A digital zombie is a person so engaged with digital technology or social media they are unable to separate themselves from a persistent online presence. Writing in 2017, University of Sydney researcher Andrew Campbell expressed concerns over whether or not the individual can truly live a full and healthy life while they are preoccupied with the digital world. Other individuals have also begun referencing certain types of behaviour with being a digital zombie. Stefanie Valentic, managing editor of EHS Today, refers to it as people hunting digital creatures through their smartphones in public spaces, always fixed on their phones. The University of Warwick has used the term to argue that further research needs to be done with people who exist in digital form after death to help people grieve their loss. == Modern applications == === Distracted walking === The term digital zombie can refer to a person performing distracted walking, which has been labelled dangerous by the American Academy of Orthopaedic Surgeons. They created the "Digital Deadwalkers" campaign after physicians became aware of the risks associated with walking across intersections and sidewalks while paying attention only to smartphones and not one's surroundings. Also stating that the name is derived from the fact that "they're oblivious to everyone else, so it's like they're dead-walking, sleepwalking." === Living through media === The Department of Sociology, University of Warwick has also identified the term, digital zombie, to refer to an individual who has died but is digitally resurrected, reanimated and socially active. These digital zombies do things in death they did not do when they were alive as they "live" again through a digital self on a digital medium. Dead celebrities sometimes become digital zombies when they are reanimated to appear in commercial advertisements (such as Audrey Hepburn and Bob Monkhouse). Other accidental digital zombies include Tupac Shakur and Michael Jackson who were both digitally resurrected and recreated to perform "live" on stage years after their death. Researchers at the University of Warwick have carried out research into the area of human-computer interaction. in an effort to understand the affect these digital zombies have on grief and bereavement. === Mobile gaming === Writer for EHS Today, Stefanie Valentic, has made observations with the mobile phone video game Pokémon Go, which offers players the experience to hunt and collect digital creatures called Pokémon through their smartphone in real world. Players can be observed simultaneously gazing at their phone while also obliviously walking around their environments looking for Pokémon. Stefanie references these individuals as "digital zombies" since they walk around with no cognition of their surroundings while engaged with their phone. == Health risks == === Heavy use of technology === Research by the University of Sydney has begun looking at how new technology such as digital media and smartphones impact our lives and questioning whether they can create new compulsions and obsessions. The research demonstrates that increased heavy technological use can have negative health consequences similar to drugs, smoking, and alcohol. Marcel O'Gorman, an associate professor of English at the University of Waterloo, has commented on the body of research examining how technology impacts cognition, stating currently that there is no empirical evidence to support any theories that suggest that technology can damage memory and attention span. === Heightened risk to children === Manfred Spitzer, a German psychiatrist, has raised concerns with providing digital devices to children. During the early childhood stage while their brains are rapidly growing, increased exposure to digital devices may deprive them of necessary development required to facilitate brain growth. These concerns are also shared by Korean doctors who believe giving digital devices, like smartphones to children, limits their cognitive development.
Open Threat Exchange
Open Threat Exchange (OTX) is a crowd-sourced computer-security platform. It has more than 180,000 participants in 140 countries who share more than 19 million potential threats daily. It is free to use. Founded in 2012, OTX was created and is run by AlienVault (now AT&T Cybersecurity), a developer of commercial and open source solutions to manage cyber attacks. The collaborative threat exchange was created partly as a counterweight to criminal hackers successfully working together and sharing information about viruses, malware and other cyber attacks. == Components == OTX is cloud-hosted. Information sharing covers a wide range of security-related issues, including viruses, malware, intrusion detection and firewalls. Its automated tools cleanse, aggregate, validate and publish data shared by participants. The OTX platform validates the data, then strips the information identifying the participating contributor. In 2015, OTX 2.0 added a social network, enabling members to share, discuss and research security threats, including via a real-time threat feed. Users can share the IP addresses or websites from where attacks originated or look up specific threats to see if anyone has already left such information. Users can subscribe to a “Pulse,” an analysis of a specific threat, including data on IoC, impact, and the targeted software. Pulses can be exported as STIX, JSON, OpenloC, MAEC and CSV, and can be used to update local security products automatically. Users can up-vote and comment on specific pulses to assist others in identifying the most important threats. OTX combines social contributions with automated machine-to-machine tools that integrate with major security products such as firewalls and perimeter security hardware. The platform can read security reports in .pdf, .csv, .json and other open formats. Relevant information is extracted automatically, assisting IT professionals in analyzing data more readily. Specific OTX components include a dashboard with details about the top malicious IPs around the world and to check the status of specific IPs; notifications should an organization's IP or domain be found in a hacker forum, blacklist or be listed by OTX; and a feature to review log files to determine if there has been communication with known malicious IPs. In 2016, AlienVault released a new version of OTX, allowing participants to create private communities and discussion groups to share information on threats only within the group. The feature is intended to facilitate more in-depth discussions on specific threats, particular industries, and different regions worldwide. Threat data from groups can also be distributed to subscribers of managed service providers using OTX." == Technology == OTX is a large data platform that integrates natural language processing and machine learning. It uses these features to facilitate the collection and correlation of data from many sources, including third-party threat feeds, websites, external APIs and local agents. == Partners == In 2015, AlienVault partnered with Intel to coordinate real-time threat information on OTX. A similar deal with Hewlett Packard was announced the same year. == Competitors == Both Facebook and IBM have threat exchange platforms. The Facebook ThreatExchange is in beta and requires an application or invitation to join. IBM launched IBM X-Force Exchange in April 2015.
XOR swap algorithm
In computer programming, the exclusive or swap (sometimes shortened to XOR swap) is an algorithm that uses the exclusive or bitwise operation to swap the values of two variables without using the temporary variable which is normally required. The algorithm is primarily a novelty and a way of demonstrating properties of the exclusive or operation. It is sometimes discussed as a program optimization, but there are almost no cases where swapping via exclusive or provides benefit over the standard, obvious technique. == The algorithm == Conventional swapping requires the use of a temporary storage variable. Using the XOR swap algorithm, however, no temporary storage is needed. The algorithm is as follows: Since XOR is a commutative operation, either X XOR Y or Y XOR X can be used interchangeably in any of the foregoing three lines. Note that on some architectures the first operand of the XOR instruction specifies the target location at which the result of the operation is stored, preventing this interchangeability. The algorithm typically corresponds to three machine-code instructions, represented by corresponding pseudocode and assembly instructions in the three rows of the following table: In the above System/370 assembly code sample, R1 and R2 are distinct registers, and each XR operation leaves its result in the register named in the first argument. Using x86 assembly, values X and Y are in registers eax and ebx (respectively), and xor places the result of the operation in the first register (Note: x86 supports XCHG instruction so using triple XOR do not make sense on this architecture). In RISC-V assembly, value X and Y are in registers x10 and x11, and xor places the result of the operation in the first operand. However, in the pseudocode or high-level language version or implementation, the algorithm fails if x and y use the same storage location, since the value stored in that location will be zeroed out by the first XOR instruction, and then remain zero; it will not be "swapped with itself". This is not the same as if x and y have the same values. The trouble only comes when x and y use the same storage location, in which case their values must already be equal. That is, if x and y use the same storage location, then the line: sets x to zero (because x = y so X XOR Y is zero) and sets y to zero (since it uses the same storage location), causing x and y to lose their original values. == Proof of correctness == The binary operation XOR over bit strings of length N {\displaystyle N} exhibits the following properties (where ⊕ {\displaystyle \oplus } denotes XOR): L1. Commutativity: A ⊕ B = B ⊕ A {\displaystyle A\oplus B=B\oplus A} L2. Associativity: ( A ⊕ B ) ⊕ C = A ⊕ ( B ⊕ C ) {\displaystyle (A\oplus B)\oplus C=A\oplus (B\oplus C)} L3. Identity exists: there is a bit string, 0, (of length N) such that A ⊕ 0 = A {\displaystyle A\oplus 0=A} for any A {\displaystyle A} L4. Each element is its own inverse: for each A {\displaystyle A} , A ⊕ A = 0 {\displaystyle A\oplus A=0} . Suppose that we have two distinct registers R1 and R2 as in the table below, with initial values A and B respectively. We perform the operations below in sequence, and reduce our results using the properties listed above. === Linear algebra interpretation === As XOR can be interpreted as binary addition and a pair of bits can be interpreted as a vector in a two-dimensional vector space over the field with two elements, the steps in the algorithm can be interpreted as multiplication by 2×2 matrices over the field with two elements. For simplicity, assume initially that x and y are each single bits, not bit vectors. For example, the step: which also has the implicit: corresponds to the matrix ( 1 1 0 1 ) {\displaystyle \left({\begin{smallmatrix}1&1\\0&1\end{smallmatrix}}\right)} as ( 1 1 0 1 ) ( x y ) = ( x + y y ) . {\displaystyle {\begin{pmatrix}1&1\\0&1\end{pmatrix}}{\begin{pmatrix}x\\y\end{pmatrix}}={\begin{pmatrix}x+y\\y\end{pmatrix}}.} The sequence of operations is then expressed as: ( 1 1 0 1 ) ( 1 0 1 1 ) ( 1 1 0 1 ) = ( 0 1 1 0 ) {\displaystyle {\begin{pmatrix}1&1\\0&1\end{pmatrix}}{\begin{pmatrix}1&0\\1&1\end{pmatrix}}{\begin{pmatrix}1&1\\0&1\end{pmatrix}}={\begin{pmatrix}0&1\\1&0\end{pmatrix}}} (working with binary values, so 1 + 1 = 0 {\displaystyle 1+1=0} ), which expresses the elementary matrix of switching two rows (or columns) in terms of the transvections (shears) of adding one element to the other. To generalize to where X and Y are not single bits, but instead bit vectors of length n, these 2×2 matrices are replaced by 2n×2n block matrices such as ( I n I n 0 I n ) . {\displaystyle \left({\begin{smallmatrix}I_{n}&I_{n}\\0&I_{n}\end{smallmatrix}}\right).} These matrices are operating on values, not on variables (with storage locations), hence this interpretation abstracts away from issues of storage location and the problem of both variables sharing the same storage location. == Code example == A C function that implements the XOR swap algorithm: The code first checks if the addresses are distinct and uses a guard clause to exit the function early if they are equal. Without that check, if they were equal, the algorithm would fold to a triple x ^= x resulting in zero. == Reasons for avoidance in practice == On modern CPU architectures, the XOR technique can be slower than using a temporary variable to do swapping. At least on recent x86 CPUs, both by AMD and Intel, moving between registers regularly incurs zero latency. (This is called MOV-elimination.) Even if there is not any architectural register available to use, the XCHG instruction will be at least as fast as the three XORs taken together. Another reason is that modern CPUs strive to execute instructions in parallel via instruction pipelines. In the XOR technique, the inputs to each operation depend on the results of the previous operation, so they must be executed in strictly sequential order, negating any benefits of instruction-level parallelism. === Aliasing === The XOR swap is also complicated in practice by aliasing. If an attempt is made to XOR-swap the contents of some location with itself, the result is that the location is zeroed out and its value lost. Therefore, XOR swapping must not be used blindly in a high-level language if aliasing is possible. This issue does not apply if the technique is used in assembly to swap the contents of two registers. Similar problems occur with call by name, as in Jensen's Device, where swapping i and A[i] via a temporary variable yields incorrect results due to the arguments being related: swapping via temp = i; i = A[i]; A[i] = temp changes the value for i in the second statement, which then results in the incorrect i value for A[i] in the third statement. == Variations == The underlying principle of the XOR swap algorithm can be applied to any operation meeting criteria L1 through L4 above. Replacing XOR by addition and subtraction gives various slightly different, but largely equivalent, formulations. For example: Unlike the XOR swap, this variation requires that the underlying processor or programming language uses a method such as modular arithmetic or bignums to guarantee that the computation of X + Y cannot cause an error due to integer overflow. Therefore, it is seen even more rarely in practice than the XOR swap. However, the implementation of AddSwap above in the C programming language always works even in case of integer overflow, since, according to the C standard, addition and subtraction of unsigned integers follow the rules of modular arithmetic, i. e. are done in the cyclic group Z / 2 s Z {\displaystyle \mathbb {Z} /2^{s}\mathbb {Z} } where s {\displaystyle s} is the number of bits of unsigned int. Indeed, the correctness of the algorithm follows from the fact that the formulas ( x + y ) − y = x {\displaystyle (x+y)-y=x} and ( x + y ) − ( ( x + y ) − y ) = y {\displaystyle (x+y)-((x+y)-y)=y} hold in any abelian group. This generalizes the proof for the XOR swap algorithm: XOR is both the addition and subtraction in the abelian group ( Z / 2 Z ) s {\displaystyle (\mathbb {Z} /2\mathbb {Z} )^{s}} (which is the direct sum of s copies of Z / 2 Z {\displaystyle \mathbb {Z} /2\mathbb {Z} } ). This doesn't hold when dealing with the signed int type (the default for int). Signed integer overflow is an undefined behavior in C and thus modular arithmetic is not guaranteed by the standard, which may lead to incorrect results. The sequence of operations in AddSwap can be expressed via matrix multiplication as: ( 1 − 1 0 1 ) ( 1 0 1 − 1 ) ( 1 1 0 1 ) = ( 0 1 1 0 ) {\displaystyle {\begin{pmatrix}1&-1\\0&1\end{pmatrix}}{\begin{pmatrix}1&0\\1&-1\end{pmatrix}}{\begin{pmatrix}1&1\\0&1\end{pmatrix}}={\begin{pmatrix}0&1\\1&0\end{pmatrix}}} == Application to register allocation == On architectures lacking a dedicated swap instruction, because it avoids the extra temporary register, the XOR swap algorithm is required for optimal register allocatio
PureXML
pureXML is the native XML storage feature in the IBM Db2 data server. pureXML provides query languages, storage technologies, indexing technologies, and other features to support XML data. The word pure in pureXML was chosen to indicate that Db2 natively stores and natively processes XML data in its inherent hierarchical structure, as opposed to treating XML data as plain text or converting it into a relational format. == Technical information == Db2 includes two distinct storage mechanisms: one for efficiently managing traditional SQL data types, and another for managing XML data. The underlying storage mechanism is transparent to users and applications; they simply use SQL (including SQL with XML extensions or SQL/XML) or XQuery to work with the data. XML data is stored in columns of Db2 tables that have the XML data type. XML data is stored in a parsed format that reflects the hierarchical nature of the original XML data. As such, pureXML uses trees and nodes as its model for storing and processing XML data. If you instruct Db2 to validate XML data against an XML schema prior to storage, Db2 annotates all nodes in the XML hierarchy with information about the schema types; otherwise, it will annotate the nodes with default type information. Upon storage, Db2 preserves the internal structure of XML data, converting its tag names and other information into integer values. Doing so helps conserve disk space and also improves the performance of queries that use navigational expressions. However, users aren't aware of this internal representation. Finally, Db2 automatically splits XML nodes across multiple database pages, as needed. XML schemas specify which XML elements are valid, in what order these elements should appear in XML data, which XML data types are associated with each element, and so on. pureXML allows you to validate the cells in a column of XML data against no schema, one schema, or multiple schemas. pureXML also provides tools to support evolving XML schemas. IBM has enhanced its programming language interfaces to support access to its XML data. These enhancements span Java (JDBC), C (embedded SQL and call-level interface), COBOL (embedded SQL), PHP, and Microsoft's .NET Framework (through the DB2.NET provider). == History == pureXML was first included in the DB2 9 for Linux, Unix, and Microsoft Windows release, which was codenamed Viper, in June 2006. It was available on DB2 9 for z/OS in March 2007. In October 2007, IBM released DB2 9.5 with improved XML data transaction performance and improved storage savings. In June 2009, IBM released DB2 9.7 with XML supported for database-partitioned, range-partitioned, and multi-dimensionally clustered tables as well as compression of XML data and indices. == Competition == Db2 is a hybrid data server—it offers data management for traditional relational data, as well as providing native XML data management. Other vendors that offer data management for both relational data and native XML storage include Oracle with its 11g product and Microsoft with its SQL Server product. pureXML also competes with native XML databases like BaseX, eXist, MarkLogic or Sedna. == Books == IBM International Technical Support Organization (ITSO) has published the following books, which are available in print or as free e-books: DB2 9: pureXML Overview and Fast Start DB2 9 pureXML Guide The following books are also available for purchase: DB2 pureXML Cookbook: Master the Power of IBM Hybrid Data Server == Education and training == The following pureXML classroom and online courses are available from IBM Education: Query and Manage XML Data with DB2 9. IBM course CG130. Classroom. Duration: 4 days. Query XML Data with DB2 9. IBM course CG100. Classroom. Duration: 2 days (first 2 days of CG130). Managing XML Data in DB2 9. IBM course CG160. Classroom. Duration: 2 days (last 2 days of CG130). DB2 pureXML. IBM Course CT140. Self-paced study plus Live Virtual Classroom.
Emotion Markup Language
An Emotion Markup Language (EML or EmotionML) has first been defined by the W3C Emotion Incubator Group (EmoXG) as a general-purpose emotion annotation and representation language, which should be usable in a large variety of technological contexts where emotions need to be represented. Emotion-oriented computing (or "affective computing") is gaining importance as interactive technological systems become more sophisticated. Representing the emotional states of a user or the emotional states to be simulated by a user interface requires a suitable representation format; in this case a markup language is used. EmotionML version 1.0 was published by the group in May 2014. == Example == Here is an example of an EmotionML document describing emotions expressed in a video recording of the interaction between a teacher, Alice, and a student, Bob. == History == In 2006, a first W3C Incubator Group, the Emotion Incubator Group (EmoXG), was set up "to investigate a language to represent the emotional states of users and the emotional states simulated by user interfaces" with the final Report published on 10 July 2007. In 2007, the Emotion Markup Language Incubator Group (EmotionML XG) was set up as a follow-up to the Emotion Incubator Group, "to propose a specification draft for an Emotion Markup Language, to document it in a way accessible to non-experts, and to illustrate its use in conjunction with a number of existing markups." The final report of the Emotion Markup Language Incubator Group, Elements of an EmotionML 1.0, was published on 20 November 2008. The work then was continued in 2009 in the frame of the W3C's Multimodal Interaction Activity, with the First Public Working Draft of "Emotion Markup Language (EmotionML) 1.0" being published on 29 October 2009. The Last Call Working Draft of "Emotion Markup Language 1.0", was published on 7 April 2011. The Last Call Working Draft addressed all open issues that arose from feedback of the community on the First Call Working Draft as well as results of a workshop held in Paris in October 2010. Along with the Last Call Working Draft, a list of vocabularies for EmotionML has been published to aid developers using common vocabularies for annotating or representing emotions. Annual draft updates were published until the 1.0 version was finished in 2014. == Reasons for defining an emotion markup language == A standard for an emotion markup language would be useful for the following purposes: To enhance computer-mediated human-human or human-machine communication. Emotions are a basic part of human communication and should therefore be taken into account, e.g. in emotional Chat systems or emphatic voice boxes. This involves specification, analysis and display of emotion related states. To enhance systems' processing efficiency. Emotion and intelligence are strongly interconnected. The modeling of human emotions in computer processing can help to build more efficient systems, e.g. using emotional models for time-critical decision enforcement. To allow the analysis of non-verbal behavior, emotion, mental states that can be provided using web services to enable data collection, analysis, and reporting. Concrete examples of existing technology that could apply EmotionML include: Opinion mining / sentiment analysis in Web 2.0, to automatically track customer's attitude regarding a product across blogs; Affective monitoring, such as ambient assisted living applications, fear detection for surveillance purposes, or using wearable sensors to test customer satisfaction; Wellness technologies that provide assistance according to a person's emotional state with the goal to improve the person's well-being; Character design and control for games and virtual worlds; Building web services to capture, analysis, and report data of non-verbal behavior, emotion and mental states of an individual or group across the internet using standard web technologies such as HTML5 and JSON. Social robots, such as guide robots engaging with visitors; Expressive speech synthesis, generating synthetic speech with different emotions, such as happy or sad, friendly or apologetic; expressive synthetic speech would for example make more information available to blind and partially sighted people, and enrich their experience of the content; Emotion recognition (e.g., for spotting angry customers in speech dialog systems, to improve computer games or e-Learning applications); Support for people with disabilities, such as educational programs for people with autism. EmotionML can be used to make the emotional intent of content explicit. This would enable people with learning disabilities (such as Asperger syndrome) to realise the emotional context of the content; EmotionML can be used for media transcripts and captions. Where emotions are marked up to help deaf or hearing impaired people who cannot hear the soundtrack, more information is made available to enrich their experience of the content. The Emotion Incubator Group has listed 39 individual use cases for an Emotion markup language. A standardised way to mark up the data needed by such "emotion-oriented systems" has the potential to boost development primarily because data that was annotated in a standardised way can be interchanged between systems more easily, thereby simplifying a market for emotional databases, and the standard can be used to ease a market of providers for sub-modules of emotion processing systems, e.g. a web service for the recognition of emotion from text, speech or multi-modal input. == The challenge of defining a generally usable emotion markup language == Any attempt to standardize the description of emotions using a finite set of fixed descriptors is doomed to failure, as there is no consensus on the number of relevant emotions, on the names that should be given to them or how else best to describe them. For example, the difference between ":)" and "(:" is small, but using a standardized markup it would make one invalid. Even more basically, the list of emotion-related states that should be distinguished varies depending on the application domain and the aspect of emotions to be focused. Basically, the vocabulary needed depends on the context of use. On the other hand, the basic structure of concepts is less controversial: it is generally agreed that emotions involve triggers, appraisals, feelings, expressive behavior including physiological changes, and action tendencies; emotions in their entirety can be described in terms of categories or a small number of dimensions; emotions have an intensity, and so on. For details, see the Scientific Descriptions of Emotions in the Final Report of the Emotion Incubator Group. Given this lack of agreement on descriptors in the field, the only practical way of defining an emotion markup language is the definition of possible structural elements and to allow users to "plug in" vocabularies that they consider appropriate for their work. An additional challenge lies in the aim to provide a markup language that is generally usable. The requirements that arise from different use cases are rather different. Whereas manual annotation tends to require all the fine-grained distinctions considered in the scientific literature, automatic recognition systems can usually distinguish only a very small number of different states and affective avatars need yet another level of detail for expressing emotions in an appropriate way. For the reasons outlined here, it is clear that there is an inevitable tension between flexibility and interoperability, which need to be weighed in the formulation of an EmotionML. The guiding principle in the following specification has been to provide a choice only where it is needed, and to propose reasonable default options for every choice. == Applications and web services benefiting from an emotion markup language == There are a range of existing projects and applications to which an emotion markup language will enable the building of webservices to measure capture data of individuals non-verbal behavior, mental states, and emotions and allowing results to be reported and rendered in a standardized format using standard web technologies such as JSON and HTML5. One such project is measuring affect data across the Internet using EyesWeb.
Non-native speech database
A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.
Data Science Africa
Data Science Africa (DSA) is a non-profit knowledge sharing professional group that aims at bringing together leading researchers and practitioners working on data science methods or applications relevant to Africa, and providing training on state of the art data science methods to students and others interested in developing practical skills. Since 2013, DSA has been organizing conference, workshops and summer schools on machine learning and data science across East Africa. Facilitators of Summer School and workshops are researchers and practitioners from the academia, private and public institutions across the world. == Summer schools and workshops == The first summer school which started as Gaussian Process Summer School was held at Makerere University in Kampala, Uganda from 6th to 9 August 2013. The First Data Science Summer School and Workshop was held at Dedan Kimathi University of Technology in Nyeri, Kenya from 15th to 19 June 2015. The Second Data Science Summer School was held at Makerere University, Kampala, Uganda from 27th to 29 July 2016, and the workshop was held at Pulse Lab, Kampala, Uganda from 30 July to 1 August 2016. The Third Data Science Summer School and Workshop was held at Nelson Mandela African Institute of Science and Technology, Tanzania from 19th to 21 July 2017. Among the sponsors of the event was ARM