Eden: It's an Endless World!

Eden: It's an Endless World!

Eden: It's an Endless World!, also known simply as Eden (stylized in all caps), is a Japanese science fiction manga series written and illustrated by Hiroki Endo. It was serialized in Kodansha's seinen manga magazine Monthly Afternoon from September 1997 to June 2008, with its chapters collected in 18 tankōbon volumes. == Premise == The story is set in the near future, following the "closure virus" pandemic has killed 15 percent of the world's population, crippled or disfigured many more, with catastrophic effect on global politics. Its themes and many character names are taken from Gnostic mythology. == Plot == The series begins with a long introduction, with the characters Ennoia and Hannah living a peaceful life on a remote and isolated island called Eden, with researcher Lane Morris, who is their guardian and a victim of the pandemic. The events that led to this situation are revealed in flashbacks, leading up to the return of Ennoia's father, along with the forces of the Propater Federation. Following this, the story moves forwards twenty years, and focuses on Ennoia's son, Elijah, the main character, and his own conflict with the powerful and monopolistic Propater federation to save his sister, Mana Ballard, kidnapped by Propater when he was very young. She is being held to threaten Ennoia Ballard, father of the two characters, who has become a powerful drug lord in South America, feared and despised by many, including, to an extent, his own family. During a terrorist attack, Elijah, aged 15, is separated from his mother and his sister is kidnapped, along with his mother Hannah and now has to handle things on his own. Eden is about his coming-of-age as a man and trying to survive both bodily and morally in world that is too complex for mere "black and white". He encounters many other characters, both allies and enemies, all sharing the same struggle to survive in a post-apocalyptic dystopian world. Many stories are included of the people Elijah meets, telling their past or following life, sometimes volumes later, furthering understanding of the characters and giving increased depth to the world of the book as a whole. Later in the series, the story once again moves forwards in time, jumping four more years ahead. The Closure Virus, the cause of the original pandemic, mutates, this time assimilating non-organic matter as well as organic, known as "colloid" (or "Disclosure Virus"). The story rejoins Elijah, now 19 years old, as well as many other old characters, and some new, as the world begins to deal with this new threat that is swallowing many cities in the world, leaving lakes and craters, and many people. It is later discovered that the several colloids in the world, are linked with a net of underground auto-built "cables," and that the colloid itself, stores all the memories of the people it swallows. == Characters == Elijah Ballard (エリヤ・バラード, Eriya Barādo) Elijah is introduced while on the run from Propater. He becomes involved in his father's criminal activities, and undergoes a coming of age into adulthood. Ennoia Ballard (エンノイア・バラード, Ennoia Barādo) Elijah's father. Hannah Mayall (ハナ・メイオール, Hana Meiōru) Elijah's mother. Mana Ballard (マナ・バラード, Mana Barādo) Elijah's sister, who remains in Propater hands whilst her mother is rescued. Elijah's fight to free her is a focus of the later parts of the story. Nazarbaiev Khan (ナザルバイエフ・カーン, Nazarubaiefu Kān) Colonel Khan is an old soldier from Azerbaijan. He leads the Nomad group (including Kenji and Sophia) fleeing Propater at the start of the series. Khan became Kenji's mentor after killing his brother, and the two share a slightly strained, but at the same time, trusting, relationship. Sophia Theódores (ソフィア・テオドレス, Sofia Teodoresu) A powerful Greek computer hacker, and full-body cyborg. Maya (マーヤ, Māya) A nearly godlike AI, which seems to roughly correspond to the savior of Gnostic mythology. Kenji Asai (ケンジ・アサイ) The brother of a low-level yakuza boss. Helena Montoya (ヘレナ・モントーヤ, Herena Montōya) A prostitute now working in a brothel. Has a complex relationship with Elijah and acts as a surrogate big sister. == Media == === Manga === Eden: It's an Endless World! was written and illustrated by Hiroki Endo. The series ran in Kodansha's Monthly Afternoon magazine from September 25, 1997, to June 25, 2008. Kodansha collected its chapters into 18 tankōbon volumes, released from April 21, 1998, to July 23, 2008. In July 2005, Dark Horse Comics announced in San Diego Comic-Con that it has licensed Eden for North American distribution, with publication to begin in November of that year. As of March 2014, 14 volumes were released in total. ==== Volumes ==== == Reception == Eden was named Wizard magazine's best manga of 2007. In his review of another work by Hiroki Endo titled Hiroki Endo's Tanpenshu, David F. Smith of Newtype USA has called Eden one of the best manga American money can buy.

Resisting AI

Resisting AI: An Anti-fascist Approach to Artificial Intelligence is a book on artificial intelligence (AI) by Dan McQuillan, published in 2022 by Bristol University Press. == Content == Resisting AI takes the form of an extended essay, which contrasts optimistic visions about AI's potential by arguing that AI may best be seen as a continuation and reinforcement of bureaucratic forms of discrimination and violence, ultimately fostering authoritarian outcomes. For McQuillan, AI's promise of objective calculability is antithetical to an egalitarian and just society. McQuillan uses the expression "AI violence" to describe how – based on opaque algorithms – various actors can discriminate against categories of people in accessing jobs, loans, medical care, and other benefits. The book suggests that AI has a political resonance with soft eugenic approaches to the valuation of life by modern welfare states, and that AI exhibits eugenic features in its underlying logic, as well as in its technical operations. The parallel is with historical eugenicists achieving saving to the state by sterilizing defectives so the state would not have to care for their offspring. The analysis of McQuillan goes beyond the known critique of AI systems fostering precarious labour markets, addressing "necropolitics", the politics of who is entitled to live, and who to die. Although McQuillan offers a brief history of machine learning at the beginning of the book – with its need for "hidden and undercompensated labour", he is concerned more with the social impacts of AI rather than with its technical aspects. McQuillan sees AI as the continuation of existing bureaucratic systems that already marginalize vulnerable groups – aggravated by the fact that AI systems trained on existing data are likely to reinforce existing discriminations, e.g. in attempting to optimize welfare distribution based on existing data patterns, ultimately creating a system of "self-reinforcing social profiling". In elaborating on the continuation between existing bureaucratic violence and AI, McQuillan connects to Hannah Arendt's concept of the thoughtless bureaucrat in Eichmann in Jerusalem: A Report on the Banality of Evil, which now becomes the algorithm that, lacking intent, cannot be accountable, and is thus endowed with an "algorithmic thoughtlessness". McQuillan defends the "fascist" in the title of the work by arguing that while not all AI is fascist, this emerging technology of control may end up being deployed by fascist or authoritarian regimes. For McQuillan, AI can support the diffusion of states of exception, as a technology impossible to properly regulate and a mechanism for multiplying exceptions more widely. An example of a scenario where AI systems of surveillance could bring discrimination to a new high is the initiative to create LGBT-free zones in Poland. Skeptical of ethical regulations to control the technology, McQuillan suggests people's councils and workers' councils, and other forms of citizens' agency to resist AI. A chapter titled "Post-Machine Learning" makes an appeal for resistance via currents of thought from feminist science (standpoint theory), post-normal science (extended peer communities), and new materialism; McQuillan encourages the reader to question the meaning of "objectivity" and calls for the necessity of alternative ways of knowing. Among the virtuous examples of resistance – possibly to be adopted by the AI workers themselves – McQuillan notes the Lucas Plan of the workers of Lucas Aerospace Corporation, in which a workforce declared redundant took control, reorienting the enterprise toward useful products. McQuillan advocates for what he calls decomputing, an opposition to the sweeping application and expansion of artificial intelligence. Similar to degrowth, the approach criticizes AI as an outgrowth of the systemic issues within capitalist systems. McQuillan argues that a different future is possible, in which distance between people is reduced rather than increased through AI intermediaries. The work of McQuillan warns against "watered-down forms of engagement" with AI, such as citizen juries, which superficially look like democratic deliberation but may actually obscure important decisions about AI that are outside the purview of the engagement situation (McQuillan 2022, 128). In an interview about the book, McQuillan describes himself as an "AI abolitionist". == Reception == The book has been praised for how it "masterfully disassembles AI as an epistemological, social, and political paradigm". On the critical side, a review in the academic journal Justice, Power and Resistance took exception to the "nightmarish visions of Big Brother" offered by McQuillan, and argued that while many elements of AI may pose concern, a critique should not be based on a caricature of what AI is, concluding that McQuillan's work is "less of a theory and more of a Manifesto". Another review notes "a disconnect between the technical aspects of AI and the socio-political analysis McQuillan provides." Although the book was published before the ChatGPT and large language model debate heated up, the book has not lost relevance to the AI discussion. It is noted for suggesting a link between beliefs in artificial intelligence and beliefs in a racialised and gendered visions of intelligence overall, whereby a certain type of rational, measurable intelligence is privileged, leading to "historical notions of hierarchies of being". The blog Reboot praised McQuillan for offering a theory of harm of AI (why AI could end up hurting people and society) that does not just encourage tackling in isolation specific predicted problems with AI-centric systems: bias, non-inclusiveness, exploitativeness, environmental destructiveness, opacity, and non-contestability. For educational policies could also look at AI following the reading of McQuillan: In his book Resisting AI, Dan McQuillan argues that "When we're thinking about the actuality of AI, we can't separate the calculations in the code from the social context of its application" .... McQuillan's particular concern is how many contemporary applications of AI are amplifying existing inequalities and injustices as well as deepening social divisions and instabilities. His book makes a powerful case for anticipating these effects and actively resisting them for the good of societies. Videos and podcasts with an interest in AI and emerging technology have discussed the book.

MyChild App

MyChild App is an Android app that helps parents screen developmental disorders in their children between the age of 1 and 24 months. The app contains information for parents about the different stages of a child's development. == Background == Launched in 2015 on Google PlayStore, the app is a consumer product of the parent company, Time Ahead, Inc. Its office is based in Bhopal, Madhya Pradesh, India. As of August 2016, the app had been downloaded by 11,000+ users in 140+ countries and is a part of fbstart case study. == Funding == In 2015, MyChild App raised a seed round of $100k led by 500 Startups, followed by angel investors Samir Bangara, Anisha Mittal, Pallav Nadhani, Deobrat Singh, Lalit Mangal, Arihant Patni, Amit Gupta, Dr. Ritesh Malik, Saurab Paruthi, and Singapore Angel Network.

Visual analytics

Visual analytics is a multidisciplinary science and technology field that emerged from information visualization and scientific visualization. It focuses on how analytical reasoning can be facilitated by interactive visual interfaces. == Overview == Visual analytics is "the science of analytical reasoning facilitated by interactive visual interfaces." It can address problems whose size, complexity, and need for closely coupled human and machine analysis may make them otherwise intractable. Visual analytics advances scientific and technological development across multiple domains, including analytical reasoning, human–computer interaction, data transformations, visual representation for computation and analysis, analytic reporting, and the transition of new technologies into practice. As a research agenda, visual analytics brings together several scientific and technical communities from computer science, information visualization, cognitive and perceptual sciences, interactive design, graphic design, and social sciences. Visual analytics integrates new computational and theory-based tools with innovative interactive techniques and visual representations to enable human-information discourse. The design of the tools and techniques is based on cognitive, design, and perceptual principles. This science of analytical reasoning provides the reasoning framework upon which one can build both strategic and tactical visual analytics technologies for threat analysis, prevention, and response. Analytical reasoning is central to the analyst's task of applying human judgments to reach conclusions from a combination of evidence and assumptions. Visual analytics has some overlapping goals and techniques with information visualization and scientific visualization. There is currently no clear consensus on the boundaries between these fields, but broadly speaking the three areas can be distinguished as follows: Scientific visualization deals with data that has a natural geometric structure (e.g., MRI data, wind flows). Information visualization handles abstract data structures such as trees or graphs. Visual analytics is especially concerned with coupling interactive visual representations with underlying analytical processes (e.g., statistical procedures, data mining techniques) such that high-level, complex activities can be effectively performed (e.g., sense making, reasoning, decision making). Visual analytics seeks to marry techniques from information visualization with techniques from computational transformation and analysis of data. Information visualization forms part of the direct interface between user and machine, amplifying human cognitive capabilities in six basic ways: by increasing cognitive resources, such as by using a visual resource to expand human working memory, by reducing search, such as by representing a large amount of data in a small space, by enhancing the recognition of patterns, such as when information is organized in space by its time relationships, by supporting the easy perceptual inference of relationships that are otherwise more difficult to induce, by perceptual monitoring of a large number of potential events, and by providing a manipulable medium that, unlike static diagrams, enables the exploration of a space of parameter values These capabilities of information visualization, combined with computational data analysis, can be applied to analytic reasoning to support the sense-making process. == History == As an interdisciplinary approach, visual analytics has its roots in information visualization, cognitive sciences, and computer science. The term and scope of the field was defined in the early 2000s through researchers such as Jim Thomas, Kristin A. Cook, John Stasko, Pak Chung Wong, Daniel A. Keim and David S. Ebert. As a reaction to the September 11, 2001 attacks the United States Department of Homeland Security was established in late 2002, combining dozens of previously separated government agencies. Building upon earlier work on visual data mining by Daniel A. Keim starting in the late 1990s, this simultaneously lead to the development of a research agenda for visual analytics. As part of these efforts the National Visualization and Analytics Center (NVAC) at Pacific Northwest National Laboratory was established in 2004, whose charter was to develop system to mitigate information overload after the September 11, 2001 attacks in the intelligence community. Their research work determined core challenges, posed open research questions, and positioned visual analytics as a new research domain, in particular through the 2005 research agenda Illuminating the Path. In 2006, the IEEE VIS community led by Pak Chung Wong and Daniel A. Keim launched the annual IEEE Conference on Visual Analytics Science and Technology (VAST), providing a dedicated venue for research into visual analytics, which in 2020 merged to form the IEEE Visualization conference. In 2008, scope and challenges of visual analytics were conceptually defined by Daniel A. Keim and Jim Thomas in their influential book about visual data mining. The domain was further refined as part of the European Commissions FP7 VisMaster program in the late 2000s. == Topics == === Scope === Visual analytics is a multidisciplinary field that includes the following focus areas: Analytical reasoning techniques that enable users to obtain deep insights that directly support assessment, planning, and decision making Data representations and transformations that convert all types of conflicting and dynamic data in ways that support visualization and analysis Techniques to support production, presentation, and dissemination of the results of an analysis to communicate information in the appropriate context to a variety of audiences. Visual representations and interaction techniques that take advantage of the human eye's broad bandwidth pathway into the mind to allow users to see, explore, and understand large amounts of information at once. === Analytical reasoning techniques === Analytical reasoning techniques are the method by which users obtain deep insights that directly support situation assessment, planning, and decision making. Visual analytics must facilitate high-quality human judgment with a limited investment of the analysts’ time. Visual analytics tools must enable diverse analytical tasks such as: Understanding past and present situations quickly, as well as the trends and events that have produced current conditions Identifying possible alternative futures and their warning signs Monitoring current events for emergence of warning signs as well as unexpected events Determining indicators of the intent of an action or an individual Supporting the decision maker in times of crisis. These tasks will be conducted through a combination of individual and collaborative analysis, often under extreme time pressure. Visual analytics must enable hypothesis-based and scenario-based analytical techniques, providing support for the analyst to reason based on the available evidence. === Data representations === Data representations are structured forms suitable for computer-based transformations. These structures must exist in the original data or be derivable from the data themselves. They must retain the information and knowledge content and the related context within the original data to the greatest degree possible. The structures of underlying data representations are generally neither accessible nor intuitive to the user of the visual analytics tool. They are frequently more complex in nature than the original data and are not necessarily smaller in size than the original data. The structures of the data representations may contain hundreds or thousands of dimensions and be unintelligible to a person, but they must be transformable into lower-dimensional representations for visualization and analysis. === Theories of visualization === Theories of visualization include: Jacques Bertin's Semiology of Graphics (1967) Nelson Goodman's Languages of Art (1977) Jock D. Mackinlay's Automated design of optimal visualization (APT) (1986) Leland Wilkinson's Grammar of Graphics (1998) Hadley Wickham's Layered Grammar of Graphics (2010) === Visual representations === Visual representations translate data into a visible form that highlights important features, including commonalities and anomalies. These visual representations make it easy for users to perceive salient aspects of their data quickly. Augmenting the cognitive reasoning process with perceptual reasoning through visual representations permits the analytical reasoning process to become faster and more focused. == Process == The input for the data sets used in the visual analytics process are heterogeneous data sources (i.e., the internet, newspapers, books, scientific experiments, expert systems). From these rich sources, the data sets S = S1, ..., Sm are chosen, whereas each Si , i ∈ (1, ..., m) consists of attrib

Hierarchical RBF

In computer graphics, hierarchical RBF is an interpolation method based on radial basis functions (RBFs). Hierarchical RBF interpolation has applications in treatment of results from a 3D scanner, terrain reconstruction, and the construction of shape models in 3D computer graphics (such as the Stanford bunny, a popular 3D model). This problem is informally named as "large scattered data point set interpolation." == Method == The steps of the interpolation method (in three dimensions) are as follows: Let the scattered points be presented as set P = { c i = ( x i , y i , z i ) | i = 1 N ⊂ R 3 } {\displaystyle \mathbf {P} =\{\mathbf {c} _{i}=(\mathbf {x} _{i},\mathbf {y} _{i},\mathbf {z} _{i})\vert _{i=1}^{N}\subset \mathbb {R} ^{3}\}} Let there exist a set of values of some function in scattered points H = { h i | i = 1 N ⊂ R } {\displaystyle \mathbf {H} =\{\mathbf {h} _{i}\vert _{i=1}^{N}\subset \mathbb {R} \}} Find a function f ( x ) {\displaystyle \mathbf {f} (\mathbf {x} )} that will meet the condition f ( x ) = 1 {\displaystyle \mathbf {f} (\mathbf {x} )=1} for points lying on the shape and f ( x ) ≠ 1 {\displaystyle \mathbf {f} (\mathbf {x} )\neq 1} for points not lying on the shape As J. C. Carr et al. showed, this function takes the form f ( x ) = ∑ i = 1 N λ i φ ( x , c i ) {\displaystyle \mathbf {f} (\mathbf {x} )=\sum _{i=1}^{N}\lambda _{i}\varphi (\mathbf {x} ,\mathbf {c} _{i})} where φ {\displaystyle \varphi } is a radial basis function and λ {\displaystyle \lambda } are the coefficients that are the solution of the following linear system of equations: [ φ ( c 1 , c 1 ) φ ( c 1 , c 2 ) . . . φ ( c 1 , c N ) φ ( c 2 , c 1 ) φ ( c 2 , c 2 ) . . . φ ( c 2 , c N ) . . . . . . . . . . . . φ ( c N , c 1 ) φ ( c N , c 2 ) . . . φ ( c N , c N ) ] ∗ [ λ 1 λ 2 . . . λ N ] = [ h 1 h 2 . . . h N ] {\displaystyle {\begin{bmatrix}\varphi (c_{1},c_{1})&\varphi (c_{1},c_{2})&...&\varphi (c_{1},c_{N})\\\varphi (c_{2},c_{1})&\varphi (c_{2},c_{2})&...&\varphi (c_{2},c_{N})\\...&...&...&...\\\varphi (c_{N},c_{1})&\varphi (c_{N},c_{2})&...&\varphi (c_{N},c_{N})\end{bmatrix}}{\begin{bmatrix}\lambda _{1}\\\lambda _{2}\\...\\\lambda _{N}\end{bmatrix}}={\begin{bmatrix}h_{1}\\h_{2}\\...\\h_{N}\end{bmatrix}}} For determination of surface, it is necessary to estimate the value of function f ( x ) {\displaystyle \mathbf {f} (\mathbf {x} )} in specific points x. A lack of such method is a considerable complication on the order of O ( n 2 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{2})} to calculate RBF, solve system, and determine surface. == Other methods == Reduce interpolation centers ( O ( n 2 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{2})} to calculate RBF and solve system, O ( m n ) {\displaystyle \mathbf {O} (\mathbf {m} \mathbf {n} )} to determine surface) Compactly support RBF ( O ( n log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {n} \log {\mathbf {n} })} to calculate RBF, O ( n 1.2..1.5 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{1.2..1.5})} to solve system, O ( m log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {m} \log {\mathbf {n} })} to determine surface) FMM ( O ( n 2 ) {\displaystyle \mathbf {O} (\mathbf {n} ^{2})} to calculate RBF, O ( n log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {n} \log {\mathbf {n} })} to solve system, O ( m + n log ⁡ n ) {\displaystyle \mathbf {O} (\mathbf {m} +\mathbf {n} \log {\mathbf {n} })} to determine surface) == Hierarchical algorithm == A hierarchical algorithm allows for an acceleration of calculations due to decomposition of intricate problems on the great number of simple (see picture). In this case, hierarchical division of space contains points on elementary parts, and the system of small dimension solves for each. The calculation of surface in this case is taken to the hierarchical (on the basis of tree-structure) calculation of interpolant. A method for a 2D case is offered by Pouderoux J. et al. For a 3D case, a method is used in the tasks of 3D graphics by W. Qiang et al. and modified by Babkov V.

Chinchilla (language model)

Chinchilla is a family of large language models (LLMs) developed by the research team at Google DeepMind, presented in March 2022. == Models == It is named "chinchilla" because it is a further development over a previous model family named Gopher. Both model families were trained in order to investigate the scaling laws of large language models. It claimed to outperform GPT-3. It considerably simplifies downstream utilization because it requires much less computer power for inference and fine-tuning. Based on the training of previously employed language models, it has been determined that if one doubles the model size, one must also have twice the number of training tokens. This hypothesis has been used to train Chinchilla by DeepMind. Similar to Gopher in terms of cost, Chinchilla has 70B parameters and four times as much data. Chinchilla has an average accuracy of 67.5% on the Measuring Massive Multitask Language Understanding (MMLU) benchmark, which is 7% higher than Gopher's performance. Chinchilla was still in the testing phase as of January 12, 2023. Chinchilla contributes to developing an effective training paradigm for large autoregressive language models with limited compute resources. The Chinchilla team recommends that the number of training tokens is twice for every model size doubling, meaning that using larger, higher-quality training datasets can lead to better results on downstream tasks. It has been used for the Flamingo vision-language model. == Architecture == Both the Gopher family and Chinchilla family are families of transformer models. In particular, they are essentially the same as GPT-2, with different sizes and minor modifications. Gopher family uses RMSNorm instead of LayerNorm; relative positional encoding rather than absolute positional encoding. The Chinchilla family is the same as the Gopher family, but trained with AdamW instead of Adam optimizer. The Gopher family contains six models of increasing size, from 44 million parameters to 280 billion parameters. They refer to the largest one as "Gopher" by default. Similar naming conventions apply for the Chinchilla family. Table 1 of shows the entire Gopher family: Table 4 of compares the 70-billion-parameter Chinchilla with Gopher 280B.

Image

An image or picture is a visual representation. An image can be two-dimensional, such as a drawing, painting, or photograph, or three-dimensional, such as a carving or sculpture. Images may be displayed through other media, including a projection on a surface, activation of electronic signals, or digital displays; they can also be reproduced through mechanical means, such as photography, printmaking, or photocopying. Images can also be animated through digital or physical processes. In the context of signal processing, an image is a distributed amplitude of color(s). In optics, the term image (or optical image) refers specifically to the reproduction of an object formed by light waves coming from the object. A volatile image exists or is perceived only for a short period. This may be a reflection of an object by a mirror, a projection of a camera obscura, or a scene displayed on a cathode-ray tube. A fixed image, also called a hard copy, is one that has been recorded on a material object, such as paper or textile. A mental image exists in an individual's mind as something one remembers or imagines. The subject of an image does not need to be real; it may be an abstract concept such as a graph or function or an imaginary entity. For a mental image to be understood outside of an individual's mind, however, there must be a way of conveying that mental image through the words or visual productions of the subject. == Characteristics == === Two-dimensional images === The broader sense of the word 'image' also encompasses any two-dimensional figure, such as a map, graph, pie chart, painting, or banner. In this wider sense, images can also be rendered manually, such as by drawing, the art of painting, or the graphic arts (such as lithography or etching). Additionally, images can be rendered automatically through printing, computer graphics technology, or a combination of both methods. A two-dimensional image does not need to use the entire visual system to be a visual representation. An example of this is a grayscale ("black and white") image, which uses the visual system's sensitivity to brightness across all wavelengths without taking into account different colors. A black-and-white visual representation of something is still an image, even though it does not fully use the visual system's capabilities. On the other hand, some processes can be used to create visual representations of objects that are otherwise inaccessible to the human visual system. These include microscopy for the magnification of minute objects, telescopes that can observe objects at great distances, X-rays that can visually represent the interior structures of the human body (among other objects), magnetic resonance imaging (MRI), positron emission tomography (PET scans), and others. Such processes often rely on detecting electromagnetic radiation that occurs beyond the light spectrum visible to the human eye and converting such signals into recognizable images. === Three-dimensional images === Aside from sculpture and other physical activities that can create three-dimensional images from solid material, some modern techniques, such as holography, can create three-dimensional images that are reproducible but intangible to human touch. Some photographic processes can now render the illusion of depth in an otherwise "flat" image, but "3-D photography" (stereoscopy) or "3-D film" are optical illusions that require special devices such as eyeglasses to create the illusion of depth. === Moving images === "Moving" two-dimensional images are actually illusions of movement perceived when still images are displayed in sequence, each image lasting less, and sometimes much less, than a fraction of a second. The traditional standard for the display of individual frames by a motion picture projector has been 24 frames per second (FPS) since at least the commercial introduction of "talking pictures" in the late 1920s, which necessitated a standard for synchronizing images and sounds. Even in electronic formats such as television and digital image displays, the apparent "motion" is actually the result of many individual lines giving the impression of continuous movement. This phenomenon has often been described as "persistence of vision": a physiological effect of light impressions remaining on the retina of the eye for very brief periods. Even though the term is still sometimes used in popular discussions of movies, it is not a scientifically valid explanation. Other terms emphasize the complex cognitive operations of the brain and the human visual system. "Flicker fusion", the "phi phenomenon", and "beta movement" are among the terms that have replaced "persistence of vision", though no one term seems adequate to describe the process. == Cultural and other uses == Image-making seems to have been common to virtually all human cultures since at least the Paleolithic era. Prehistoric examples of rock art—including cave paintings, petroglyphs, rock reliefs, and geoglyphs—have been found on every inhabited continent. Many of these images seem to have served various purposes: as a form of record-keeping; as an element of spiritual, religious, or magical practice; or even as a form of communication. Early writing systems, including hieroglyphics, ideographic writing, and even the Roman alphabet, owe their origins in some respects to pictorial representations. === Meaning and signification === Images of any type may convey different meanings and sensations for individual viewers, regardless of whether the image's creator intended them. An image may be taken simply as a more or less "accurate" copy of a person, place, thing, or event. It may represent an abstract concept, such as the political power of a ruler or ruling class, a practical or moral lesson, an object for spiritual or religious veneration, or an object—human or otherwise—to be desired. It may also be regarded for its purely aesthetic qualities, rarity, or monetary value. Such reactions can depend on the viewer's context. A religious image in a church may be regarded differently than the same image mounted in a museum. Some might view it simply as an object to be bought or sold. Viewers' reactions will also be guided or shaped by their education, class, race, and other contexts. The study of emotional sensations and their relationship to any given image falls into the categories of aesthetics and the philosophy of art. While such studies inevitably deal with issues of meaning, another approach to signification was suggested by the American philosopher, logician, and semiotician Charles Sanders Peirce. "Images" are one type of the broad category of "signs" proposed by Peirce. Although his ideas are complex and have changed over time, the three categories of signs that he distinguished stand out: The "icon," which relates to an object by resemblance to some quality of the object. A painted or photographed portrait is an icon by virtue of its resemblance to the painting's or photograph's subject. A more abstract representation, such as a map or diagram, can also be an icon. The "index," which relates to an object by some real connection. For example, smoke may be an index of fire, or the temperature recorded on a thermometer may be an index of a patient's illness or health. The "symbol," which lacks direct resemblance or connection to an object but whose association is arbitrarily assigned by the creator or dictated by cultural and historical habit, convention, etc. The color red, for example, may connote rage, beauty, prosperity, political affiliation, or other meanings within a given culture or context; the Swedish film director Ingmar Bergman claimed that his use of the color in his 1972 film Cries and Whispers came from his personal visualization of the human soul. A single image may exist in all three categories at the same time. The Statue of Liberty provides an example. While there have been countless two-dimensional and three-dimensional "reproductions" of the statue (i.e., "icons" themselves), the statue itself exists as an "icon" by virtue of its resemblance to a human woman (or, more specifically, previous representations of the Roman goddess Libertas or the female model used by the artist Frederic-Auguste Bartholdi). an "index" representing New York City or the United States of America in general due to its placement in New York Harbor, or with "immigration" from its proximity to the immigration center at Ellis Island. a "symbol" as a visualization of the abstract concept of "liberty" or "freedom" or even "opportunity" or "diversity". === Critiques of imagery === The nature of images, whether three-dimensional or two-dimensional, created for a specific purpose or only for aesthetic pleasure, has continued to provoke questions and even condemnation at different times and places. In his dialogue, The Republic, the Greek philosopher Plato described our apparent reality as a copy of a higher order of universal forms.