Cognitive computer

Cognitive computer

A cognitive computer is a computer that hardwires artificial intelligence and machine learning algorithms into an integrated circuit that closely reproduces the behavior of the human brain. It generally adopts a neuromorphic engineering approach. Synonyms include neuromorphic chip and cognitive chip. In 2023, IBM's proof-of-concept NorthPole chip (optimized for 2-, 4- and 8-bit precision) achieved remarkable performance in image recognition. In 2013, IBM developed Watson, a cognitive computer that uses neural networks and deep learning techniques. The following year, it developed the 2014 TrueNorth microchip architecture which is designed to be closer in structure to the human brain than the von Neumann architecture used in conventional computers. In 2017, Intel also announced its version of a cognitive chip in "Loihi, which it intended to be available to university and research labs in 2018. Intel (most notably with its Pohoiki Beach and Springs systems), Qualcomm, and others are improving neuromorphic processors steadily. == IBM TrueNorth chip == TrueNorth was a neuromorphic CMOS integrated circuit produced by IBM in 2014. It is a manycore processor network on a chip design, with 4096 cores, each one having 256 programmable simulated neurons for a total of just over a million neurons. In turn, each neuron has 256 programmable "synapses" that convey the signals between them. Hence, the total number of programmable synapses is just over 268 million (228). Its basic transistor count is 5.4 billion. In 2023 Zhejiang University and Alibaba developed Darwin a neuromorphic chip The darwin3 chip was designed around 2023 so it is fairly modern compared to IBM's TrueNorth or Intel's LoihI. === Details === Memory, computation, and communication are handled in each of the 4096 neurosynaptic cores, TrueNorth circumvents the von Neumann-architecture bottleneck and is very energy-efficient, with IBM claiming a power consumption of 70 milliwatts and a power density that is 1/10,000th of conventional microprocessors. The SyNAPSE chip operates at lower temperatures and power because it only draws power necessary for computation. Skyrmions have been proposed as models of the synapse on a chip. The neurons are emulated using a Linear-Leak Integrate-and-Fire (LLIF) model, a simplification of the leaky integrate-and-fire model. According to IBM, it does not have a clock, operates on unary numbers, and computes by counting to a maximum of 19 bits. The cores are event-driven by using both synchronous and asynchronous logic, and are interconnected through an asynchronous packet-switched mesh network on chip (NOC). IBM developed a new network to program and use TrueNorth. It included a simulator, a new programming language, an integrated programming environment, and libraries. This lack of backward compatibility with any previous technology (e.g., C++ compilers) poses serious vendor lock-in risks and other adverse consequences that may prevent it from commercialization in the future. === Research === In 2018, a cluster of TrueNorth network-linked to a master computer was used in stereo vision research that attempted to extract the depth of rapidly moving objects in a scene. == IBM NorthPole chip == In 2023, IBM released its NorthPole chip, which is a proof-of-concept for dramatically improving performance by intertwining compute with memory on-chip, thus eliminating the Von Neumann bottleneck. It blends approaches from IBM's 2014 TrueNorth system with modern hardware designs to achieve speeds about 4,000 times faster than TrueNorth. It can run ResNet-50 or Yolo-v4 image recognition tasks about 22 times faster, with 25 times less energy and 5 times less space, when compared to GPUs which use the same 12-nm node process that it was fabricated with. It includes 224 MB of RAM and 256 processor cores and can perform 2,048 operations per core per cycle at 8-bit precision, and 8,192 operations at 2-bit precision. It runs at between 25 and 425 MHz. This is an inferencing chip, but it cannot yet handle GPT-4 because of memory and accuracy limitations == Intel Loihi chip == === Pohoiki Springs === Pohoiki Springs is a system that incorporates Intel's self-learning neuromorphic chip, named Loihi, introduced in 2017, perhaps named after the Hawaiian seamount Lōʻihi. Intel claims Loihi is about 1000 times more energy efficient than general-purpose computing systems used to train neural networks. In theory, Loihi supports both machine learning training and inference on the same silicon independently of a cloud connection, and more efficiently than convolutional neural networks or deep learning neural networks. Intel points to a system for monitoring a person's heartbeat, taking readings after events such as exercise or eating, and using the chip to normalize the data and work out the ‘normal’ heartbeat. It can then spot abnormalities and deal with new events or conditions. The first iteration of the chip was made using Intel's 14 nm fabrication process and houses 128 clusters of 1,024 artificial neurons each for a total of 131,072 simulated neurons. This offers around 130 million synapses, far less than the human brain's 800 trillion synapses, and behind IBM's TrueNorth. Loihi is available for research purposes among more than 40 academic research groups as a USB form factor. In October 2019, researchers from Rutgers University published a research paper to demonstrate the energy efficiency of Intel's Loihi in solving simultaneous localization and mapping. In March 2020, Intel and Cornell University published a research paper to demonstrate the ability of Intel's Loihi to recognize different hazardous materials, which could eventually aid to "diagnose diseases, detect weapons and explosives, find narcotics, and spot signs of smoke and carbon monoxide". === Pohoiki Beach === Intel's Loihi 2, named Pohoiki Beach, was released in September 2021 with 64 cores. It boasts faster speeds, higher-bandwidth inter-chip communications for enhanced scalability, increased capacity per chip, a more compact size due to process scaling, and improved programmability. === Hala Point === Hala Point packages 1,152 Loihi 2 processors produced on Intel 3 process node in a six-rack-unit chassis. The system supports up to 1.15 billion neurons and 128 billion synapses distributed over 140,544 neuromorphic processing cores, consuming 2,600 watts of power. It includes over 2,300 embedded x86 processors for ancillary computations. Intel claimed in 2024 that Hala Point was the world’s largest neuromorphic system. It uses Loihi 2 chips. It is claimed to offer 10x more neuron capacity and up to 12x higher performance. The Darwin3 chip exceeds these specs. Hala Point provides up to 20 quadrillion operations per second, (20 petaops), with efficiency exceeding 15 trillion (8-bit) operations s−1 W−1 on conventional deep neural networks. Hala Point integrates processing, memory and communication channels in a massively parallelized fabric, providing 16 PB s−1 of memory bandwidth, 3.5 PB s−1 of inter-core communication bandwidth, and 5 TB s−1 of inter-chip bandwidth. The system can process its 1.15 billion neurons 20 times faster than a human brain. Its neuron capacity is roughly equivalent to that of an owl brain or the cortex of a capuchin monkey. Loihi-based systems can perform inference and optimization using 100 times less energy at speeds as much as 50 times faster than CPU/GPU architectures. Intel claims that Hala Point can create LLMs. Much further research is needed == SpiNNaker == SpiNNaker (Spiking Neural Network Architecture) is a massively parallel, manycore supercomputer architecture designed by the Advanced Processor Technologies Research Group at the Department of Computer Science, University of Manchester. == Criticism == Critics argue that a room-sized computer – as in the case of IBM's Watson – is not a viable alternative to a three-pound human brain. Some also cite the difficulty for a single system to bring so many elements together, such as the disparate sources of information as well as computing resources. In 2021, The New York Times released Steve Lohr's article "What Ever Happened to IBM’s Watson?". He wrote about some costly failures of IBM Watson. One of them, a cancer-related project called the Oncology Expert Advisor, was abandoned in 2016 as a costly failure. During the collaboration, Watson could not use patient data. Watson struggled to decipher doctors’ notes and patient histories. The development of LLMs has placed a new emphasis on cognitive computers, because the Transformer technology that underpins LLMs demands huge energy for GPUs and PCs. Cognitive computers use significantly less energy, but the details of STDPs and neuron models cannot yet match the accuracy of backprop, and so ANN to SNN weight translations such as QAT and PQT or progressive quantization are becoming popular, with their own limitations.

Spotify Kids

Spotify Kids is a Swedish kid-friendly Music streaming service developed by Spotify. It offers curated content for children, including music, audiobooks, lullabies, and bedtime stories, while providing their parents with parental controls. The service is only available to subscribers to Spotify's Premium Family subscription plan. == Function == Spotify Kids is a Swedish Kid-friendly Music Streaming Service that allows children to browse Spotify with parental controls. Using the app, parents can view their children's listening history, block specific songs, and share playlists with their children. The app also includes sing-along songs, playlists designed for young children, and curated audiobooks, lullabies, and bedtime stories. Access is included in Spotify's Premium Family subscription plan, and is exclusive to subscribers to the plan. Users can configure the app for a specific age group upon first launch. The playlists on Spotify Kids are curated by groups including Discovery Kids, Nickelodeon, Universal Pictures, and The Walt Disney Company. All content on the Spotify Kids app is curated by editors. As of March 2021, there were roughly 8,000 songs available on the platform. The design of the Spotify Kids app is colorful, and user interface varies depending on the age group for which the app is configured. Spotify Kids is designed to comply with consent and data collection regulations for apps used by children. TechCrunch explains that it is "designed on a grand scale to drive subscriptions to Spotify's top-tier $14.99-per-month Premium Family Plan." == Release == After being beta tested in Ireland in October 2019, it was released as a beta across the United Kingdom on February 11, 2020. It was later released in Sweden, Denmark, Australia, New Zealand, Mexico, Argentina, and Brazil. On March 31, 2021, it was made available in France, Canada, and the United States.

Clipmap

In computer graphics, clipmapping is a method of clipping a mipmap to a subset of data pertinent to the geometry being displayed. This is useful for loading as little data as possible when memory is limited, such as on a graphics processing unit. The technique is used for LODing in NVIDIA’s implementation of voxel cone tracing. The high-resolution levels of the mipmapped scene representation are clipped to a region near the camera, while lower resolution levels are clipped further away. == MegaTexture == MegaTexture is a clipmap implementation developed by id Software. It was introduced in their id Tech 4 engine and also appeared in id Tech 5 and id Tech 6 before being removed in id Tech 7. MegaTexture is a texture allocation technique that uses a single, extremely large texture rather than repeating multiple smaller textures. It is also featured in Splash Damage's game Enemy Territory: Quake Wars, and was developed by id Software former technical director John Carmack. MegaTexture employs a single large texture space for static terrain. The texture is stored on removable media or a computer's hard drive and streamed as needed, allowing large amounts of detail and variation over a large area with comparatively little RAM usage. Depending on the pixel resolution per square meter, covering a large area could require several gigabytes of memory. However, RAM is also filled by the rest of the game and the underlying operating system, limiting the amount available for texturing. As the player moves around the game, different sections of the MegaTexture are loaded into memory. They are then scaled to the correct size and applied to the 3D models of the terrain. Id has presented a more advanced technique that builds upon the MegaTexture idea and virtualizes both the geometry and the textures to obtain unique geometry down to the equivalent of the texel: the sparse voxel octree (SVO). It works by raycasting the geometry represented by voxels (instead of triangles) stored in an octree. The goal is to stream parts of the octree into video memory, going further down along the tree for nearby objects to give them more details, and to use higher level, larger voxels for farther objects, which give an automatic level of detail (LOD) system for both geometry and textures at the same time. The geometric detail that can be obtained using this method is nearly infinite, which removes the need for faking 3-dimensional details with techniques such as normal mapping. Despite that most voxel rendering tests use very large amounts of memory (up to several GB), Jon Olick of id Software claimed the technology is able to compress such SVO to 1.15 bits per voxel of position data. == Virtual texturing == Unlike clipmaps, which clip each mip level around a viewpoint-dependent clipcenter and therefore work best for terrain, virtual texturing preprocesses texture data into equally sized tiles that can be streamed for arbitrary textured geometry. Rage, powered by the id Tech 5 engine, uses a more advanced technique called virtual texturing. Textures can measure up to 128000×128000 pixels and are also used for in-game models and sprites, etc. and not just the terrain. Wolfenstein: The New Order and the 2016 version of Doom also use these. Carmageddon: Reincarnation also uses virtual texturing, though unlike id's virtual texturing system, which is designed for unique texture-mapping everywhere, their system is designed to use storage space sparingly while still offering good blend of texture variation and resolution.

Screen space directional occlusion

Screen space directional occlusion (SSDO) is a computer graphics technique enhancing screen space ambient occlusion (SSAO) by taking direction into account to sample the ambient light (both the light coming directly at an object, as well as the light reflected off of the object directly behind it), to better approximate global illumination. SSDO was introduced by Tobias Ritschel, Thorsten Grosch, and Hans-Peter Seidel in their 2009 ACM Symposium on Interactive 3D Graphics and Games paper Approximating dynamic global illumination in image space, which describes it as extending SSAO to directional occlusion with one diffuse indirect bounce of light; later literature notes that SSDO still suffers from common screen-space artifacts such as noise and banding. == Method == The original SSDO paper describes a two-pass screen-space approach, with one pass for direct lighting and a second pass for indirect bounces. Later literature describes SSDO as assuming a general shadowing direction that allows color bleeding and a single light bounce.

T-pose

In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

AirDine

AirDine was a mobile app within the platform economy where individuals acted as both supplier and customer for a supper club. AirDine discontinued their service after 31 October 2017. == Operations == AirDine was an online marketplace for home dining that connected users that liked to cook with users looking for a dining experience. Users were categorized as "Hosts" and "Guests," both of whom needed to register with AirDine. AirDine acted as a two-sided market for home dining that allowed hosts and guests, and did not act as a restaurant or host any dinners itself. AirDine charged a service fee. Security and safety of the host were not vetted by AirDine and were completely left to users based on published reviews. Profiles included user reviews and shared social connections to build trust among users. AirDine also included a private messaging system.

Big data

Big data primarily refers to data sets that are too large or complex to be dealt with by traditional data-processing software. Data with many entries (rows) offers greater statistical power, while data with higher complexity (more attributes or columns) may lead to a higher false discovery rate. Big data analysis challenges include capturing data, data storage, data analysis, search, sharing, transfer, visualization, querying, updating, information privacy, and data sources. Big data was originally associated with three key concepts: volume, variety, and velocity. The analysis of big data that have only volume, velocity, and variety can pose challenges in sampling. A fourth concept, veracity, which refers to the level of reliability of data, was thus added. Without sufficient investment in expertise to ensure big data veracity, the volume and variety of data can produce costs and risks that exceed an organization's capacity to create and capture value from big data. Current usage of the term big data tends to refer to the use of predictive analytics, user behavior analytics, or certain other advanced data analytics methods that extract value from big data, and seldom to a particular size of data set. "There is little doubt that the quantities of data now available are indeed large, but that's not the most relevant characteristic of this new data ecosystem." Analysis of data sets can find new correlations to "spot business trends, prevent diseases, combat crime and so on". Scientists, business executives, medical practitioners, advertising and governments alike regularly meet difficulties with large datasets in areas including Internet searches, fintech, healthcare analytics, geographic information systems, urban informatics, and business informatics. Scientists encounter limitations in e-Science work, including meteorology, genomics, connectomics, complex physics simulations, biology, and environmental research. The size and number of available data sets have grown rapidly as data is collected by devices such as mobile devices, cheap and numerous information-sensing Internet of things devices, aerial (remote sensing) equipment, software logs, cameras, microphones, radio-frequency identification (RFID) readers and wireless sensor networks. The world's technological per-capita capacity to store information has roughly doubled every 40 months since the 1980s; as of 2012, every day 2.5 exabytes (2.17×260 bytes) of data are generated. Based on an IDC report prediction, the global data volume was predicted to grow exponentially from 4.4 zettabytes to 44 zettabytes between 2013 and 2020. By 2025, IDC predicts there will be 163 zettabytes of data. According to IDC, global spending on big data and business analytics (BDA) solutions is estimated to reach $215.7 billion in 2021. Statista reported that the global big data market is forecasted to grow to $103 billion by 2027. In 2011 McKinsey & Company reported, if US healthcare were to use big data creatively and effectively to drive efficiency and quality, the sector could create more than $300 billion in value every year. In the developed economies of Europe, government administrators could save more than €100 billion ($149 billion) in operational efficiency improvements alone by using big data. And users of services enabled by personal-location data could capture $600 billion in consumer surplus. One question for large enterprises is determining who should own big-data initiatives that affect the entire organization. Relational database management systems and desktop statistical software packages used to visualize data often have difficulty processing and analyzing big data. The processing and analysis of big data may require "massively parallel software running on tens, hundreds, or even thousands of servers". What qualifies as "big data" varies depending on the capabilities of those analyzing it and their tools. Furthermore, expanding capabilities make big data a moving target. "For some organizations, facing hundreds of gigabytes of data for the first time may trigger a need to reconsider data management options. For others, it may take tens or hundreds of terabytes before data size becomes a significant consideration." == Definition == The term big data has been in use since the 1990s, with some giving credit to John Mashey for popularizing the term. Big data usually includes data sets with sizes beyond the ability of commonly used software tools to capture, curate, manage, and process data within a tolerable elapsed time. Big data philosophy encompasses unstructured, semi-structured and structured data; however, the main focus is on unstructured data. Big data "size" is a constantly moving target; as of 2012 ranging from a few dozen terabytes to many zettabytes of data. Big data requires a set of techniques and technologies with new forms of integration to reveal insights from datasets that are diverse, complex, and of a massive scale. Variability is often included as an additional quality of big data. A 2018 definition states "Big data is where parallel computing tools are needed to handle data", and notes, "This represents a distinct and clearly defined change in the computer science used, via parallel programming theories, and losses of some of the guarantees and capabilities made by Codd's relational model." In a comparative study of big datasets, Kitchin and McArdle found that none of the commonly considered characteristics of big data appear consistently across all of the analyzed cases. For this reason, other studies identified the redefinition of power dynamics in knowledge discovery as the defining trait. Instead of focusing on the intrinsic characteristics of big data, this alternative perspective pushes forward a relational understanding of the object claiming that what matters is the way in which data is collected, stored, made available and analyzed. === Big data vs. business intelligence === The growing maturity of the concept more starkly delineates the difference between "big data" and "business intelligence": Business intelligence uses applied mathematics tools and descriptive statistics with data with high information density to measure things, detect trends, etc. Big data uses mathematical analysis, optimization, inductive statistics, and concepts from nonlinear system identification to infer laws (regressions, nonlinear relationships, and causal effects) from large sets of data with low information density to reveal relationships and dependencies, or to perform predictions of outcomes and behaviors. == Characteristics == Big data can be described by the following characteristics: Volume The quantity of generated and stored data. The size of the data determines the value and potential insight, and whether it can be considered big data or not. The size of big data is usually larger than terabytes and petabytes. Variety The type and nature of the data. Earlier technologies like RDBMSs were capable to handle structured data efficiently and effectively. However, the change in type and nature from structured to semi-structured or unstructured challenged the existing tools and technologies. Big data technologies evolved with the prime intention to capture, store, and process the semi-structured and unstructured (variety) data generated with high speed (velocity), and huge in size (volume). Later, these tools and technologies were explored and used for handling structured data also but preferable for storage. Eventually, the processing of structured data was still kept as optional, either using big data or traditional RDBMSs. This helps in analyzing data towards effective usage of the hidden insights exposed from the data collected via social media, log files, sensors, etc. Big data draws from text, images, audio, video; plus it completes missing pieces through data fusion. Velocity The speed at which the data is generated and processed to meet the demands and challenges that lie in the path of growth and development. Big data is often available in real-time. Compared to small data, big data is produced more continually. Two kinds of velocity related to big data are the frequency of generation and the frequency of handling, recording, and publishing. Veracity The truthfulness or reliability of the data, which refers to the data quality and the data value. Big data must not only be large in size, but also must be reliable in order to achieve value in the analysis of it. The data quality of captured data can vary greatly, affecting an accurate analysis. Value The worth in information that can be achieved by the processing and analysis of large datasets. Value also can be measured by an assessment of the other qualities of big data. Value may also represent the profitability of information that is retrieved from the analysis of big data. Variability The characteristic of the changing formats, structure, or sources of big data. Big data can include structured, unstructured,