the model. For example, when dealing with a physical scalar field f : R 2 → R {\displaystyle f:\mathbb {R} ^{2}\rightarrow \mathbb {R} } (e.g., the pressure of a 2D fluid), an auto-decoder-based conditional neural field can map a single point to the corresponding value of the field, following a learned latent code z {\displaystyle {\boldsymbol {z}}} . However, if the latent variables were produced by an encoder, it would require access to the entire set of points and corresponding values (e.g. as a regular grid or a mesh graph), leading to a less robust model. === Global and local conditioning === In a neural field with global conditioning, the latent code does not depend on the input and, hence, it offers a global representation (e.g., the overall shape of a vehicle). However, depending on the task, it may be more useful to divide the domain of x {\displaystyle {\boldsymbol {x}}} in several subdomains, and learn different latent codes for each of them (e.g., splitting a large and complex scene in sub-scenes for a more efficient rendering). This is called local conditioning. === Conditioning strategies === There are several strategies to include the conditioning information in the neural field. In the general mathematical framework, conditioning the neural field with the latent variables is equivalent to mapping them to a subset θ ∗ {\displaystyle {\boldsymbol {\theta }}^{}} of the neural field parameters: θ ∗ = Γ ( z ) {\displaystyle {\boldsymbol {\theta }}^{}=\Gamma ({\boldsymbol {z}})} In practice, notable strategies are: Concatenation: the neural field receives, as input, the concatenation of the original input x {\displaystyle {\boldsymbol {x}}} with the latent codes z {\displaystyle {\boldsymbol {z}}} . For feed-forward neural networks, this is equivalent to setting θ ∗ {\displaystyle {\boldsymbol {\theta }}^{}} as the bias of the first layer and Γ ( z ) {\displaystyle \Gamma ({\boldsymbol {z}})} as an affine transformation. Hypernetworks: a hypernetwork is a neural network that outputs the parameters of another neural network. Specifically, it consists of approximating Γ ( z ) {\displaystyle \Gamma ({\boldsymbol {z}})} with a neural network Γ ^ γ ( z ) {\displaystyle {\hat {\Gamma }}_{\gamma }({\boldsymbol {z}})} , where γ {\displaystyle {\boldsymbol {\gamma }}} are the trainable parameters of the hypernetwork. This approach is the most general, as it allows to learn the optimal mapping from latent codes to neural field parameters. However, hypernetworks are associated to larger computational and memory complexity, due to the large number of trainable parameters. Hence, leaner approaches have been developed. For example, in the Feature-wise Linear Modulation (FiLM), the hypernetwork only produces scale and bias coefficients for the neural field layers. === Meta-learning === Instead of relying on the latent code to adapt the neural field to a specific task, it is also possible to exploit gradient-based meta-learning. In this case, the neural field is seen as the specialization of an underlying meta-neural-field, whose parameters are modified to fit the specific task, through a few steps of gradient descent. An extension of this meta-learning framework is the CAVIA algorithm, that splits the trainable parameters in context-specific and shared groups, improving parallelization and interpretability, while reducing meta-overfitting. This strategy is similar to the auto-decoding conditional neural field, but the training procedure is substantially different. == Applications == Thanks to the possibility of efficiently modelling diverse mathematical fields with neural networks, neural fields have been applied to a wide range of problems: 3D scene reconstruction: neural fields can be used to model t

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  • OpenWSN

    OpenWSN

    OpenWSN aims to build an open standard-based and open source implementation of a complete constrained network protocol stack for wireless sensor networks and Internet of Things. The project was created at the University of California Berkeley and extended at the INRIA and at the Open University of Catalonia (UOC). The root of OpenWSN is a deterministic MAC layer implementing the IEEE 802.15.4e TSCH based on the concept of Time Slotted Channel Hopping (TSCH). Above the MAC layer, the Low Power Lossy Network stack is based on IETF standards including the IETF 6TiSCH management and adaptation layer (a minimal configuration profile, 6top protocol and different scheduling functions). The stack is complemented by an implementation of 6LoWPAN, RPL in non-storing mode, UDP and CoAP, enabling access to devices running the stack from the native IPv6 through open standards. OpenWSN is related to other projects including the following: RIOT OpenMote OpenWSN is available for Linux, Windows and OS X platforms. Current release of OpenWSN is 1.14.0.

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  • EdgeRank

    EdgeRank

    EdgeRank is the name commonly given to the algorithm that Facebook uses to determine what articles should be displayed in a user's News Feed. As of 2011, Facebook has stopped using the EdgeRank system and uses a machine learning algorithm that, as of 2013, takes more than 100,000 factors into account. EdgeRank was developed and implemented by Serkan Piantino. == Formula and factors == In 2010, a simplified version of the EdgeRank algorithm was presented as: ∑ e d g e s e u e w e d e {\displaystyle \sum _{\mathrm {edges\,} e}u_{e}w_{e}d_{e}} where: u e {\displaystyle u_{e}} is user affinity. w e {\displaystyle w_{e}} is how the content is weighted. d e {\displaystyle d_{e}} is a time-based decay parameter. User Affinity: The User Affinity part of the algorithm in Facebook's EdgeRank looks at the relationship and proximity of the user and the content (post/status update). Content Weight: What action was taken by the user on the content. Time-Based Decay Parameter: New or old. Newer posts tend to hold a higher place than older posts. Some of the methods that Facebook uses to adjust the parameters are proprietary and not available to the public. A study has shown that it is possible to hypothesize a disadvantage of the "like" reaction and advantages of other interactions (e.g., the "haha" reaction or "comments") in content algorithmic ranking on Facebook. The "like" button can decrease the organic reach as a "brake effect of viral reach". The "haha" reaction, "comments" and the "love" reaction could achieve the highest increase in total organic reach. == Impact == EdgeRank and its successors have a broad impact on what users actually see out of what they ostensibly follow: for instance, the selection can produce a filter bubble (if users are exposed to updates which confirm their opinions etc.) or alter people's mood (if users are shown a disproportionate amount of positive or negative updates). As a result, for Facebook pages, the typical engagement rate is less than 1% (or less than 0.1% for the bigger ones), and organic reach 10% or less for most non-profits. As a consequence, for pages, it may be nearly impossible to reach any significant audience without paying to promote their content.

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  • Enterprise bus matrix

    Enterprise bus matrix

    The enterprise bus matrix is a data warehouse planning tool and model created by Ralph Kimball, and is part of the data warehouse bus architecture. The matrix is the logical definition of one of the core concepts of Kimball's approach to dimensional modeling conformed dimension. The bus matrix defines part of the data warehouse bus architecture and is an output of the business requirements phase in the Kimball lifecycle. It is applied in the following phases of dimensional modeling and development of the data warehouse. The matrix can be categorized as a hybrid model, being part technical design tool, part project management tool and part communication tool == Background == The need for an enterprise bus matrix stems from the way one goes about creating the overall data warehouse environment. Historically there have been two approaches: a structured, centralized and planned approach and a more loosely defined, department specific approach, in which solutions are developed in a more independent matter. Autonomous projects can result in a range of isolated stove pipe data marts. Naturally each approach has its issues; the visionary approach often struggles with long delivery cycles and lack of reaction time as needs emerge and scope issues arise. On the other hand, the development of isolated data marts leads to stovepipe systems that lack synergy in development. Over time this approach will lead to a so-called data-mart-in-a-box architecture where interoperability and lack of cohesion is apparent, and can hinder the realization of an overall enterprise data warehouse. As an attempt to handle this issue, Ralph Kimball introduced the enterprise bus. == Description == The bus matrix purpose is one of high abstraction and visionary planning on the data warehouse architectural level. By dictating coherency in the development and implementation of an overall data warehouse the bus architecture approach enables an overall vision of the broader enterprise integration and consistency while at the same time dividing the problem into more manageable parts – all in a technology and software independent manner. The bus matrix and architecture builds upon the concept of conformed dimensions, creating a structure of common dimensions that ideally can be used across the enterprise by all business processes related to the data warehouse and the corresponding fact tables from which they derive their context. According to Kimball and Margy Ross's article “Differences of Opinion” "The Enterprise Data warehouse built on the bus architecture ”identifies and enforces the relationship between business process metrics (facts) and descriptive attributes (dimensions)”. The concept of a bus is well known in the language of information technology, and is what reflects the conformed dimension concept in the data warehouse, creating the skeletal structure where all parts of a system connect, ensuring interoperability and consistency of data, and at the same time considers future expansion. This makes the conformed dimensions act as the integration ‘glue’, creating a robust backbone of the enterprise Data Warehouse.

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  • Owain Evans

    Owain Evans

    Owain Rhys Evans is a British artificial intelligence researcher who works on AI alignment and machine learning safety. He founded Truthful AI, a research group based in Berkeley, California, and is an affiliate of the Center for Human Compatible AI (CHAI) at the University of California, Berkeley. His research addresses AI truthfulness, emergent behaviors in large language models, and the alignment of AI systems with human values. == Education == Evans earned a Bachelor of Arts in philosophy and mathematics from Columbia University in 2008 and a PhD in philosophy from the Massachusetts Institute of Technology in 2015. His doctoral research focused on Bayesian computational models of human preferences and decision-making. == Career == After completing his doctorate, Evans held positions at the Future of Humanity Institute (FHI) at the University of Oxford, first as a postdoctoral research fellow and later as a research scientist. While at FHI, he co-authored a survey of machine learning researchers on timelines for human-level AI, published in the Journal of Artificial Intelligence Research. The survey was reported on by Newsweek, New Scientist, the BBC, and The Economist. He was also among the co-authors of a 2018 report on the potential for misuse of AI technologies, published by researchers at Oxford, Cambridge, and other institutions. Since 2022, Evans has been based in Berkeley, where he founded Truthful AI, a non-profit research group that studies AI truthfulness, deception, and emergent behaviors in large language models. == Research == Evans's early work examined challenges in inverse reinforcement learning when human behavior is irrational or biased, proposing methods for AI systems to infer preferences from imperfect human demonstrations. He co-developed TruthfulQA (2021), a benchmark that tests whether language models give truthful answers rather than repeating common misconceptions. Initial evaluations found that larger models were not more truthful, suggesting that scaling alone does not improve factual accuracy. The benchmark has since been used by AI developers to evaluate large language models. He also co-authored a paper proposing design and governance strategies for building AI systems that do not deceive or hallucinate. In 2023, Evans and collaborators described the "reversal curse", showing that language models trained on a fact in one direction (e.g. "A is B") often cannot answer the corresponding reverse query ("B is A"). His group also developed a benchmark for evaluating situational awareness in language models. In 2025, Evans and colleagues published a study in Nature on what they termed "emergent misalignment": fine-tuning a language model on a narrow task (writing insecure code) caused it to produce unrelated harmful outputs without explicit instruction to do so. Later that year, Evans and collaborators (including researchers at Anthropic) reported that hidden behavioral traits can transfer between language models through training data, even when those traits are not explicitly present in the data, a phenomenon they called "subliminal learning". == Public engagement == In November 2025, Evans delivered the Hinton Lectures, a keynote lecture series on AI safety co-founded by Geoffrey Hinton and the Global Risk Institute.

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  • Voiceverse NFT plagiarism scandal

    Voiceverse NFT plagiarism scandal

    In January 2022, 15—the pseudonymous Massachusetts Institute of Technology (MIT) artificial intelligence researcher and creator of the non-commercial generative artificial intelligence voice synthesis research project 15.ai—discovered that the blockchain-based technology company Voiceverse had plagiarized from their platform. Voiceverse marketed itself as a service that offered AI voice cloning technology that could be purchased and traded as non-fungible tokens (NFTs). Amid heightened controversy over NFTs in the gaming industry, voice actor Troy Baker (who has been described as one of the most famous voice actors in video games) announced his partnership with Voiceverse on January 14, 2022, triggering immediate backlash over concerns about the environmental impact of NFTs, potential for fraud, predatory monetization in video games, and the potential of AI displacing jobs for human voice actors. Later that same day, 15 revealed through server logs that Voiceverse had generated voice lines using 15's free text-to-speech platform, pitch-shifted the audio to make them unrecognizable, and falsely marketed the samples as their own technology before selling them as NFTs. Within an hour of being confronted with evidence, Voiceverse confessed and stated that their marketing team had used 15.ai without proper attribution while rushing to create a technology demo to coincide with Baker's partnership announcement, further exacerbating the already negative reception to the original announcement. In response, 15 replied "Go fuck yourself"; the interaction went viral and garnered a large amount of support for the developer. News publications universally characterized this incident as Voiceverse having "stolen" from 15.ai. The next day, Baker appeared on a podcast and stated that his motivation had been to help independent creators who were unable to afford professional voice actors. Following continued backlash and the plagiarism revelation, Baker ended his partnership with Voiceverse on January 31, 2022. Subsequently, the incident was documented in multiple AI ethics databases, criticisms of predatory monetization in video games, and retrospectives as one of the earliest instances of plagiarism and theft stemming from artificial intelligence during the AI boom. == Background == === Troy Baker === Troy Baker is a prominent voice actor in the video game industry best known for his performances as Joel Miller in The Last of Us franchise. Baker has been described as "ubiquitous" by Polygon, "one of the most high-profile and prolific voice actors in video games" by Eurogamer, and "arguably the most famous voice actor in the gaming industry" by GameGuru. His other prominent roles include voicing Agent John "Jonesy" Jones in Fortnite, Booker DeWitt in BioShock Infinite, and both Batman and Joker in multiple Batman video games. As of October 2025, Baker holds the record for the most acting nominations at the BAFTA Games Awards, with five between 2013 and 2021. === Voiceverse === Voiceverse is a blockchain-based startup founded by the Bored Ape Yacht Club that marketed itself as offering AI voice cloning technology in the form of NFTs. Prior to the announcement of their partnership with Baker, Voiceverse had partnered with LOVO, Inc., an AI voice platform that, according to LOVO, could generate human-like voices. Voiceverse stated that any user who purchases a voice NFT would have unlimited and perpetual access to the voice model, which could be used to create content such as audiobooks, YouTube videos, podcasts, e-learning materials, in-game voice chat, and Zoom calls. Voiceverse promised that buyers would "OWN [sic] all of the IP" of content they created using these voices. Voiceverse's roadmap included plans to release 8,888 initial voice NFTs, a feature to add emotions to existing voices, and the ability for users to mint their own voices as NFTs. Prior to Baker's partnership, Voiceverse had also partnered with voice actors Charlet Chung, who voices D.Va in Overwatch, and Andy Milonakis of The Andy Milonakis Show. === 15.ai === 15.ai is a free web application launched in 2020 that uses artificial intelligence to generate text-to-speech voices of fictional characters from popular media. Created by a pseudonymous artificial intelligence researcher known as 15, who began developing the technology as a freshman during their undergraduate research at MIT, it was an early example of an application of generative artificial intelligence during the initial stages of the AI boom. The platform showed that deep neural networks could generate emotionally expressive speech with only 15 seconds of speech; the name "15.ai" references the creator's statement that a voice can be convincingly cloned with just 15 seconds of audio, as opposed to the tens of hours of data previously required. 15.ai became an Internet phenomenon in early 2021 when content utilizing it went viral on social media and quickly gained widespread use among various Internet fandoms. 15 has emphasized that it remain free and non-commercial; it only requires users to give proper credit when using the service for content creation. === NFTs in the video game industry === By early 2022, NFTs had become highly controversial within the gaming industry. Critics raised concerns about their environmental impact due to the significant energy consumption of blockchain technology. In addition, the prevalence of scams, fraud, and potential money laundering associated with NFT sales, as well as fears that NFTs were a new form of predatory monetization following the increasing frequency of loot boxes, caused vocal pushback from the gaming community. Several major gaming companies had begun exploring NFT integration into their products, though fan backlash had already forced some projects to be cancelled. On December 16, 2021, the developers of S.T.A.L.K.E.R. 2: Heart of Chernobyl announced that they would be including NFTs in the game, but cancelled within an hour of the announcement due to immediate universal backlash. Simultaneously, the rise of AI voice technology raised concerns among voice actors about potential job displacement and the devaluation of their work amidst the voice acting industry's ongoing struggles for better compensation and working conditions. == Partnership announcement and backlash == On January 14, 2022, 1:02 a.m. EST, Baker announced on Twitter that he was partnering with Voiceverse "to explore ways where together we might bring new tools to new creators to make new things, and allow everyone a chance to own & invest in the IP's they create." The announcement concluded with the statement "You can hate. Or you can create." Baker's specific role with Voiceverse remained unclear at the time of the announcement. Along with Baker's announcement, Voiceverse promoted their supposed voice AI technology on Twitter by posting animated videos that featured a cat character created by NFT firm Chubbiverse. The videos concluded with text that read "The Voice Powered By Voiceverse"; Voiceverse stated on Twitter that the voices in the animations had been generated using their own AI voice synthesis technology and presented the videos as a technology demonstration of their voice NFT capabilities. The announcement provoked immediate and widespread backlash from the gaming community. Baker's tweet received thousands of replies and quote retweets (the vast majority of which were negative), far more than the number of likes; Michael McWhertor of Polygon described it as a "textbook example of being ratioed" and commented that reactions had been amplified by the final part of Baker's announcement. Michael Beckwith of Metro called Baker's approach "bizarrely aggressive". Later that day, Baker responded to the backlash by apologizing for his choice of words. He said he appreciated people's thoughts and acknowledged that the "hate/create part might have been a bit antagonistic," calling it a "bad attempt to bring levity". Despite the apology, Baker and his fellow voice actors did not distance themselves from Voiceverse at this point. At the same time, Voiceverse attempted to address the criticisms, stating that they were working to move to more environmentally friendly blockchain technology and that voice actors would receive royalties from NFT sales, with actors benefiting from any increase in NFT value. == Plagiarism revelation == On December 13, 2021, amidst the increasingly negative reactions toward NFTs among the general public, the creator of 15.ai (known pseudonymously as 15) announced that they had "no interest in incorporating NFTs into any aspect of [their] work." On January 14, 2022, 11:17 a.m. EST (10 hours after Baker's initial announcement), 15 commented on the Voiceverse venture, stating that it "sounds like a scam". Two hours later, at 1:20 p.m., 15 explicitly accused Voiceverse of "actively attempting to appropriate [15's] work for [Voiceverse's] own benefit." 15 provided evidence through

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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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