AI For Business Major

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  • Coalition for App Fairness

    Coalition for App Fairness

    The Coalition for App Fairness (CAF) is a coalition comprised by companies, who aim to reach a fairer deal for the inclusion of their apps into the Apple App Store or the Google Play Store. The organization's executive director is Meghan DiMuzio and its headquarters are located in Washington, D.C. == Background == In July 2015, Spotify launched an email campaign to urge its App Store subscribers to cancel their subscriptions and start new ones through its website, bypassing the 30% transaction fee for in-app purchases required for iOS applications by technology company Apple Inc. A later update to the Spotify app on iOS was rejected by Apple, prompting Spotify's general counsel Horacio Gutierrez to write a letter to Apple's then-general counsel Bruce Sewell, stating: "This latest episode raises serious concerns under both U.S. and EU competition law. It continues a troubling pattern of behavior by Apple to exclude and diminish the competitiveness of Spotify on iOS and as a rival to Apple Music, particularly when seen against the backdrop of Apple's previous anticompetitive conduct aimed at Spotify … we cannot stand by as Apple uses the App Store approval process as a weapon to harm competitors." In August 2020, Epic Games updated their Fortnite Battle Royale game app on both Apple's App Store and Google's Google Play to include its own storefront that offered a 20% discount on V-Bucks, the in-game currency, if players bought through there rather than through the app stores' storefront, both which take a 30% revenue cut of the sale. Both Apple and Google removed the Fortnite app within hours, as this alternate storefront violated their terms of use that required all in-app purchases to be made through their storefronts. Epic immediately filed lawsuits against both companies challenging their storefront policies on antitrust principles, arguing that their non-negotiable 30% revenue cut is too high and the restrictions against alternate storefronts anticompetitive. Apple countersued Epic over its behavior, leading to a highly publicized 2021 bench trial. Ultimately, Epic largely lost its lawsuit against Apple, though the court did order Apple to allow developers to point users to alternative payment methods. Conversely, Epic won its antitrust lawsuit against Google in late 2023. == Foundation == On 24 September 2020, Epic Games joined forces with thirteen other prominent companies—including the music streaming platform Spotify, Tinder owner Match Group, the encrypted mail service Proton Mail, and the crypto currency website Blockchain.com—to establish the Coalition for App Fairness. It also includes Basecamp. The coalition criticizes the fact that for now the app stores of both Apple and Google charge their clients a 30% fee on any purchases made over their stores. Apple and Google defended themselves by arguing that the 30% transaction fee is a standard in the industry while the Coalition for App Fairness states that there is no other transaction fee which is even close to the 30%. In October 2020, it was reported that the coalition grew from 13 to 40 members since its foundation and received more than 400 applications for membership. In October 2025, X (formerly Twitter) joined CAF. This was seen as a larger pushback in the industry against Apple and Google, and a step towards hopefully passing the Bipartisan Open App Markets Act. == Aims == The group has broadened their demands for the app stores and now also aim for a better treatment for the apps available in the App Store. They claim that Apple favors its own services before other services available on the market and unjustifiably excludes other apps from their App Store. The group has also been viewing other transaction fees like the 5% fee which is charged by credit card companies, and states that Apple charges up to 600% more and would like the 30% fee, which was only included in 2011 by Apple, adapted to a comparable percentage that charge other providers of payment solutions. Its demands are mainly directed at Apple's strict control over its App Store, but to a lesser extent are also directed towards Google. Google allows apps to be downloaded over an independent web link or also another App Store, such as the Epic Game App Store. The organization emphasizes that no app developer should come into the position in which they are discriminated and are not granted the same rights as to the developers of the owner of the app store. == Reactions == In October 2020, Microsoft presented a new framework concerning the access to its Windows 10 operating system by app stores other than the one offered by Microsoft. The new framework is based on the demands of the Coalition for App Fairness. Microsoft emphasized though, that these principles would not apply to the Xbox. In December 2020, Apple announced that they would be lowering the revenue cut Apple takes for app developers making $1M or less from 30% to 15% if app developers fill out an application for the lowered revenue cut. In March 2021, Google followed suit by also lowering the revenue cut from the Play Store from 30% to 15% for the first million in revenue earned by a developer each year. == Notable members == Members listed are notable companies listed as members the groups website: Blockchain.com Deezer Epic Games European Digital SME Alliance Fanfix Life360 Masimo Nium Proton Mail Spotify TapTap Threema Vipps

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  • Penril

    Penril

    Penril DataComm Networks, Inc. was a computer telecommunications hardware company that made some acquisitions and was eventually split into two parts: one was acquired by Bay Networks and the other was a newly formed company named Access Beyond. The focus of both company's products was end-to-end data transfer. By the mid-1990s, with the popularization of the internet, this was no longer of wide interest. == History == Penril, whose earnings reports and other financials were followed by The New York Times in the 1990s, made several acquisitions but also grew internally. Following its Datability acquisition it renamed itself Penril Datability Networks. By the time the 1968-founded Penril was acquired by Bay their name was Penril DataComm Networks. The company, which as of 1985 "had made 14 acquisitions in 12 years," also had done extensive work regarding quality control, and leveraged their product line by what The Washington Post called clever packaging: "software, cables, instructions and telephone support" sold to those less technically skilled as "Network in a Box." == Datability == Datability Software Systems Inc. was the initial name of what by 1991 became 'Datability, Inc.', "a manufacturer of hardware that links computer networks." The 1977-founded firm began as a software consulting company, especially in the area of databases. To speed up project development they built a program generator, which they marketed as Control 10/20 (targeted at users of Digital Equipment Corporation's DECsystem-10 and DECSYSTEM-20). After trying their hand at time-sharing they built hardware to enhance bridging these computers to DEC's VAX product line. In particular they focused on Digital's LAT protocol, selling "boxes" that reimplemented the protocol, at a lower price than DEC's. They later expanded into other areas of telecommunications hardware The firm relocated to a larger manufacturing plant in 1991 and was acquired by Penril in 1993. == Access Beyond == Access Beyond was initially housed by Penril, from which it was spun off. A securities analyst noted that Access began operations with no debt. They subsequently merged with Hayes Corporation. Some of the funds brought to the merger came from a sale by Penril of two of its divisions, each bringing about $4 million. == Ron Howard == Ron Howard, founder of Datability, became part of Penril when the latter acquired the former, and was CEO of Access Beyond when it was spun off by Penril. Access merged with Hayes Microcomputer Products and was renamed Hayes Corp, at which time Howard became executive VP of business development and corporate vice chairman of Hayes. == People == In the matter of hiring immigrants, in an industry where recent arrivals came from a culture of six day work weeks, and subcontracting was then common, these assembly line workers at Penril comprised about 25%, compared to double in other firms. Placement was overseen by government agencies. == Controversy == Penril had a joint development agreement, beginning in 1990, with a Standard Microsystems Corporation (SMSC) subsidiary. A dispute arose, and the matter was brought to court. Penril was awarded $3.5 million in 1996.

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  • Query language

    Query language

    A query language, also known as data query language or database query language (DQL), is a computer language used to make queries in databases and information systems. In database systems, query languages rely on strict theory to retrieve information. A well known example is the Structured Query Language (SQL). == Types == Broadly, query languages can be classified according to whether they are database query languages or information retrieval query languages. The difference is that a database query language attempts to give factual answers to factual questions, while an information retrieval query language attempts to find documents containing information that is relevant to an area of inquiry. Other types of query languages include: Full-text. The simplest query language is treating all terms as bag of words that are to be matched with the postings in the inverted index and where subsequently ranking models are applied to retrieve the most relevant documents. Only tokens are defined in the CFG. Web search engines often use this approach. Boolean. A query language that also supports the use of the Boolean operators AND, OR, NOT. Structured. A language that supports searching within (a combination of) fields when a document is structured and has been indexed using its document structure. Natural language. A query language that supports natural language by parsing the natural language query to a form that can be best used to retrieve relevant documents, for example with Question answering systems or conversational search. == Examples == Attempto Controlled English is a query language that is also a controlled natural language. AQL is a query language for the ArangoDB native multi-model database system. .QL is a proprietary object-oriented query language for querying relational databases; successor of Datalog. CodeQL is the analysis engine used by developers to automate security checks, and by security researchers to perform variant analysis on GitHub. Contextual Query Language (CQL) a formal language for representing queries to information retrieval systems such as web indexes or bibliographic catalogues. Cypher is a query language for the Neo4j graph database. DMX is a query language for data mining models. Datalog is a query language for deductive databases. F-logic is a declarative object-oriented language for deductive databases and knowledge representation. FQL enables you to use a SQL-style interface to query the data exposed by the Graph API. It provides advanced features not available in the Graph API. Gellish English is a language that can be used for queries in Gellish English Databases, for dialogues (requests and responses) as well as for information modeling and knowledge modeling. Gremlin is an Apache Software Foundation graph traversal language for OLTP and OLAP graph systems. GraphQL is a data query language developed by Facebook as an alternate to REST and ad-hoc webservice architectures. HTSQL is a query language that translates HTTP queries to SQL. ISBL is a query language for PRTV, one of the earliest relational database management systems. Jaql is a functional data processing and query language most commonly used for JSON query processing. JPQL is a query language defined as part of Jakarta Persistence (used in Java applications to make queries to a relational DB using entity objects instead of DB tables). jq is a functional programming language often used for processing queries against one or more JSON documents, including very large ones. JSONiq is a declarative query language designed for collections of JSON documents. KQL (Kusto Query Language), a query language by Microsoft used in Azure Data Explorer LDAP is an application protocol for querying and modifying directory services running over TCP/IP. LogiQL is a variant of Datalog and is the query language for the LogicBlox system. M Formula language, a mashup query language used in Microsoft's Power Query. MQL is a cheminformatics query language for a substructure search allowing beside nominal properties also numerical properties. MDX is a query language for OLAP databases. N1QL is a Couchbase's query language finding data in Couchbase Servers. Object Query Language OCL (Object Constraint Language). Despite its name, OCL is also an object query language and an OMG standard. OPath, intended for use in querying WinFS Stores. Poliqarp Query Language is a special query language designed to analyze annotated text. Used in the Poliqarp search engine. PQL is a special-purpose programming language for managing process models based on information about scenarios that these models describe. PRQL PRQL (Pipelined Relational Query Language) is a modern language for transforming data. Consists of a curated set of orthogonal transformations, which are combined together to form a pipeline. PTQL based on relational queries over program traces, allowing programmers to write expressive, declarative queries about program behavior. QUEL is a relational database access language, similar in most ways to SQL. RDQL is a RDF query language. SMARTS is the cheminformatics standard for a substructure search. SPARQL is a query language for RDF graphs. SQL is a well-known query language and data manipulation language for relational databases. XQuery is a query language for XML data sources. XPath is a declarative language for navigating XML documents. YQL is an SQL-like query language created by Yahoo!. Search engine query languages, e.g., as used by Google. or Bing

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  • Sardinas–Patterson algorithm

    Sardinas–Patterson algorithm

    In coding theory, the Sardinas–Patterson algorithm is a classical algorithm for determining in polynomial time whether a given variable-length code is uniquely decodable, named after August Albert Sardinas and George W. Patterson, who published it in 1953. The algorithm carries out a systematic search for a string which admits two different decompositions into codewords. As Knuth reports, the algorithm was rediscovered about ten years later in 1963 by Floyd, despite the fact that it was at the time already well known in coding theory. == Idea of the algorithm == Consider the code { a ↦ 1 , b ↦ 011 , c ↦ 01110 , d ↦ 1110 , e ↦ 10011 } {\displaystyle \{\,{\texttt {a}}\mapsto {\texttt {1}},{\texttt {b}}\mapsto {\texttt {011}},{\texttt {c}}\mapsto {\texttt {01110}},{\texttt {d}}\mapsto {\texttt {1110}},{\texttt {e}}\mapsto {\texttt {10011}}\,\}} . This code, which is based on an example by Berstel, is an example of a code which is not uniquely decodable, since the string 011101110011 can be interpreted as the sequence of codewords 01110 – 1110 – 011, but also as the sequence of codewords 011 – 1 – 011 – 10011. Two possible decodings of this encoded string are thus given by cdb and babe. In general, a codeword can be found by the following idea: In the first round, we choose two codewords x 1 {\displaystyle x_{1}} and y 1 {\displaystyle y_{1}} such that x 1 {\displaystyle x_{1}} is a prefix of y 1 {\displaystyle y_{1}} , that is, x 1 w = y 1 {\displaystyle x_{1}w=y_{1}} for some "dangling suffix" w {\displaystyle w} . If one tries first x 1 = 011 {\displaystyle x_{1}={\texttt {011}}} and y 1 = 01110 {\displaystyle y_{1}={\texttt {01110}}} , the dangling suffix is w = 10 {\displaystyle {\texttt {w}}={\texttt {10}}} . If we manage to find two sequences x 2 , … , x p {\displaystyle x_{2},\ldots ,x_{p}} and y 2 , … , y q {\displaystyle y_{2},\ldots ,y_{q}} of codewords such that x 2 ⋯ x p = w y 2 ⋯ y q {\displaystyle x_{2}\cdots x_{p}=wy_{2}\cdots y_{q}} , then we are finished: For then the string x = x 1 x 2 ⋯ x p {\displaystyle x=x_{1}x_{2}\cdots x_{p}} can alternatively be decomposed as y 1 y 2 ⋯ y q {\displaystyle y_{1}y_{2}\cdots y_{q}} , and we have found the desired string having at least two different decompositions into codewords. In the second round, we try out two different approaches: the first trial is to look for a codeword that has w as prefix. Then we obtain a new dangling suffix w, with which we can continue our search. If we eventually encounter a dangling suffix that is itself a codeword (or the empty word), then the search will terminate, as we know there exists a string with two decompositions. The second trial is to seek for a codeword that is itself a prefix of w. In our example, we have w = 10 {\displaystyle w={\texttt {10}}} , and the sequence 1 is a codeword. We can thus also continue with w = 0 {\displaystyle w={\texttt {0}}} as the new dangling suffix. == Precise description of the algorithm == The algorithm is described most conveniently using quotients of formal languages. In general, for two sets of strings D and N, the (left) quotient N − 1 D {\displaystyle N^{-1}D} is defined as the residual words obtained from D by removing some prefix in N. Formally, N − 1 D = { y ∣ x y ∈ D and x ∈ N } {\displaystyle N^{-1}D=\{\,y\mid xy\in D~{\textrm {and}}~x\in N\,\}} . Now let C {\displaystyle C} denote the (finite) set of codewords in the given code. The algorithm proceeds in rounds, where we maintain in each round not only one dangling suffix as described above, but the (finite) set of all potential dangling suffixes. Starting with round i = 1 {\displaystyle i=1} , the set of potential dangling suffixes will be denoted by S i {\displaystyle S_{i}} . The sets S i {\displaystyle S_{i}} are defined inductively as follows: S 1 = C − 1 C ∖ { ε } {\displaystyle S_{1}=C^{-1}C\setminus \{\varepsilon \}} . Here, the symbol ε {\displaystyle \varepsilon } denotes the empty word. S i + 1 = C − 1 S i ∪ S i − 1 C {\displaystyle S_{i+1}=C^{-1}S_{i}\cup S_{i}^{-1}C} , for all i ≥ 1 {\displaystyle i\geq 1} . The algorithm computes the sets S i {\displaystyle S_{i}} in increasing order of i {\displaystyle i} . As soon as one of the S i {\displaystyle S_{i}} contains a word from C or the empty word, then the algorithm terminates and answers that the given code is not uniquely decodable. Otherwise, once a set S i {\displaystyle S_{i}} equals a previously encountered set S j {\displaystyle S_{j}} with j < i {\displaystyle j Read more →

  • Scenery generator

    Scenery generator

    A scenery generator (or terrain generator) is a software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes, or sometimes created and rendered by a 3D artist. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm. == Common features == Most scenery generators can create basic heightmaps to simulate the variation of elevation in basic terrain. Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals, an algorithm for random generation of terrain can be made with only 120 lines of code. The program in example takes a grid and then divides the grid repeatedly. Each smaller grid is then split into squares and diamonds and the algorithm then makes the randomized terrain for each square and diamond. Most programs for creating landscapes also allow for adjustment and editing of the landscape. For example, World Creator allows for terrain sculpting, which uses a similar brush system as Photoshop, and allows for additional terrain enhancement with its procedural techniques such as erosion, sediments, and more. Other tools in the World Creator program include terrain stamping, which allows you to import elevation maps and use them as a base. The programs tend to also allow for additional placement of rocks, trees, etc. These can be done procedurally or by hand depending on the program. Typically the models used for the placement objects are the same as to lessen the amount of work that would be done if the user was to create a multitude of different trees. The terrain generated the computer does a generation of multifractals then integrates them until finally rendering them onto the screen. These techniques are typically done “on-the-fly” which typically for a 128 × 128 resolution terrain would mean 1.5 seconds on a CPU from the early 1990s. == Applications == Scenery generators are commonly used in movies, animations, 3D rendering, and video games. For example, Industrial Light & Magic used E-on Vue to create the fictional environments for Pirates of the Caribbean: Dead Man's Chest. In such live-action cases, a 3D model of the generated environment is rendered and blended with live-action footage. Scenery generated by the software may also be used to create completely computer-generated scenes. In the case of animated movies such as Kung Fu Panda, the raw generation is assisted by hand-painting to accentuate subtle details. Environmental elements not commonly associated with landscapes, such as ocean waves, have also been handled by the software. Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain. These typically use a form of height mapping and use of Perlin noise. This will create a grid that with one point in a 2D coordinate will create the same heightmap as it is pseudorandom, meaning it will result in the same output with the same input. This can then easily be translated into the product 3D image. These can then be changed from the editor tools in most engines if the terrain will be custom built. With recent developments neural networks can be built to create or texture the terrain based on previously suggested artwork or heightmap data. These would be generated using algorithms that have been able to identify images and similarities between them. With the info the machine can take other heightmaps and render a very similar looking image to the style image. This can be used to create similar images in example a Studio Ghibli or Van Gogh art-style. == Software == Most game engines, whether custom or proprietary, will have terrain generation built in. Some terrain generator programs include, Terragen, which can create terrain, water, atmosphere and lighting; L3DT, which provides similar functions to Terragen, and has a 2048 × 2048 resolution limit; and World Creator, which can create terrain, and is fully GPU powered. === List of 3D terrain generation software ===

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  • Kullback–Leibler Upper Confidence Bound

    Kullback–Leibler Upper Confidence Bound

    In multi-armed bandit problems, KL-UCB (for Kullback–Leibler Upper Confidence Bound) is a UCB-type algorithm that is asymptotically optimal, in the sense that its regret matches the problem-dependent Lai-Robbins lower bound. == Multi-armed bandit problem == The Multi-armed bandit problem is a sequential game where one player has to choose at each turn between K {\displaystyle K} actions (arms). Behind every arm a {\displaystyle a} there is an unknown distribution ν a {\displaystyle \nu _{a}} that lies in a set D {\displaystyle {\mathcal {D}}} known by the player (for example, D {\displaystyle {\mathcal {D}}} can be the set of Gaussian distributions or Bernoulli distributions). At each turn t {\displaystyle t} the player chooses (pulls) an arm a t {\displaystyle a_{t}} , he then gets an observation X t {\displaystyle X_{t}} of the distribution ν a t {\displaystyle \nu _{a_{t}}} . === Regret minimization === The goal is to minimize the regret at time T {\displaystyle T} that is defined as R T := ∑ a = 1 K Δ a E [ N a ( T ) ] {\displaystyle R_{T}:=\sum _{a=1}^{K}\Delta _{a}\mathbb {E} [N_{a}(T)]} where μ a := E [ ν a ] {\displaystyle \mu _{a}:=\mathbb {E} [\nu _{a}]} is the mean of arm a {\displaystyle a} μ ∗ := max a μ a {\displaystyle \mu ^{}:=\max _{a}\mu _{a}} is the highest mean Δ a := μ ∗ − μ a {\displaystyle \Delta _{a}:=\mu ^{}-\mu _{a}} N a ( t ) {\displaystyle N_{a}(t)} is the number of pulls of arm a {\displaystyle a} up to turn t {\displaystyle t} The player has to find an algorithm that chooses at each turn t {\displaystyle t} which arm to pull based on the previous actions and observations ( a s , X s ) s < t {\displaystyle (a_{s},X_{s})_{s μ } {\displaystyle {\mathcal {K}}_{inf}(\nu ,\mu ,{\mathcal {D}}):=\inf \left\{\mathrm {KL} (\nu ,{\tilde {\nu }})\ |\ {\tilde {\nu }}\in {\mathcal {D}},\ \mathbb {E} [{\tilde {\nu }}]>\mu \right\}} K L {\displaystyle \mathrm {KL} } is the Kullback–Leibler divergence ν ^ a ( t ) {\displaystyle {\hat {\nu }}_{a}(t)} is the empirical distribution of arm a {\displaystyle a} at turn t {\displaystyle t} δ t {\displaystyle \delta _{t}} is a well-chosen sequence of positive numbers, often equal to ln ⁡ t + c ln ⁡ ln ⁡ t {\displaystyle \ln t+c\ln \ln t} with c > 0 {\displaystyle c>0} . Then we choose the arm a t {\displaystyle a_{t}} with the highest index: a t := arg ⁡ max a U a ( t ) {\displaystyle a_{t}:=\arg \max _{a}U_{a}(t)} We note that the algorithm does not require knowledge of T {\displaystyle T} . === Example === In the special case of Gaussian distribution with fixed variance σ 2 {\displaystyle \sigma ^{2}} , we have: U a ( t ) = μ ^ a ( t ) + 2 σ 2 δ t N a ( t ) {\displaystyle U_{a}(t)={\hat {\mu }}_{a}(t)+{\sqrt {\frac {2\sigma ^{2}\delta _{t}}{N_{a}(t)}}}} with μ ^ a ( t ) {\displaystyle {\hat {\mu }}_{a}(t)} being the empirical mean of arm a {\displaystyle a} at turn t {\displaystyle t} . === Pseudocode === The player gets the set D for each arm i do: n[i] ← 1; nu[i] ← None; d ← ln(K) for t from 1 to K do: select arm t observe reward r n[t] ← n[t] + 1 nu[t] ← update empirical distribution for t from K+1 to T do: for each arm i do: index[i] ← compute_index(n[i], nu[i], D, d) select arm a with highest index[a] observe reward r n[a] ← n[a] + 1 nu[a] ← update empirical distribution d ← ln(t+1) == Theoretical results == In the multi-armed bandit problem we have the Lai–Robbins asymptotic lower bound on regret. The algorithm KL-UCB matches this lower bound for one-dimensional exponential families with δ t := ln ⁡ t + 3 ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+3\ln \ln t} and for distributions bounded in [ 0 , 1 ] {\displaystyle [0,1]} with δ t := ln ⁡ t + ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+\ln \ln t} . === Lai–Robbins lower bound === In 1985 Lai and Robbins proved an asymptotic, problem-dependent lower bound on regret. It states that for every consistent algorithm on the set D {\displaystyle {\mathcal {D}}} — that is, an algorithm for which, for every ( ν 1 , … , ν K ) ∈ D K {\displaystyle (\nu _{1},\dots ,\nu _{K})\in {\mathcal {D}}^{K}} , the regret R T {\displaystyle R_{T}} is subpolynomial (i.e. R T = o T → + ∞ ( T α ) {\displaystyle R_{T}=o_{T\to +\infty }(T^{\alpha })} for all α > 0 {\displaystyle \alpha >0} ) — we have: R T ≥ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + o T → + ∞ ( ln ⁡ T ) . {\displaystyle R_{T}\geq \left(\sum _{a:\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+o_{T\to +\infty }(\ln T).} This bound is asymptotic (as T → + ∞ {\displaystyle T\to +\infty } ) and gives a first-order lower bound of order ln ⁡ T {\displaystyle \ln T} with the optimal constant in front of it. === Regret bound for KL-UCB === The algorithm matches the Lai–Robbins lower bound for one-dimensional exponential-family distributions and for distributions bounded in [ 0 , 1 ] {\displaystyle [0,1]} . ==== One-dimensional exponential family ==== For D {\displaystyle {\mathcal {D}}} being the set of one-dimensional exponential families, with δ t := ln ⁡ t + 3 ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+3\ln \ln t} we have the following upper bound on the regret of KL-UCB: R T ≤ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + O T ( ln ⁡ T ) . {\displaystyle R_{T}\leq \left(\sum _{a:\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+O_{T}({\sqrt {\ln T}}).} ==== Bounded distributions in [0,1] ==== For D = P ( [ 0 , 1 ] ) {\displaystyle {\mathcal {D}}={\mathcal {P}}([0,1])} (the set of distributions supported on [ 0 , 1 ] {\displaystyle [0,1]} ), and for δ t := ln ⁡ t + ln ⁡ ln ⁡ t {\displaystyle \delta _{t}:=\ln t+\ln \ln t} , we have the following upper bound on the regret of KL-UCB: R T ≤ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + O T ( ( ln ⁡ T ) 4 / 5 ln ⁡ ln ⁡ T ) . {\displaystyle R_{T}\leq \left(\sum _{a:\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+O_{T}{\big (}(\ln T)^{4/5}\ln \ln T{\big )}.} === Runtime === For D = P ( [ 0 , 1 ] ) {\displaystyle {\mathcal {D}}={\mathcal {P}}([0,1])} , the runtime needed per step and for an arm k {\displaystyle k} with n {\displaystyle n} observations is O ( n ( ln ⁡ n ) 2 ) {\displaystyle {\mathcal {O}}{\big (}n(\ln n)^{2}{\big )}} . This is higher than that of other optimal algorithms, such as NPTS with O ( n ) {\displaystyle {\mathcal {O}}(n)} . MED with O ( n ln ⁡ n ) {\displaystyle {\mathcal {O}}(n\ln n)} . and IMED with O ( n ln ⁡ n ) {\displaystyle {\mathcal {O}}(n\ln n)} . The high runtime of KL-UCB is due to a two-level optimisation: for each arm and candidate mean μ {\displaystyle \mu } , the algorithm evaluates K inf ( ν ^ a ( t ) , μ , D ) {\displaystyle {\mathcal {K}}_{\inf }({\hat {\nu }}_{a}(t),\mu ,{\mathcal {D}})} and then maximises μ {\displaystyle \mu } subject to N a ( t ) K inf ( ν ^ a ( t ) , μ , D ) ≤ δ t {\displaystyle N_{a}(t)\,{\mathcal {K}}_{\inf }({\hat {\nu }}_{a}(t),\mu ,{\mathcal {D}})\leq \delta _{t}} . For distributions bounded in [ 0 , 1 ] {\displaystyle [0,1]} the inner problem has no closed form and must be solved numerically, which increases the per-step cost.

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  • Informetrics

    Informetrics

    Informetrics is the study of quantitative aspects of information, it is an extension and evolution of traditional bibliometrics and scientometrics. Informetrics uses bibliometrics and scientometrics methods to study mainly the problems of literature information management and evaluation of science and technology. Informetrics is an independent discipline that uses quantitative methods from mathematics and statistics to study the process, phenomena, and law of informetrics. Informetrics has gained more attention as it is a common scientific method for academic evaluation, research hotspots in discipline, and trend analysis. Informetrics includes the production, dissemination, and use of all forms of information, regardless of its form or origin. Informetrics encompasses the following fields: Scientometrics, which studies quantitative aspects of science Webometrics, which studies quantitative aspects of the World Wide Web Bibliometrics, which studies quantitative aspects of recorded information Cybermetrics, which is similar to webometrics, but broadens its definition to include electronic resources == Origin and Development == The term informetrics (French: informétrie) was coined by German scholar Otto Nacke in 1979, and came from the German word 'informetrie’. The corresponding English terminology soon appeared in the subsequent literature. In September 1980, Professor Otto Nacke introduced the term 'informetrics' at the first seminar on Informetrics in Frankfurt, Germany. Later, Committee on Informetrics has established through The International Federation for Information and Documentation (FID). In 1987, informetrics started to be officially recognized by the international information community and several foreign information scientists. In 1988, at First International Conference on Bibliometrics and Theoretical Aspects of Information Retrieval Archived 2022-05-23 at the Wayback Machine, Brooks suggested bibliometrics and scientometrics can be included in the field of informetrics. In 1990, Leo Egghe and Ronald Rousseau proposed the formation of the discipline of informetrics: statistical bibliography (1923) to bibliometrics and scientometrics (1969) and then to informetrics (1979). In 1993, the International Society for Scientometrics and Informetrics (ISSI) Archived 2023-11-05 at the Wayback Machine was founded at the International Conference on Bibliometrics, Informetrics and Scientometrics in Berlin, and the first one was held in Belgium and organized by Leo Egghe and Ronald Rousseau. The society was formally incorporated in 1994 in the Netherlands and plays a significant role in the development of informetrics. The ISSI aims to promote the "exchange and communication of professional information in the fields of scientometrics and informetrics, including improve standards, theory and practice, as well as promote research, education and training". In addition, to "engage in relevant public conversation and policy discussions". In the western world, 20th century's Informetrics is mostly based on Lotka's law, named after Alfred J. Lotka, Zipf's law, named after George Kingsley Zipf, Bradford's law named after Samuel C. Bradford and on the work of Derek J. de Solla Price, Gerard Salton, Leo Egghe, Ronald Rousseau, Tibor Braun, Olle Persson, Peter Ingwersen, Manfred Bonitz, and Eugene Garfield. == Difference Between Informetrics, Bibliometrics and Scientometrics == Since the 1960s, three similar terms have emerged in the fields of library science, philology and science of science, they are bibliometrics, scientometrics and informetrics, representing three very similar quantitative sub-disciplines. The three metrics terms can be confusing and often misused. Informetrics and bibliometrics interpenetrate each other but have different aspects in research object, research scope, and measuring unit. Informetrics and scientometrics are very different in their research purpose and research object, as well as the research scope and application. Bibliometrics is categorised under the field of library science, it uses mathematical and statistical methods to describe, evaluate, and predict the current status and trends of science and technology. Also to study the "distribution structure, quantitative relationship, change law and quantitative management of literature information, quantitative relationships, patterns and quantitative management of literature and information". The term was first used by Alan Pritchard in 1969 in his paper Statistical Bibliography or Bibliometrics?. Scientometrics is a branch of science that quantitatively evaluates and predicts the process and management of scientific activities in order to reveal their development patterns and trends. The definition of scientometrics was described by Derek De Solla Price in his book Science to Science as the “quantitative study of science, communication in science, and science policy”. === Links between the three metrics terms === The most prominent connection between the three metrics terms is in their research objects. Since all three disciplines use literature information as their research object, therefore, they have some similarities and overlaps in their research methods and fields. Moreover, they all use mathematical methods as the basic research methods and they all apply the three basic laws, Bradford's law, Lotka's law and Zipf's law. === Distinctions between the three metrics terms === The distinction between the three metrics terms can tell from their research object and research purpose. The research of bibliometrics focuses on the analysis of "scientific output in the form of articles, publications, citations, and others". Scientometrics is to measure the basic characteristics and laws of scientific activities. Where informetrics is to investigate information sources and information distribution process. == Concept and System Structure == === Purpose of Informetrics Research === The main purpose of informetrics is to use its theocratical research to solve the methodological issues in the research process, and to discover and reveal the basic laws of information distribution through the study of information process and phenomenon. In this way, makes information management more scientific and provides a quantitative basis for information services and information management decisions. For informetrics, it is necessary to bring quantitative analysis methods to further reveal the structure of information units and the "quantitative change law of literature information”. Further to this, to improve the scientific accuracy of information science from a theoretical point of view. At the same time, to better solve the basic contradictions in the information service, overcome the information crisis, and make the information management work more effective to serve science and technology, economic and social development. Quantitative analysis of bibliographic data was pioneered by Robert K. Merton in an article called Science, Technology, and Society in Seventeenth Century England and originally published by Merton in 1938. === The Significance of Informetrics Research === The significance of informetrics research is to summarize various empirical laws from the theoretical point of view, at the same time test and modify the various empirical laws in the new information unit conditions, and explore its new applicability, therefore, the scientific nature of information science can be improved, but also to provide theoretical guidance for practical work. === The Objects of Informetrics Research === The object of informetrics is broader than the field of bibliometrics and scientometrics, including "messages, data, events, objects, text, and documents”. Informetrics is often used to inform policies and decisions across a broad range of fields, such as economy, politics, technology and social spheres that "influence the flow and use patterns of information". Tague-Sutcliffe describes the following uses of informetrics: Citation analysis; Characteristics of authors; Use of recorded information; Obsolescence of the literature; Concomitant growth of new concepts; Characteristics of publication sources; Definition and measurement o information; Growth of subject literature, databases, libraries; Types and characteristics of retrieval performance measures; Statistical aspects of language, word, and phrase frequencies. == Basic Laws == In the field of informetrics research, there are many outstanding contributors in the discipline with a solid knowledge of quantitative research methods. In the early 20th century, several scientists contributed empirical applications that have become the three basic laws of informetrics, Bradford's law, Lotka's law, and Zipf's law, which promote the development of informetrics. === Bradford's Law === The British documentalist and librarian Samuel C. Bradford first discovered the law of concentration and scattering of literature, and in 1934, it has be

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  • Artificial intelligence in government

    Artificial intelligence in government

    Artificial intelligence (AI) has a range of uses in government. It can be used to further public policy objectives (in areas such as emergency services, health and welfare), as well as assist the public to interact with the government (through the use of virtual assistants, for example). According to the Harvard Business Review, "Applications of artificial intelligence to the public sector are broad and growing, with early experiments taking place around the world." Hila Mehr from the Ash Center for Democratic Governance and Innovation at Harvard University notes that AI in government is not new, with postal services using machine methods in the late 1990s to recognise handwriting on envelopes to automatically route letters. The use of AI in government comes with significant benefits, including efficiencies resulting in cost savings (for instance by reducing the number of front office staff) and reducing the opportunities for corruption. However, it also carries risks (described below). == Uses of AI in government == The potential uses of AI in government are wide and varied, with Deloitte considering that "Cognitive technologies could eventually revolutionize every facet of government operations". Mehr suggests that six types of government problems are appropriate for AI applications: Resource allocation—such as where administrative support is required to complete tasks more quickly. Large datasets—where these are too large for employees to work efficiently and multiple datasets could be combined to provide greater insights. Expert shortage—including where basic questions could be answered and niche issues can be learned. Predictable scenario—historical data makes the situation predictable. Procedural tasks refer to repetitive tasks in which the answers to inputs or outputs are binary. Diverse data—where data takes various forms (such as visual and linguistic) and needs to be summarized regularly. Mehr states that "While applications of AI in government work have not kept pace with the rapid expansion of AI in the private sector, the potential use cases in the public sector mirror common applications in the private sector." Potential and actual uses of AI in government can be divided into three broad categories: those that contribute to public policy objectives, those that assist public interactions with the government, and other uses. === Contributing to public policy objectives === There are a range of examples of where AI can contribute to public policy objectives. These include: Receiving benefits at job loss, retirement, bereavement and child birth almost immediately, in an automated way (thus without requiring any actions from citizens at all) Social insurance service provision Classifying emergency calls based on their urgency (like the system used by the Cincinnati Fire Department in the United States) Detecting and preventing the spread of diseases Assisting public servants in making welfare payments and immigration decisions Adjudicating bail hearings Triaging health care cases Monitoring social media for public feedback on policies Monitoring social media to identify emergency situations Identifying fraudulent benefits claims Predicting a crime and recommending optimal police presence Predicting traffic congestion and car accidents Anticipating road maintenance requirements Identifying breaches of health regulations Providing personalised education to students Marking exam papers Assisting with defence and national security (see Artificial intelligence § Military and Applications of artificial intelligence § Other fields in which AI methods are implemented respectively) Artificial Intelligence in China has been used to drive both political and economic markets. In 2019, Shanghai’s government rolled out 100 billion yuan to assist in funding enterprises that used AI to introduce 22 new policy agendas. Shanghai invested in these enterprises to attract top international talent in order to set up the Shanghai Municipal Big Data Center. City Brain AI is an urban management platform made by Alibaba. China uses City Brain AI to maintain a significant share of capital investment through public and state owned enterprises. The synergy between public and private sectors are more than capital-driven with City Brain AI. The blend of both public and private shareholding is only made out to be through the role of provincial and sub-provincial governments. Both hold control over the direction that City Brain AI makes both socially and economically. === Assisting public interactions with government === AI can be used to assist members of the public to interact with government and access government services, for example by: Answering questions using virtual assistants or chatbots (see below) Directing requests to the appropriate area within government Filling out forms Assisting with searching documents (e.g. IP Australia's trade mark search) Scheduling appointments Various governments, including those of Australia and Estonia, have implemented virtual assistants to aid citizens in navigating services, with applications ranging from tax inquiries to life-event registrations. === Gerrymandering === Gerrymandering is a method of influencing political process by drawing map boundaries in favor of incumbent parties. Academic researchers Wendy Tam Cho and Bruce Cain have proposed partially automating the map-drawing process with an AI system to reduce partisan gerrymandering. Even with this AI system, the process may still be manipulated to favor partisan interests, so the researchers emphasized the importance of transparency and human involvement. === Other uses === Other uses of AI in government include: Translation Language interpretation pioneered by the European Commission's Directorate General for Interpretation and Florika Fink-Hooijer. Drafting documents == Potential benefits == AI offers potential efficiencies and cost savings for the government. For example, Deloitte has estimated that automation could save US Government employees between 96.7 million to 1.2 billion hours a year, resulting in potential savings of between $3.3 billion to $41.1 billion a year. The Harvard Business Review has stated that while this may lead a government to reduce employee numbers, "Governments could instead choose to invest in the quality of its services. They can re-employ workers' time towards more rewarding work that requires lateral thinking, empathy, and creativity—all things at which humans continue to outperform even the most sophisticated AI program." == Risks == Risks associated with the use of AI in government include AI becoming susceptible to bias, a lack of transparency in how an AI application may make decisions, and the accountability for any such decisions. For example, a 2026 lawsuit alleged that the U.S. Department of Government Efficiency used ChatGPT to flag and cancel federal humanities grants, including projects on Jewish history and Israeli culture, over some objections from NEH officials, illustrating how automated decision-making could affect funding outcomes.

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  • Biometric device

    Biometric device

    A biometric device is a security identification and authentication device. Such devices use automated methods of verifying or recognising the identity of a living person based on a physiological or behavioral characteristic. These characteristics include fingerprints, facial images, iris and voice recognition. == History == Biometric devices have been in use for thousands of years. Non-automated biometric devices have been in use since 500 BC, when ancient Babylonians would sign their business transactions by pressing their fingertips into clay tablets. Automation in biometric devices was first seen in the 1960s. The Federal Bureau of Investigation (FBI) in the 1960s, introduced the Indentimat, which started checking for fingerprints to maintain criminal records. The first systems measured the shape of the hand and the length of the fingers. Although discontinued in the 1980s, the system set a precedent for future Biometric Devices. == Subgroups == The characteristic of the human body is used to access information by the users. According to these characteristics, the sub-divided groups are Chemical biometric devices: Analyses the segments of the DNA to grant access to the users. Visual biometric devices: Analyses the visual features of the humans to grant access which includes iris recognition, face recognition, Finger recognition, and Retina Recognition. Behavioral biometric devices: Analyses the Walking Ability and Signatures (velocity of sign, width of sign, pressure of sign) distinct to every human. Olfactory biometric devices: Analyses the odor to distinguish between varied users. Auditory biometric devices: Analyses the voice to determine the identity of a speaker for accessing control. == Uses == === Workplace === Biometrics are being used to establish better and accessible records of the hour's employee's work. With the increase in "Buddy Punching" (a case where employees clocked out coworkers and fraudulently inflated their work hours) employers have looked towards new technology like fingerprint recognition to reduce such fraud. Additionally, employers are also faced with the task of proper collection of data such as entry and exit times. Biometric devices make for largely fool proof and reliable ways of enabling to collect data as employees have to be present to enter biometric details which are unique to them. === Immigration === As the demand for air travel grows and more people travel, modern-day airports have to implement technology in such a way that there are no long queues. Biometrics are being implemented in more and more airports as they enable quick recognition of passengers and hence lead to lower volume of people standing in queues. One such example is of the Dubai International Airport which plans to make immigration counters a relic of the past as they implement IRIS on the move technology (IOM) which should help the seamless departures and arrivals of passengers at the airport. === Handheld and personal devices === Fingerprint sensors can be found on mobile devices. The fingerprint sensor is used to unlock the device and authorize actions, like money and file transfers, for example. It can be used to prevent a device from being used by an unauthorized person. It is also used in attendance in number of colleges and universities. == Present day biometric devices == === Personal signature verification systems === This is one of the most highly recognised and acceptable biometrics in corporate surroundings. This verification has been taken one step further by capturing the signature while taking into account many parameters revolving around this like the pressure applied while signing, the speed of the hand movement and the angle made between the surface and the pen used to make the signature. This system also has the ability to learn from users as signature styles vary for the same user. Hence by taking a sample of data, this system is able to increase its own accuracy. === Iris recognition system === Iris recognition involves the device scanning the pupil of the subject and then cross referencing that to data stored on the database. It is one of the most secure forms of authentication, as while fingerprints can be left behind on surfaces, iris prints are extremely hard to be stolen. Iris recognition is widely applied by organisations dealing with the masses, one being the Aadhaar identification system issued by the Government of India to keep records of its population. The reason for this is that iris recognition makes use of iris prints of humans, which change little over the course of one's lifetime. == Problems with present day biometric devices == === Biometric spoofing === Biometric spoofing is a method of fooling a biometric identification management system, where a counterfeit mold is presented in front of the biometric scanner. This counterfeit mold emulates the unique biometric attributes of an individual so as to confuse the system between the artifact and the real biological target and gain access to sensitive data/materials. One such high-profile case of Biometric spoofing came to the limelight when it was found that German Defence Minister, Ursula von der Leyen's fingerprint had been successfully replicated by Chaos Computer Club. The group used high quality camera lenses and shot images from 6 feet away. They used a professional finger software and mapped the contours of the Ministers thumbprint. Although progress has been made to stop spoofing. Using the principle of pulse oximetry — the liveliness of the test subject is taken into account by measure of blood oxygenation and the heart rate. This reduces attacks like the ones mentioned above, although these methods aren't commercially applicable as costs of implementation are high. This reduces their real world application and hence makes biometrics insecure until these methods are commercially viable. === Accuracy === Accuracy is a major issue with biometric recognition. Passwords are still extremely popular, because a password is static in nature, while biometric data can be subject to change (such as one's voice becoming heavier due to puberty, or an accident to the face, which could lead to improper reading of facial scan data). When testing voice recognition as a substitute to PIN-based systems, Barclays reported that their voice recognition system is 95 percent accurate. This statistic means that many of its customers' voices might still not be recognised even when correct. This uncertainty revolving around the system could lead to slower adoption of biometric devices, continuing the reliance of traditional password-based methods. == Benefits of biometric devices over traditional methods of authentication == Biometric data cannot be lent and hacking of Biometric data is complicated hence it makes it safer to use than traditional methods of authentication like passwords which can be lent and shared. Passwords do not have the ability to judge the user but rely only on the data provided by the user, which can easily be stolen while Biometrics work on the uniqueness of each individual. Passwords can be forgotten and recovering them can take time, whereas Biometric devices rely on biometric data which tends to be unique to a person, hence there is no risk of forgetting the authentication data. A study conducted among Yahoo! users found that at least 1.5 percent of Yahoo users forgot their passwords every month, hence this makes accessing services more lengthy for consumers as the process of recovering passwords is lengthy. These shortcomings make Biometric devices more efficient and reduces effort for the end user. == Future == Researchers are targeting the drawbacks of present-day biometric devices and developing to reduce problems like biometric spoofing and inaccurate intake of data. Technologies which are being developed are- The United States Military Academy are developing an algorithm that allows identification through the ways each individual interacts with their own computers; this algorithm considers unique traits like typing speed, rhythm of writing and common spelling mistakes. This data allows the algorithm to create a unique profile for each user by combining their multiple behavioral and stylometric information. This can be very difficult to replicate collectively. A recent innovation by Kenneth Okereafor and, presented an optimized and secure design of applying biometric liveness detection technique using a trait randomization approach. This novel concept potentially opens up new ways of mitigating biometric spoofing more accurately, and making impostor predictions intractable or very difficult in future biometric devices. A simulation of Kenneth Okereafor's biometric liveness detection algorithm using a 3D multi-biometric framework consisting of 15 liveness parameters from facial print, finger print and iris pattern traits resulted in a system efficiency of the 99.2% over a cardinality of 125 distinct randomization combinat

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  • How to Solve it by Computer

    How to Solve it by Computer

    How to Solve it by Computer is a computer science book by R. G. Dromey, first published by Prentice-Hall in 1982. It is occasionally used as a textbook, especially in India. It is an introduction to the whys of algorithms and data structures. Features of the book: The design factors associated with problems, The creative process behind coming up with innovative solutions for algorithms and data structures, The line of reasoning behind the constraints, factors and the design choices made. The very fundamental algorithms portrayed by this book are mostly presented in pseudocode and/or Pascal notation.

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  • Living lab

    Living lab

    The concept of the living lab has been defined in multiple ways. A definition from the European Network of Living Labs (ENoLL) is used most widely, describing them as "user-centred open innovation ecosystems” that integrate research and innovation through co-creation in real-world environments.[1] Emerging at the intersection of ambient intelligence research and user experience methodologies in the late 1990s, the concept was pioneered at the Massachusetts Institute of Technology (MIT) as a way to study human interaction with new technologies in natural settings. Over time, living labs have evolved beyond their origins as controlled research environments, becoming dynamic platforms for participatory design, collaborative experimentation, and iterative innovation across various domains, including urban development, healthcare, sustainability, and digital technology. Characterized by principles such as real-world experimentation, active user involvement, and multi-stakeholder collaboration, living labs enable the continuous adaptation and validation of solutions in everyday contexts. Today, they are implemented globally, supported by networks like the European Network of Living Labs (ENoLL), and increasingly recognized as vital tools for addressing local and global transformation agendas. == Background == The term "living lab" has emerged in parallel from the ambient intelligence (AmI) research communities context and from the discussion on experience and application research (EAR). The emergence of the term is based on the concept of user experience and ambient intelligence. The term dates back to the late 1990s when Professor William J. Mitchell, Kent Larson, and Alex (Sandy) Pentland at the Massachusetts Institute of Technology were credited with first exploring the concept of a living laboratory. It was first associated with MIT's Media Lab as a concept for studying real-life contexts, where they described a living lab as a controlled environment designed to test new information and communication technology (ICT) innovations in a simulated home setting. This was also when some of the key characteristics often assigned to living labs today began to take shape. They argued that a living lab represents a user-centric research methodology for sensing, prototyping, validating and refining complex solutions in multiple and evolving real-life contexts. Research on living labs has expanded since the 1990s, especially in the 2010s, with growing interest in co-creation and participatory design. Particularly in Europe, the living lab evolved into a model that focused on studying user interactions with technology in real-world environments. This shift was influenced by earlier experiences in participatory design and social experiments with ICT. As interest grew, the term began to encompass a broader array of initiatives and projects, leading to variations in its interpretation and implementation. Today, living labs are used in various fields, such as technology, healthcare, and urban sustainability, showing a transition from a narrow focus on their role as controlled environments to a more wide-ranging understanding of collaborative innovation addressing real societal challenges, while also being referred to with various descriptions and definitions available from different sources. == Description == The ENoLL definition that refers to living labs as "user-centred open innovation ecosystems” that integrate research and innovation through co-creation in real-world environments is the most widely accepted description of living labs in academic literature. In simple terms, living labs can be described as an organization or experimental space, that can be both virtually or physically located, bringing different stakeholders from research, business, government, and citizens together to design and test solutions to be implemented in a real world environment. A common definition for the living lab term still does not exist to this day, which is due to the fact that living labs are interpreted and implemented across different contexts and can cover a wide range of activities and organizations, leading to different understandings of how living labs should function. Living labs also often operate in various territorial contexts (e.g. city, agglomeration, region, campus), and can vary in their methodological approach integrating concurrent research and innovation processes within a public-private-people partnership. Despite these variations, common characteristics include user-centricity, real-world experimentation, multi-stakeholder collaboration, and iterative innovation processes. The systematic user co-creation approach refers to integrating research and innovation processes through the co-creation, exploration, experimentation and evaluation of innovative ideas, scenarios, concepts and related technological artefacts in real life use cases. Such use cases involve user communities, not only as observed subjects but also as a source of creation. This approach allows all involved stakeholders to concurrently consider both the global performance of a product or service and its potential adoption by users. This consideration may be made at the earlier stage of research and development and through all elements of the product life-cycle, from design up to recycling. User-centred research methods, such as action research, community informatics, contextual design, user-centered design, participatory design, empathic design, emotional design, and other usability methods, already exist but fail to sufficiently empower users for co-creating into open development environments. More recently, the Web 2.0 has demonstrated the positive impact of involving user communities in new product development (NPD) such as mass collaboration projects (e.g. crowdsourcing, Wisdom of Crowds) in collectively creating new contents and applications. Real-world experimentation emphasizes conducting activities in real-life settings to ensure that the results of the projects and solutions are applicable to actual market conditions. Multi-stakeholder collaboration refers to an approach that involved various stakeholders, such as users, businesses, researchers, and government entities, working together towards a common goal. This is an important characteristics of living lab because collaboration of these diverse groups allows for exchange of ideas and perspectives, which are thought to enhance innovation processes. Iterative innovation processes involve a cyclical method of developing products or services, where stages such as research, development, testing, and implementation are revisited multiple times based on feedback and evaluation. This process allows for continuous improvement of the innovation, product, or service being developed. In particular, the ongoing involvement of the user creates feedback mechanisms that are ultimately key to successful development and implementation of products and services. A living lab is not similar to a testbed as its philosophy is to turn users, from being traditionally considered as observed subjects for testing modules against requirements, into value creation in contributing to the co-creation and exploration of emerging ideas, breakthrough scenarios, innovative concepts and related artefacts. Hence, a living lab rather constitutes an experiential environment, which could be compared to the concept of experiential learning, where users are immersed in a creative social space for designing and experiencing their own future. Living labs could also be used by policy makers and users/citizens for designing, exploring, experiencing and refining new policies and regulations in real-life scenarios for evaluating their potential impacts before their implementations. == European Network of Living Labs (ENoLL) == The European Network of Living Labs (ENoLL) is an international, non-profit, independent association of certified living labs, which popularized the living lab concept in the aim to increase user involvement in innovation. Formed in November 2006 under the guidance of the Finnish European Presidency, ENoLL is composed of a variety of stakeholders, including municipalities and research institutes, businesses, and users. Its primary role is to support the collaboration among living labs across Europe and includes many living labs focused on user-driven innovation across sectors. ENoLL focuses on facilitating knowledge exchange, joint actions and project partnerships among its historically labelled +/- 500 members, influencing EU policies, promoting living labs and enabling their implementation worldwide. ENoLL serves as a platform for linking living labs around the globe, which enables knowledge sharing and collaborative learning among diverse cultural environments. Membership to the platform is open to organizations worldwide, and ENoLL has expanded beyond Europe to include global members. ENoLL follows an application and accreditation pro

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  • Sieve of Eratosthenes

    Sieve of Eratosthenes

    In mathematics, the sieve of Eratosthenes is an ancient algorithm for finding all prime numbers up to any given limit. It does so by iteratively marking as composite (i.e., not prime) the multiples of each prime, starting with the first prime number, 2. The multiples of a given prime are generated as a sequence of numbers starting from that prime, with constant difference between them that is equal to that prime. This is the sieve's key distinction from using trial division to sequentially test each candidate number for divisibility by each prime. Once all the multiples of each discovered prime have been marked as composites, the remaining unmarked numbers are primes. The earliest known reference to the sieve (Ancient Greek: κόσκινον Ἐρατοσθένους, kóskinon Eratosthénous) is in Nicomachus of Gerasa's Introduction to Arithmetic, an early 2nd-century CE book which attributes it to Eratosthenes of Cyrene, a 3rd-century BCE Greek mathematician, though describing the sieving by odd numbers instead of by primes. One of a number of prime number sieves, it is one of the most efficient ways to find all of the smaller primes. It may be used to find primes in arithmetic progressions. == Overview == A prime number is a natural number that has exactly two distinct natural number divisors: the number 1 and itself. To find all the prime numbers less than or equal to a given integer n by Eratosthenes's method: Create a list of consecutive integers from 2 through n: (2, 3, 4, ..., n). Initially, let p equal 2, the smallest prime number. Enumerate the multiples of p by counting in increments of p from 2p to n, and mark them in the list (these will be 2p, 3p, 4p, ...; the p itself should not be marked). Find the smallest number in the list greater than p that is not marked. If there was no such number, stop. Otherwise, let p now equal this new number (which is the next prime), and repeat from step 3. When the algorithm terminates, the numbers remaining not marked in the list are all the primes below n. The main idea here is that every value given to p will be prime, because if it were composite it would be marked as a multiple of some other, smaller prime. Note that some of the numbers may be marked more than once (e.g., 15 will be marked both for 3 and 5). The key property of the sieve is that only additions are needed, no multiplications or divisions are used. As a refinement, it is sufficient to mark the numbers in step 3 starting from p2, as all the smaller multiples of p will have already been marked at that point. This means that the algorithm is allowed to terminate in step 4 when p2 is greater than n. Another refinement is to initially list odd numbers only, (3, 5, ..., n), and count in increments of 2p in step 3, thus marking only odd multiples of p. This actually appears in the original algorithm. This can be generalized with wheel factorization, forming the initial list only from numbers coprime with the first few primes and not just from odds (i.e., numbers coprime with 2), and counting in the correspondingly adjusted increments so that only such multiples of p are generated that are coprime with those small primes, in the first place. === Example === To find all the prime numbers less than or equal to 30, proceed as follows. First, generate a list of natural numbers from 2 to 30: 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The first number in the list is 2; cross out every 2nd number in the list after 2 by counting up from 2 in increments of 2 (these will be all the multiples of 2 in the list): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The next number in the list after 2 is 3; cross out every 3rd number in the list after 3 by counting up from 3 in increments of 3 (these will be all the multiples of 3 in the list): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The next number not yet crossed out in the list after 3 is 5; cross out every 5th number in the list after 5 by counting up from 5 in increments of 5 (i.e. all the multiples of 5): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The next number not yet crossed out in the list after 5 is 7; the next step would be to cross out every 7th number in the list after 7, but they are all already crossed out at this point, as these numbers (14, 21, 28) are also multiples of smaller primes because 7 × 7 is greater than 30. The numbers not crossed out at this point in the list are all the prime numbers below 30: 2 3 5 7 11 13 17 19 23 29 == Algorithm and variants == === Pseudocode === The sieve of Eratosthenes can be expressed in pseudocode, as follows: algorithm Sieve of Eratosthenes is input: an integer n > 1. output: all prime numbers from 2 through n. let A be an array of Boolean values, indexed by integers 2 to n, initially all set to true. for i = 2, 3, 4, ..., not exceeding √n do if A[i] is true for j = i2, i2+i, i2+2i, i2+3i, ..., not exceeding n do set A[j] := false return all i such that A[i] is true. This algorithm produces all primes not greater than n. It includes a common optimization, which is to start enumerating the multiples of each prime i from i2. The time complexity of this algorithm is O(n log log n), provided the array update is an O(1) operation, as is usually the case. === Segmented sieve === As Sorenson notes, the problem with the sieve of Eratosthenes is not the number of operations it performs but rather its memory requirements. For large n, the range of primes may not fit in memory; worse, even for moderate n, its cache use is highly suboptimal. The algorithm walks through the entire array A, exhibiting almost no locality of reference. A solution to these problems is offered by segmented sieves, where only portions of the range are sieved at a time. These have been known since the 1970s, and work as follows: Divide the range 2 through n into segments of some size Δ ≥ √n. Find the primes in the first (i.e. the lowest) segment, using the regular sieve. For each of the following segments, in increasing order, with m being the segment's topmost value, find the primes in it as follows: Set up a Boolean array of size Δ. Mark as non-prime the positions in the array corresponding to the multiples of each prime p ≤ √m found so far, by enumerating its multiples in steps of p starting from the lowest multiple of p between m - Δ and m. The remaining non-marked positions in the array correspond to the primes in the segment. It is not necessary to mark any multiples of these primes, because all of these primes are larger than √m, as for k ≥ 1, one has ( k Δ + 1 ) 2 > ( k + 1 ) Δ {\displaystyle (k\Delta +1)^{2}>(k+1)\Delta } . If Δ is chosen to be √n, the space complexity of the algorithm is O(√n), while the time complexity is the same as that of the regular sieve. For ranges with upper limit n so large that the sieving primes below √n as required by the page segmented sieve of Eratosthenes cannot fit in memory, a slower but much more space-efficient sieve like the pseudosquares prime sieve, developed by Jonathan P. Sorenson, can be used instead. === Incremental sieve === An incremental formulation of the sieve generates primes indefinitely (i.e., without an upper bound) by interleaving the generation of primes with the generation of their multiples (so that primes can be found in gaps between the multiples), where the multiples of each prime p are generated directly by counting up from the square of the prime in increments of p (or 2p for odd primes). The generation must be initiated only when the prime's square is reached, to avoid adverse effects on efficiency. It can be expressed symbolically under the dataflow paradigm as primes = [2, 3, ...] \ [[p², p²+p, ...] for p in primes], using list comprehension notation with \ denoting set subtraction of arithmetic progressions of numbers. Primes can also be produced by iteratively sieving out the composites through divisibility testing by sequential primes, one prime at a time. It is not the sieve of Eratosthenes but is often confused with it, even though the sieve of Eratosthenes directly generates the composites instead of testing for them. Trial division has worse theoretical complexity than that of the sieve of Eratosthenes in generating ranges of primes. When testing each prime, the optimal trial division algorithm uses all prime numbers not exceeding its square root, whereas the sieve of Eratosthenes produces each composite from its prime factors only, and gets the primes "for free", between the composites. The widely known 1975 functional sieve code by David Turner is often presented as an example of the sieve of Eratosthenes but is actually a sub-optimal trial division sieve. == Algorithmic complexity == The sieve of Eratosthenes is a popular way to benchmark computer performance. The time complexity of calculating all primes below n in the random access machine model is O(n log log n) ope

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  • Organoid intelligence

    Organoid intelligence

    Organoid intelligence (OI) is an emerging field of study in computer science and biology that develops and studies biological wetware computing using 3D cultures of human brain cells (or brain organoids) and brain-machine interface technologies. Such technologies may be referred to as OIs or the nervous filesystem. Organoid intelligent computer systems can be an example of biohybrid systems. == Differences with non-organic computing == As opposed to traditional non-organic silicon-based approaches, OI seeks to use lab-grown cerebral organoids to serve as "biological hardware". While these structures are still far from being able to think like a regular human brain and do not yet possess strong computing capabilities, OI research currently offers the potential to improve the understanding of brain development, learning and memory, potentially finding treatments for neurological disorders such as dementia. Thomas Hartung, a professor from Johns Hopkins University, argued in 2023 that "while silicon-based computers are certainly better with numbers, brains are better at learning." He noted that transistor density in computer chip may be approaching its limits, whereas brains, being wired differently, are more energy-efficient and can store large amounts of information. Some researchers claim that even though human brains are slower than machines at processing simple information, they are far better at processing complex information as brains can deal with fewer and more uncertain data, perform both sequential and parallel processing, being highly heterogenous, use incomplete datasets, and is said to outperform non-organic machines in decision-making. Training OIs involve the process of biological learning (BL) as opposed to machine learning (ML) for AIs. == Bioinformatics in OI == OI generates complex biological data, necessitating sophisticated methods for processing and analysis. Bioinformatics provides the tools and techniques to decipher raw data, uncovering the patterns and insights. Researchers have developed a platform named Neuroplatform for experimenting remotely with brain organoids via an API. == Intended functions == Brain-inspired computing hardware aims to emulate the structure and working principles of the brain and could be used to address current limitations in AI technologies. However, brain-inspired silicon chips are still limited in their ability to fully mimic brain function, as most examples are built on digital electronic principles. One study performed OI computation (which they termed Brainoware) by sending and receiving information from the brain organoid using a high-density multielectrode array. By applying spatiotemporal electrical stimulation, nonlinear dynamics, and fading memory properties, as well as unsupervised learning from training data by reshaping the organoid functional connectivity, the study showed the potential of this technology by using it for speech recognition and nonlinear equation prediction in a reservoir computing framework. == Ethical concerns == While researchers are hoping to use OI and biological computing to complement traditional silicon-based computing, there are also questions about the ethics of such an approach. Concerns include the possibility that an organoid could develop sentience or consciousness, and the question of the relationship between a stem cell donor (for growing the organoid) and the respective OI system.

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  • Secure Electronic Delivery

    Secure Electronic Delivery

    Secure Electronic Delivery (SED) is a service created in 2003 and provided by the British Library Document Supply Service (BLDSS). Its purpose is to enable faster delivery of digital materials as encrypted, copyright-compliant PDF Documents, to a personal e-mail address. These documents are supplied from the British Library via its On Demand service. When the British Library supplies articles electronically, it sends them securely in order to ensure its usage is permitted (research purposes) and copyright law is observed. == Methods == As the publishing industry, authors and creators become highly protective of their assets and intellectual property, they impose strict rules on delivery methods to prevent copyright infringement. Nowadays, DRM-enabled secure delivery appears to be the most widely used solution to address issues faced by libraries in supplying ebooks and digital materials to their users. SED, one of these solutions, is using Adobe LiveCycle Digital Rights Management (LCDRM) as an encryption method to deliver documents. == Advantages == SED offers convenience, quality and speed as documents are delivered upon request at any location and on any device. Requested articles are scanned for high quality reproduction, opened anywhere on any machine, including mobile devices. == Restrictions == The following are restrictions hold in a SED service implementation: The digital material is accessible only for 14 days via a link sent to a personal message. Due to copyright reasons, the material can be opened only once, saved for 14 days and does not allow a copy-paste action. Upon display, the material must be printed from the same device and reprinted only once. The On Demand encryption technology works best on the default Safari browser although other browsers may accommodate it.

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  • Enterprise information system

    Enterprise information system

    An Enterprise Information System (EIS) is any kind of information system which improves the functions of enterprise business processes through integration. This means typically offering high quality service, dealing with large volumes of data and capable of supporting some large and possibly complex organization or enterprise. An EIS must be able to be used by all parts and all levels of an enterprise. The word enterprise can have various connotations. Frequently the term is used only to refer to very large organizations such as multi-national companies or public-sector organizations. However, the term may be used to mean virtually anything, by virtue of it having become a corporate-speak buzzword. == Purpose == Enterprise information systems provide a technology platform that enables organizations to integrate and coordinate their business processes on a robust foundation. An EIS is currently used in conjunction with customer relationship management and supply chain management to automate business processes. An enterprise information system provides a single system that is central to the organization that ensuring information can be shared across all functional levels and management hierarchies. An EIS can be used to increase business productivity and reduce service cycles, product development cycles and marketing life cycles. It may be used to amalgamate existing applications. Other outcomes include higher operational efficiency and cost savings. Financial value is not usually a direct outcome from the implementation of an enterprise information system. == Design stage == At the design stage the main characteristic of EIS efficiency evaluation is the probability of timely delivery of various messages such as command, service, etc. == Information systems == Enterprise systems create a standard data structure and are invaluable in eliminating the problem of information fragmentation caused by multiple information systems within an organization. An EIS differentiates itself from legacy systems in that it is self-transactional, self-helping and adaptable to general and specialist conditions. Unlike an enterprise information system, legacy systems are limited to department-wide communications. A typical enterprise information system would be housed in one or more data centers, would run enterprise software, and could include applications that typically cross organizational borders such as content management systems.

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