Organizational information theory

Organizational information theory

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

Pixlr

Pixlr is a group of SaaS creative tools including Pixlr.com, Designs.ai and Vectr.com. Pixlr.com is a cloud-based set of image editing tools and utilities, including AI image generation and enhancements. The Pixlr suite targets users who require subjectively simple, or more advanced, photo editing as well as graphic design. It features a freemium business model with subscription plans—Plus, Premium and Teams. The platform can be used on desktop and also smartphones and tablets. Pixlr is compatible with various image formats such as JPEG, PNG, WEBP, GIF, PSD (Photoshop Document) and PXZ (native Pixlr document format). Designs.ai lets users create content using AI, with a goal of being within two minutes, across different media types including videos, text, banners and audio. Vectr.com was acquired in 2017 before being spun out into Pixlr Group in 2023. == History == Pixlr was founded in 2008 and built on Macromedia Flash. On 19 July 2011, Autodesk announced that they had acquired the Pixlr suite. In 2013, Time listed Pixlr as one of the top 50 websites of the year. In 2017, Pixlr was acquired from Autodesk. It was subsequently rebuilt and relaunched in HTML5 in 2019. In September 2023, Pixlr was awarded as the Top 13 GenAi Web Product by the world's top venture firm Andreessen Horowitz. In November 2023, Pixlr, Designs.ai and Vectr were combined as a new business group named Pixlr Group focusing on generative AI and creative software solutions. In May 2024, Pixlr was featured as one of the top 18 progressive web applications highlighted on Google I/O. == Versions == Pixlr.com rebranded itself as a full creative suite in 2019 by introducing Pixlr X, Pixlr E and Pixlr M. The platform introduced more features in December 2021 with a new logo and added tools which included: Brushes, the 'Heal tool', Animation, and Batch upload. The brush feature enables the creation of hand-drawn effects. The Heal tool allows users to remove unwanted objects from their images whereas the Animation feature can be used to include movements into their edits. Users can also utilize Batch upload to edit up to 50 images simultaneously. In November 2022, Pixlr 2023 was launched, adding more tools such as "AI smart resize", colorization, text wrapping and other additional effects. In November 2023, Pixlr 2024 was launched with Pixlr Designer and new AI-powered updates which includes AI image generation, AI infill, AI inpainting and more.

Ugly duckling theorem

The ugly duckling theorem is an argument showing that classification is not really possible without some sort of bias. More particularly, it assumes finitely many properties combinable by logical connectives, and finitely many objects; it asserts that any two different objects share the same number of (extensional) properties. The theorem is named after Hans Christian Andersen's 1843 story "The Ugly Duckling", because it shows that a duckling is just as similar to a swan as two swans are to each other. It was derived by Satosi Watanabe in 1969. == Mathematical formula == Suppose there are n things in the universe, and one wants to put them into classes or categories. One has no preconceived ideas or biases about what sorts of categories are "natural" or "normal" and what are not. So one has to consider all the possible classes that could be, all the possible ways of making a set out of the n objects. There are 2 n {\displaystyle 2^{n}} such ways, the size of the power set of n objects. One can use that to measure the similarity between two objects, and one would see how many sets they have in common. However, one cannot. Any two objects have exactly the same number of classes in common if we can form any possible class, namely 2 n − 1 {\displaystyle 2^{n-1}} (half the total number of classes there are). To see this is so, one may imagine each class is represented by an n-bit string (or binary encoded integer), with a zero for each element not in the class and a one for each element in the class. As one finds, there are 2 n {\displaystyle 2^{n}} such strings. As all possible choices of zeros and ones are there, any two bit-positions will agree exactly half the time. One may pick two elements and reorder the bits so they are the first two, and imagine the numbers sorted lexicographically. The first 2 n / 2 {\displaystyle 2^{n}/2} numbers will have bit #1 set to zero, and the second 2 n / 2 {\displaystyle 2^{n}/2} will have it set to one. Within each of those blocks, the top 2 n / 4 {\displaystyle 2^{n}/4} will have bit #2 set to zero and the other 2 n / 4 {\displaystyle 2^{n}/4} will have it as one, so they agree on two blocks of 2 n / 4 {\displaystyle 2^{n}/4} or on half of all the cases, no matter which two elements one picks. So if we have no preconceived bias about which categories are better, everything is then equally similar (or equally dissimilar). The number of predicates simultaneously satisfied by two non-identical elements is constant over all such pairs. Thus, some kind of inductive bias is needed to make judgements to prefer certain categories over others. === Boolean functions === Let x 1 , x 2 , … , x n {\displaystyle x_{1},x_{2},\dots ,x_{n}} be a set of vectors of k {\displaystyle k} booleans each. The ugly duckling is the vector which is least like the others. Given the booleans, this can be computed using Hamming distance. However, the choice of boolean features to consider could have been somewhat arbitrary. Perhaps there were features derivable from the original features that were important for identifying the ugly duckling. The set of booleans in the vector can be extended with new features computed as boolean functions of the k {\displaystyle k} original features. The only canonical way to do this is to extend it with all possible Boolean functions. The resulting completed vectors have 2 k {\displaystyle 2^{k}} features. The ugly duckling theorem states that there is no ugly duckling because any two completed vectors will either be equal or differ in exactly half of the features. Proof. Let x and y be two vectors. If they are the same, then their completed vectors must also be the same because any Boolean function of x will agree with the same Boolean function of y. If x and y are different, then there exists a coordinate i {\displaystyle i} where the i {\displaystyle i} -th coordinate of x {\displaystyle x} differs from the i {\displaystyle i} -th coordinate of y {\displaystyle y} . Now the completed features contain every Boolean function on k {\displaystyle k} Boolean variables, with each one exactly once. Viewing these Boolean functions as polynomials in k {\displaystyle k} variables over GF(2), segregate the functions into pairs ( f , g ) {\displaystyle (f,g)} where f {\displaystyle f} contains the i {\displaystyle i} -th coordinate as a linear term and g {\displaystyle g} is f {\displaystyle f} without that linear term. Now, for every such pair ( f , g ) {\displaystyle (f,g)} , x {\displaystyle x} and y {\displaystyle y} will agree on exactly one of the two functions. If they agree on one, they must disagree on the other and vice versa. (This proof is believed to be due to Watanabe.) == Discussion == A possible way around the ugly duckling theorem would be to introduce a constraint on how similarity is measured by limiting the properties involved in classification, for instance, between A and B. However Medin et al. (1993) point out that this does not actually resolve the arbitrariness or bias problem since in what respects A is similar to B: "varies with the stimulus context and task, so that there is no unique answer, to the question of how similar is one object to another". For example, "a barberpole and a zebra would be more similar than a horse and a zebra if the feature striped had sufficient weight. Of course, if these feature weights were fixed, then these similarity relations would be constrained". Yet the property "striped" as a weight 'fix' or constraint is arbitrary itself, meaning: "unless one can specify such criteria, then the claim that categorization is based on attribute matching is almost entirely vacuous". Stamos (2003) remarked that some judgments of overall similarity are non-arbitrary in the sense they are useful: "Presumably, people's perceptual and conceptual processes have evolved that information that matters to human needs and goals can be roughly approximated by a similarity heuristic... If you are in the jungle and you see a tiger but you decide not to stereotype (perhaps because you believe that similarity is a false friend), then you will probably be eaten. In other words, in the biological world stereotyping based on veridical judgments of overall similarity statistically results in greater survival and reproductive success." Unless some properties are considered more salient, or 'weighted' more important than others, everything will appear equally similar, hence Watanabe (1986) wrote: "any objects, in so far as they are distinguishable, are equally similar". In a weaker setting that assumes infinitely many properties, Murphy and Medin (1985) give an example of two putative classified things, plums and lawnmowers: "Suppose that one is to list the attributes that plums and lawnmowers have in common in order to judge their similarity. It is easy to see that the list could be infinite: Both weigh less than 10,000 kg (and less than 10,001 kg), both did not exist 10,000,000 years ago (and 10,000,001 years ago), both cannot hear well, both can be dropped, both take up space, and so on. Likewise, the list of differences could be infinite… any two entities can be arbitrarily similar or dissimilar by changing the criterion of what counts as a relevant attribute." According to Woodward, the ugly duckling theorem is related to Schaffer's Conservation Law for Generalization Performance, which states that all algorithms for learning of boolean functions from input/output examples have the same overall generalization performance as random guessing. The latter result is generalized by Woodward to functions on countably infinite domains.

Ugly duckling theorem

The ugly duckling theorem is an argument showing that classification is not really possible without some sort of bias. More particularly, it assumes finitely many properties combinable by logical connectives, and finitely many objects; it asserts that any two different objects share the same number of (extensional) properties. The theorem is named after Hans Christian Andersen's 1843 story "The Ugly Duckling", because it shows that a duckling is just as similar to a swan as two swans are to each other. It was derived by Satosi Watanabe in 1969. == Mathematical formula == Suppose there are n things in the universe, and one wants to put them into classes or categories. One has no preconceived ideas or biases about what sorts of categories are "natural" or "normal" and what are not. So one has to consider all the possible classes that could be, all the possible ways of making a set out of the n objects. There are 2 n {\displaystyle 2^{n}} such ways, the size of the power set of n objects. One can use that to measure the similarity between two objects, and one would see how many sets they have in common. However, one cannot. Any two objects have exactly the same number of classes in common if we can form any possible class, namely 2 n − 1 {\displaystyle 2^{n-1}} (half the total number of classes there are). To see this is so, one may imagine each class is represented by an n-bit string (or binary encoded integer), with a zero for each element not in the class and a one for each element in the class. As one finds, there are 2 n {\displaystyle 2^{n}} such strings. As all possible choices of zeros and ones are there, any two bit-positions will agree exactly half the time. One may pick two elements and reorder the bits so they are the first two, and imagine the numbers sorted lexicographically. The first 2 n / 2 {\displaystyle 2^{n}/2} numbers will have bit #1 set to zero, and the second 2 n / 2 {\displaystyle 2^{n}/2} will have it set to one. Within each of those blocks, the top 2 n / 4 {\displaystyle 2^{n}/4} will have bit #2 set to zero and the other 2 n / 4 {\displaystyle 2^{n}/4} will have it as one, so they agree on two blocks of 2 n / 4 {\displaystyle 2^{n}/4} or on half of all the cases, no matter which two elements one picks. So if we have no preconceived bias about which categories are better, everything is then equally similar (or equally dissimilar). The number of predicates simultaneously satisfied by two non-identical elements is constant over all such pairs. Thus, some kind of inductive bias is needed to make judgements to prefer certain categories over others. === Boolean functions === Let x 1 , x 2 , … , x n {\displaystyle x_{1},x_{2},\dots ,x_{n}} be a set of vectors of k {\displaystyle k} booleans each. The ugly duckling is the vector which is least like the others. Given the booleans, this can be computed using Hamming distance. However, the choice of boolean features to consider could have been somewhat arbitrary. Perhaps there were features derivable from the original features that were important for identifying the ugly duckling. The set of booleans in the vector can be extended with new features computed as boolean functions of the k {\displaystyle k} original features. The only canonical way to do this is to extend it with all possible Boolean functions. The resulting completed vectors have 2 k {\displaystyle 2^{k}} features. The ugly duckling theorem states that there is no ugly duckling because any two completed vectors will either be equal or differ in exactly half of the features. Proof. Let x and y be two vectors. If they are the same, then their completed vectors must also be the same because any Boolean function of x will agree with the same Boolean function of y. If x and y are different, then there exists a coordinate i {\displaystyle i} where the i {\displaystyle i} -th coordinate of x {\displaystyle x} differs from the i {\displaystyle i} -th coordinate of y {\displaystyle y} . Now the completed features contain every Boolean function on k {\displaystyle k} Boolean variables, with each one exactly once. Viewing these Boolean functions as polynomials in k {\displaystyle k} variables over GF(2), segregate the functions into pairs ( f , g ) {\displaystyle (f,g)} where f {\displaystyle f} contains the i {\displaystyle i} -th coordinate as a linear term and g {\displaystyle g} is f {\displaystyle f} without that linear term. Now, for every such pair ( f , g ) {\displaystyle (f,g)} , x {\displaystyle x} and y {\displaystyle y} will agree on exactly one of the two functions. If they agree on one, they must disagree on the other and vice versa. (This proof is believed to be due to Watanabe.) == Discussion == A possible way around the ugly duckling theorem would be to introduce a constraint on how similarity is measured by limiting the properties involved in classification, for instance, between A and B. However Medin et al. (1993) point out that this does not actually resolve the arbitrariness or bias problem since in what respects A is similar to B: "varies with the stimulus context and task, so that there is no unique answer, to the question of how similar is one object to another". For example, "a barberpole and a zebra would be more similar than a horse and a zebra if the feature striped had sufficient weight. Of course, if these feature weights were fixed, then these similarity relations would be constrained". Yet the property "striped" as a weight 'fix' or constraint is arbitrary itself, meaning: "unless one can specify such criteria, then the claim that categorization is based on attribute matching is almost entirely vacuous". Stamos (2003) remarked that some judgments of overall similarity are non-arbitrary in the sense they are useful: "Presumably, people's perceptual and conceptual processes have evolved that information that matters to human needs and goals can be roughly approximated by a similarity heuristic... If you are in the jungle and you see a tiger but you decide not to stereotype (perhaps because you believe that similarity is a false friend), then you will probably be eaten. In other words, in the biological world stereotyping based on veridical judgments of overall similarity statistically results in greater survival and reproductive success." Unless some properties are considered more salient, or 'weighted' more important than others, everything will appear equally similar, hence Watanabe (1986) wrote: "any objects, in so far as they are distinguishable, are equally similar". In a weaker setting that assumes infinitely many properties, Murphy and Medin (1985) give an example of two putative classified things, plums and lawnmowers: "Suppose that one is to list the attributes that plums and lawnmowers have in common in order to judge their similarity. It is easy to see that the list could be infinite: Both weigh less than 10,000 kg (and less than 10,001 kg), both did not exist 10,000,000 years ago (and 10,000,001 years ago), both cannot hear well, both can be dropped, both take up space, and so on. Likewise, the list of differences could be infinite… any two entities can be arbitrarily similar or dissimilar by changing the criterion of what counts as a relevant attribute." According to Woodward, the ugly duckling theorem is related to Schaffer's Conservation Law for Generalization Performance, which states that all algorithms for learning of boolean functions from input/output examples have the same overall generalization performance as random guessing. The latter result is generalized by Woodward to functions on countably infinite domains.

List of chatbots

A chatbot is a software application or web interface that is designed to mimic human conversation through text or voice interactions. Modern chatbots are typically online and use generative artificial intelligence systems that are capable of maintaining a conversation with a user in natural language and simulating the way a human would behave as a conversational partner. Such chatbots often use large language models (LLMs) and natural language processing, but simpler chatbots have existed for decades. == LLM chatbots == == General chatbots == == Historical chatbots ==

Autonomic networking

Autonomic networking follows the concept of Autonomic Computing, an initiative started by IBM in 2001. Its ultimate aim is to create self-managing networks to overcome the rapidly growing complexity of the Internet and other networks and to enable their further growth, far beyond the size of today. == Increasing size and complexity == The ever-growing management complexity of the Internet caused by its rapid growth is seen by some experts as a major problem that limits its usability in the future. What's more, increasingly popular smartphones, PDAs, networked audio and video equipment, and game consoles need to be interconnected. Pervasive Computing not only adds features, but also burdens existing networking infrastructure with more and more tasks that sooner or later will not be manageable by human intervention alone. Another important aspect is the price of manually controlling huge numbers of vitally important devices of current network infrastructures. == Autonomic nervous system == The autonomic nervous system (ANS) is the part of complex biological nervous systems that is not consciously controlled. It regulates bodily functions and the activity of specific organs. As proposed by IBM, future communication systems might be designed in a similar way to the ANS. == Components of autonomic networking == As autonomics conceptually derives from biological entities such as the human autonomic nervous system, each of the areas can be metaphorically related to functional and structural aspects of a living being. In the human body, the autonomic system facilitates and regulates a variety of functions including respiration, blood pressure and circulation, and emotive response. The autonomic nervous system is the interconnecting fabric that supports feedback loops between internal states and various sources by which internal and external conditions are monitored. === Autognostics === Autognostics includes a range of self-discovery, awareness, and analysis capabilities that provide the autonomic system with a view on high-level state. In metaphor, this represents the perceptual sub-systems that gather, analyze, and report on internal and external states and conditions – for example, this might be viewed as the eyes, visual cortex and perceptual organs of the system. Autognostics, or literally "self-knowledge", provides the autonomic system with a basis for response and validation. A rich autognostic capability may include many different "perceptual senses". For example, the human body gathers information via the usual five senses, the so-called sixth sense of proprioception (sense of body position and orientation), and through emotive states that represent the gross wellness of the body. As conditions and states change, they are detected by the sensory monitors and provide the basis for adaptation of related systems. Implicit in such a system are imbedded models of both internal and external environments such that relative value can be assigned to any perceived state - perceived physical threat (e.g. a snake) can result in rapid shallow breathing related to fight-flight response, a phylogenetically effective model of interaction with recognizable threats. In the case of autonomic networking, the state of the network may be defined by inputs from: individual network elements such as switches and network interfaces including specification and configuration historical records and current state traffic flows end-hosts application performance data logical diagrams and design specifications Most of these sources represent relatively raw and unprocessed views that have limited relevance. Post-processing and various forms of analysis must be applied to generate meaningful measurements and assessments against which current state can be derived. The autognostic system interoperates with: configuration management - to control network elements and interfaces policy management - to define performance objectives and constraints autodefense - to identify attacks and accommodate the impact of defensive responses === Configuration management === Configuration management is responsible for the interaction with network elements and interfaces. It includes an accounting capability with historical perspective that provides for the tracking of configurations over time, with respect to various circumstances. In the biological metaphor, these are the hands and, to some degree, the memory of the autonomic system. On a network, remediation and provisioning are applied via configuration setting of specific devices. Implementation affecting access and selective performance with respect to role and relationship are also applied. Almost all the "actions" that are currently taken by human engineers fall under this area. With only a few exceptions, interfaces are set by hand, or by extension of the hand, through automated scripts. Implicit in the configuration process is the maintenance of a dynamic population of devices under management, a historical record of changes and the directives which invoked change. Typical to many accounting functions, configuration management should be capable of operating on devices and then rolling back changes to recover previous configurations. Where change may lead to unrecoverable states, the sub-system should be able to qualify the consequences of changes prior to issuing them. As directives for change must originate from other sub-systems, the shared language for such directives must be abstracted from the details of the devices involved. The configuration management sub-system must be able to translate unambiguously between directives and hard actions or to be able to signal the need for further detail on a directive. An inferential capacity may be appropriate to support sufficient flexibility (i.e. configuration never takes place because there is no unique one-to-one mapping between directive and configuration settings). Where standards are not sufficient, a learning capacity may also be required to acquire new knowledge of devices and their configuration. Configuration management interoperates with all of the other sub-systems including: autognostics - receives direction for and validation of changes policy management - implements policy models through mapping to underlying resources security - applies access and authorization constraints for particular policy targets autodefense - receives direction for changes === Policy management === Policy management includes policy specification, deployment, reasoning over policies, updating and maintaining policies, and enforcement. Policy-based management is required for: constraining different kinds of behavior including security, privacy, resource access, and collaboration configuration management describing business processes and defining performance defining role and relationship, and establishing trust and reputation It provides the models of environment and behavior that represent effective interaction according to specific goals. In the human nervous system metaphor, these models are implicit in the evolutionary "design" of biological entities and specific to the goals of survival and procreation. Definition of what constitutes a policy is necessary to consider what is involved in managing it. A relatively flexible and abstract framework of values, relationships, roles, interactions, resources, and other components of the network environment is required. This sub-system extends far beyond the physical network to the applications in use and the processes and end-users that employ the network to achieve specific goals. It must express the relative values of various resources, outcomes, and processes and include a basis for assessing states and conditions. Unless embodied in some system outside the autonomic network or implicit to the specific policy implementation, the framework must also accommodate the definition of process, objectives and goals. Business process definitions and descriptions are then an integral part of the policy implementation. Further, as policy management represents the ultimate basis for the operation of the autonomic system, it must be able to report on its operation with respect to the details of its implementation. The policy management sub-system interoperates (at least) indirectly with all other sub-systems but primarily interacts with: autognostics - providing the definition of performance and accepting reports on conditions configuration management - providing constraints on device configuration security - providing definitions of roles, access and permissions === Autodefense === Autodefense represents a dynamic and adaptive mechanism that responds to malicious and intentional attacks on the network infrastructure, or use of the network infrastructure to attack IT resources. As defensive measures tend to impede the operation of IT, it is optimally capable of balancing performance objectives with typically over-riding threat management actions. In the

SimSimi

SimSimi is an artificial intelligence conversation program created in 2002 by ISMaker. It grows its artificial intelligence day by day assisted by a feature that allows users to teach it to respond correctly. SimSimi, pronounced as "shim-shimi", is from a Korean word simsim (심심) which means "bored". It has an application designed for Android, Windows Phone and iOS. The application was banned in Thailand in 2012 after users taught it to make responses containing profanity, and to criticise leading politicians. In April 2018, SimSimi was suspended in Brazil due to accusations of sending inappropriate messages, such as sexual language, bullying and even death threats, being labeled as "dangerous" mainly due to its popularity among children, and according to its developer, the suspension of the app in the country "was inevitable because the SimSimi app, at least in the last few days, had a significant negative social impact in Brazil.”