Energy-based model

Energy-based model

An energy-based model (EBM), also called Canonical Ensemble Learning (CEL) or Learning via Canonical Ensemble (LCE), is an application of canonical ensemble formulation from statistical physics for learning from data. The approach prominently appears in generative artificial intelligence. EBMs provide a unified framework for many probabilistic and non-probabilistic approaches to such learning, particularly for training graphical and other structured models. An EBM learns the characteristics of a target dataset and generates a similar but larger dataset. EBMs detect the latent variables of a dataset and generate new datasets with a similar distribution. Energy-based generative neural networks is a class of generative models, which aim to learn explicit probability distributions of data in the form of energy-based models, the energy functions of which are parameterized by modern deep neural networks. Boltzmann machines are a special form of energy-based models with a specific parametrization of the energy. == Description == For a given input x {\displaystyle x} , the model describes an energy E θ ( x ) {\displaystyle E_{\theta }(x)} such that the Boltzmann distribution P θ ( x ) = e − β E θ ( x ) Z ( θ ) {\displaystyle P_{\theta }(x)={e^{-\beta E_{\theta }(x)} \over Z(\theta )}} is a probability (density), and typically β = 1 {\displaystyle \beta =1} . Since the normalization constant: Z ( θ ) := ∫ x ∈ X e − β E θ ( x ) d x {\displaystyle Z(\theta ):=\int _{x\in X}e^{-\beta E_{\theta }(x)}dx} (also known as the partition function) depends on all the Boltzmann factors of all possible inputs x {\displaystyle x} , it cannot be easily computed or reliably estimated during training simply using standard maximum likelihood estimation. However, for maximizing the likelihood during training, the gradient of the log-likelihood of a single training example x {\displaystyle x} is given by using the chain rule: ∂ θ log ⁡ ( P θ ( x ) ) = E x ′ ∼ P θ [ ∂ θ E θ ( x ′ ) ] − ∂ θ E θ ( x ) ( ∗ ) {\displaystyle \partial _{\theta }\log \left(P_{\theta }(x)\right)=\mathbb {E} _{x'\sim P_{\theta }}[\partial _{\theta }E_{\theta }(x')]-\partial _{\theta }E_{\theta }(x)\,()} The expectation in the above formula for the gradient can be approximately estimated by drawing samples x ′ {\displaystyle x'} from the distribution P θ {\displaystyle P_{\theta }} using Markov chain Monte Carlo (MCMC). Early energy-based models, such as the 2003 Boltzmann machine by Hinton, estimated this expectation via blocked Gibbs sampling. Newer approaches make use of more efficient Stochastic Gradient Langevin Dynamics (LD), drawing samples using: x 0 ′ ∼ P 0 , x i + 1 ′ = x i ′ − α 2 ∂ E θ ( x i ′ ) ∂ x i ′ + ϵ {\displaystyle x_{0}'\sim P_{0},x_{i+1}'=x_{i}'-{\frac {\alpha }{2}}{\frac {\partial E_{\theta }(x_{i}')}{\partial x_{i}'}}+\epsilon } , where ϵ ∼ N ( 0 , α ) {\displaystyle \epsilon \sim {\mathcal {N}}(0,\alpha )} . A replay buffer of past values x i ′ {\displaystyle x_{i}'} is used with LD to initialize the optimization module. The parameters θ {\displaystyle \theta } of the neural network are therefore trained in a generative manner via MCMC-based maximum likelihood estimation: the learning process follows an "analysis by synthesis" scheme, where within each learning iteration, the algorithm samples the synthesized examples from the current model by a gradient-based MCMC method (e.g., Langevin dynamics or Hybrid Monte Carlo), and then updates the parameters θ {\displaystyle \theta } based on the difference between the training examples and the synthesized ones – see equation ( ∗ ) {\displaystyle ()} . This process can be interpreted as an alternating mode seeking and mode shifting process, and also has an adversarial interpretation. Essentially, the model learns a function E θ {\displaystyle E_{\theta }} that associates low energies to correct values, and higher energies to incorrect values. After training, given a converged energy model E θ {\displaystyle E_{\theta }} , the Metropolis–Hastings algorithm can be used to draw new samples. The acceptance probability is given by: P a c c ( x i → x ∗ ) = min ( 1 , P θ ( x ∗ ) P θ ( x i ) ) . {\displaystyle P_{acc}(x_{i}\to x^{})=\min \left(1,{\frac {P_{\theta }(x^{})}{P_{\theta }(x_{i})}}\right).} == History == The term "energy-based models" was first coined in a 2003 JMLR paper where the authors defined a generalisation of independent components analysis to the overcomplete setting using EBMs. Other early work on EBMs proposed models that represented energy as a composition of latent and observable variables. == Characteristics == EBMs demonstrate useful properties: Simplicity and stability. The EBM is the only object that needs to be designed and trained. Separate networks need not be trained to ensure balance. Adaptive computation time. An EBM can generate sharp, diverse samples or (more quickly) coarse, less diverse samples. Given infinite time, this procedure produces true samples. Flexibility. In Variational Autoencoders (VAE) and flow-based models, the generator learns a map from a continuous space to a (possibly) discontinuous space containing different data modes. EBMs can learn to assign low energies to disjoint regions (multiple modes). Adaptive generation. EBM generators are implicitly defined by the probability distribution, and automatically adapt as the distribution changes (without training), allowing EBMs to address domains where generator training is impractical, as well as minimizing mode collapse and avoiding spurious modes from out-of-distribution samples. Compositionality. Individual models are unnormalized probability distributions, allowing models to be combined through product of experts or other hierarchical techniques. == Experimental results == On image datasets such as CIFAR-10 and ImageNet 32x32, an EBM model generated high-quality images relatively quickly. It supported combining features learned from one type of image for generating other types of images. It was able to generalize using out-of-distribution datasets, outperforming flow-based and autoregressive models. EBM was relatively resistant to adversarial perturbations, behaving better than models explicitly trained against them with training for classification. == Applications == Target applications include natural language processing, robotics and computer vision. The first energy-based generative neural network is the generative ConvNet proposed in 2016 for image patterns, where the neural network is a convolutional neural network. The model has been generalized to various domains to learn distributions of videos, and 3D voxels. They are made more effective in their variants. They have proven useful for data generation (e.g., image synthesis, video synthesis, 3D shape synthesis, etc.), data recovery (e.g., recovering videos with missing pixels or image frames, 3D super-resolution, etc), data reconstruction (e.g., image reconstruction and linear interpolation ). == Alternatives == EBMs compete with techniques such as variational autoencoders (VAEs), generative adversarial networks (GANs) or normalizing flows. == Extensions == === Joint energy-based models === Joint energy-based models (JEM), proposed in 2020 by Grathwohl et al., allow any classifier with softmax output to be interpreted as energy-based model. The key observation is that such a classifier is trained to predict the conditional probability p θ ( y | x ) = e f → θ ( x ) [ y ] ∑ j = 1 K e f → θ ( x ) [ j ] for y = 1 , … , K and f → θ = ( f 1 , … , f K ) ∈ R K , {\displaystyle p_{\theta }(y|x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{\sum _{j=1}^{K}e^{{\vec {f}}_{\theta }(x)[j]}}}\ \ {\text{ for }}y=1,\dotsc ,K{\text{ and }}{\vec {f}}_{\theta }=(f_{1},\dotsc ,f_{K})\in \mathbb {R} ^{K},} where f → θ ( x ) [ y ] {\displaystyle {\vec {f}}_{\theta }(x)[y]} is the y-th index of the logits f → {\displaystyle {\vec {f}}} corresponding to class y. Without any change to the logits it was proposed to reinterpret the logits to describe a joint probability density: p θ ( y , x ) = e f → θ ( x ) [ y ] Z ( θ ) , {\displaystyle p_{\theta }(y,x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}},} with unknown partition function Z ( θ ) {\displaystyle Z(\theta )} and energy E θ ( x , y ) = − f θ ( x ) [ y ] {\displaystyle E_{\theta }(x,y)=-f_{\theta }(x)[y]} . By marginalization, we obtain the unnormalized density p θ ( x ) = ∑ y p θ ( y , x ) = ∑ y e f → θ ( x ) [ y ] Z ( θ ) =: e − E θ ( x ) , {\displaystyle p_{\theta }(x)=\sum _{y}p_{\theta }(y,x)=\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}=:e^{-E_{\theta }(x)},} therefore, E θ ( x ) = − log ⁡ ( ∑ y e f → θ ( x ) [ y ] Z ( θ ) ) , {\displaystyle E_{\theta }(x)=-\log \left(\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}\right),} so that any classifier can be used to define an energy function E θ ( x ) {\displaystyle E_{\theta }(x)} .

Sentence extraction

Sentence extraction is a technique used for automatic summarization of a text. In this shallow approach, statistical heuristics are used to identify the most salient sentences of a text. Sentence extraction is a low-cost approach compared to more knowledge-intensive deeper approaches which require additional knowledge bases such as ontologies or linguistic knowledge. In short, sentence extraction works as a filter that allows only meaningful sentences to pass. The major downside of applying sentence-extraction techniques to the task of summarization is the loss of coherence in the resulting summary. Nevertheless, sentence extraction summaries can give valuable clues to the main points of a document and are frequently sufficiently intelligible to human readers. == Procedure == Usually, a combination of heuristics is used to determine the most important sentences within the document. Each heuristic assigns a (positive or negative) score to the sentence. After all heuristics have been applied, the highest-scoring sentences are included in the summary. The individual heuristics are weighted according to their importance. === Early approaches and some sample heuristics === Seminal papers which laid the foundations for many techniques used today have been published by Hans Peter Luhn in 1958 and H. P Edmundson in 1969. Luhn proposed to assign more weight to sentences at the beginning of the document or a paragraph. Edmundson stressed the importance of title-words for summarization and was the first to employ stop-lists in order to filter uninformative words of low semantic content (e.g. most grammatical words such as of, the, a). He also distinguished between bonus words and stigma words, i.e. words that probably occur together with important (e.g. the word form significant) or unimportant information. His idea of using key-words, i.e. words which occur significantly frequently in the document, is still one of the core heuristics of today's summarizers. With large linguistic corpora available today, the tf–idf value which originated in information retrieval, can be successfully applied to identify the key words of a text: If for example the word cat occurs significantly more often in the text to be summarized (TF = "term frequency") than in the corpus (IDF means "inverse document frequency"; here the corpus is meant by document), then cat is likely to be an important word of the text; the text may in fact be a text about cats.

Web API

A web API is an application programming interface (API) for either a web server or a web browser. As a web development concept, it can be related to a web application's client side (including any web frameworks being used). A server-side web API consists of one or more publicly exposed endpoints to a defined request–response message system, typically expressed in JSON or XML by means of an HTTP-based web server. A server API (SAPI) is not considered a server-side web API, unless it is publicly accessible by a remote web application. == Client side == A client-side web API is a programmatic interface to extend functionality within a web browser or other HTTP client. Originally these were most commonly in the form of native plug-in browser extensions however most newer ones target standardized JavaScript bindings. The Mozilla Foundation created their WebAPI specification which is designed to help replace native mobile applications with HTML5 applications. Google created their Native Client architecture which is designed to help replace insecure native plug-ins with secure native sandboxed extensions and applications. They have also made this portable by employing a modified LLVM AOT compiler. == Server side == A server-side web API consists of one or more publicly exposed endpoints to a defined request–response message system, typically expressed in JSON or XML. The web API is exposed most commonly by means of an HTTP-based web server. Mashups are web applications which combine the use of multiple server-side web APIs. Webhooks are server-side web APIs that take input as a Uniform Resource Identifier (URI) that is designed to be used like a remote named pipe or a type of callback such that the server acts as a client to dereference the provided URI and trigger an event on another server which handles this event thus providing a type of peer-to-peer IPC. === Endpoints === Endpoints are important aspects of interacting with server-side web APIs, as they specify where resources can be accessed by third-party software. Usually the access is via a URI to which HTTP requests are posted, and from which the response is thus expected. Web APIs may be public or private, the latter of which requires an access token. Endpoints need to be static, otherwise the correct functioning of software that interacts with them cannot be guaranteed. If the location of a resource changes (and with it the endpoint) then previously written software will break, as the required resource can no longer be found at the same place. As API providers still want to update their web APIs, many have introduced a versioning system in the URI that points to an endpoint. === Resources versus services === Web 2.0 Web APIs often use machine-based interactions such as REST and SOAP. RESTful web APIs use HTTP methods to access resources via URL-encoded parameters, and use JSON or XML to transmit data. By contrast, SOAP protocols are standardized by the W3C and mandate the use of XML as the payload format, typically over HTTP. Furthermore, SOAP-based Web APIs use XML validation to ensure structural message integrity, by leveraging the XML schemas provisioned with WSDL documents. A WSDL document accurately defines the XML messages and transport bindings of a Web service. === Documentation === Server-side web APIs are interfaces for the outside world to interact with the business logic. For many companies this internal business logic and the intellectual property associated with it are what distinguishes them from other companies, and potentially what gives them a competitive edge. They do not want this information to be exposed. However, in order to provide a web API of high quality, there needs to be a sufficient level of documentation. One API provider that not only provides documentation, but also links to it in its error messages is Twilio. However, there are now directories of popular documented server-side web APIs. === Growth and impact === The number of available web APIs has grown consistently over the past years, as businesses realize the growth opportunities associated with running an open platform, that any developer can interact with. ProgrammableWeb tracks over 24000 Web APIs that were available in 2022, up from 105 in 2005. Web APIs have become ubiquitous. There are few major software applications/services that do not offer some form of web API. One of the most common forms of interacting with these web APIs is via embedding external resources, such as tweets, Facebook comments, YouTube videos, etc. In fact there are very successful companies, such as Disqus, whose main service is to provide embeddable tools, such as a feature-rich comment system. Any website of the TOP 100 Alexa Internet ranked websites uses APIs and/or provides its own APIs, which is a very distinct indicator for the prodigious scale and impact of web APIs as a whole. As the number of available web APIs has grown, open source tools have been developed to provide more sophisticated search and discovery. APIs.json provides a machine-readable description of an API and its operations, and the related project APIs.io offers a searchable public listing of APIs based on the APIs.json metadata format. === Business === ==== Commercial ==== Many companies and organizations rely heavily on their Web API infrastructure to serve their core business clients. In 2014 Netflix received around 5 billion API requests, most of them within their private API. ==== Governmental ==== Many governments collect a lot of data, and some governments are now opening up access to this data. The interfaces through which this data is typically made accessible are web APIs. Web APIs allow for data, such as "budget, public works, crime, legal, and other agency data" to be accessed by any developer in a convenient manner. == Example == An example of a popular web API is the Astronomy Picture of the Day API operated by the American space agency NASA. It is a server-side API used to retrieve photographs of space or other images of interest to astronomers, and metadata about the images. According to the API documentation, the API has one endpoint: https://api.nasa.gov/planetary/apod The documentation states that this endpoint accepts GET requests. It requires one piece of information from the user, an API key, and accepts several other optional pieces of information. Such pieces of information are known as parameters. The parameters for this API are written in a format known as a query string, which is separated by a question mark character (?) from the endpoint. An ampersand (&) separates the parameters in the query string from each other. Together, the endpoint and the query string form a URL that determines how the API will respond. This URL is also known as a query or an API call. In the below example, two parameters are transmitted (or passed) to the API via the query string. The first is the required API key and the second is an optional parameter — the date of the photograph requested. https://api.nasa.gov/planetary/apod?api_key=DEMO_KEY&date=1996-12-03 Visiting the above URL in a web browser will initiate a GET request, calling the API and showing the user a result, known as a return value or as a return. This API returns JSON, a type of data format intended to be understood by computers, but which is somewhat easy for a human to read as well. In this case, the JSON contains information about a photograph of a white dwarf star: The above API return has been reformatted so that names of JSON data items, known as keys, appear at the start of each line. The last of these keys, named url, indicates a URL which points to a photograph: https://apod.nasa.gov/apod/image/9612/ngc2440_hst2.jpg Following the above URL, a web browser user would see this photo: Although this API can be called by an end user with a web browser (as in this example) it is intended to be called automatically by software or by computer programmers while writing software. JSON is intended to be parsed by a computer program, which would extract the URL of the photograph and the other metadata. The resulting photo could be embedded in a website, automatically sent via text message, or used for any other purpose envisioned by a software developer.

JQuery

jQuery is a JavaScript library designed to simplify HTML DOM tree traversal and manipulation, as well as event handling, CSS animations, and Ajax. It is free, open-source software using the permissive MIT License. As of August 2022, jQuery is used by 77% of the 10 million most popular websites. Web analysis indicates that it is the most widely deployed JavaScript library by a large margin, having at least three to four times more usage than any other JavaScript library. jQuery's syntax is designed to make it easier to navigate a document, select DOM elements, create animations, handle events, and develop Ajax applications. jQuery also provides capabilities for developers to create plug-ins on top of the JavaScript library. This enables developers to create abstractions for low-level interaction and animation, advanced effects and high-level, theme-able widgets. The modular approach to the jQuery library allows the creation of powerful dynamic web pages and Web applications. The set of jQuery core features—DOM element selections, traversal, and manipulation—enabled by its selector engine (named "Sizzle" from v1.3), created a new "programming style", fusing algorithms and DOM data structures. This style influenced the architecture of other JavaScript frameworks like YUI v3 and Dojo, later stimulating the creation of the standard Selectors API. Microsoft and Nokia bundle jQuery on their platforms. Microsoft includes it with Visual Studio for use within Microsoft's ASP.NET AJAX and ASP.NET MVC frameworks while Nokia has integrated it into the Web Run-Time widget development platform. == Overview == jQuery, at its core, is a Document Object Model (DOM) manipulation library. The DOM is a tree-structure representation of all the elements of a Web page. jQuery simplifies the syntax for finding, selecting, and manipulating these DOM elements. For example, jQuery can be used for finding an element in the document with a certain property (e.g. all elements with the h1 tag), changing one or more of its attributes (e.g. color, visibility), or making it respond to an event (e.g. a mouse click). jQuery also provides a paradigm for event handling that goes beyond basic DOM element selection and manipulation. The event assignment and the event callback function definition are done in a single step in a single location in the code. jQuery also aims to incorporate other highly used JavaScript functionality (e.g. fade ins and fade outs when hiding elements, animations by manipulating CSS properties). The principles of developing with jQuery are: Separation of JavaScript and HTML: The jQuery library provides simple syntax for adding event handlers to the DOM using JavaScript, rather than adding HTML event attributes to call JavaScript functions. Thus, it encourages developers to completely separate JavaScript code from HTML markup. Brevity and clarity: jQuery promotes brevity and clarity with features like "chainable" functions and shorthand function names. Elimination of cross-browser incompatibilities: The JavaScript engines of different browsers differ slightly so JavaScript code that works for one browser may not work for another. Like other JavaScript toolkits, jQuery handles all these cross-browser inconsistencies and provides a consistent interface that works across different browsers. Extensibility: New events, elements, and methods can be easily added and then reused as a plugin. == History == jQuery was originally created in January 2006 at BarCamp NYC by John Resig, influenced by Dean Edwards' earlier cssQuery library. It is currently maintained by a team of developers led by Timmy Willison (with the jQuery selector engine, Sizzle, being led by Richard Gibson). jQuery was originally licensed under the CC BY-SA 2.5, and relicensed to the MIT License in 2006. At the end of 2006, it was dual-licensed under GPL and MIT licenses. As this led to some confusion, in 2012 the GPL was dropped and is now only licensed under the MIT license. === Popularity === In 2015, jQuery was used on 62.7% of the top 1 million websites (according to BuiltWith), and 17% of all Internet websites. In 2017, jQuery was used on 69.2% of the top 1 million websites (according to Libscore). In 2018, jQuery was used on 78% of the top 1 million websites. In 2019, jQuery was used on 80% of the top 1 million websites (according to BuiltWith), and 74.1% of the top 10 million (per W3Techs). In 2021, jQuery was used on 77.8% of the top 10 million websites (according to W3Techs). == Features == jQuery includes the following features: DOM element selections using the multi-browser open source selector engine Sizzle, a spin-off of the jQuery project DOM manipulation based on CSS selectors that uses elements' names and attributes, such as id and class, as criteria to select nodes in the DOM Events Effects and animations Ajax Deferred and Promise objects to control asynchronous processing JSON parsing Extensibility through plug-ins Utilities, such as feature detection Compatibility methods that are natively available in modern browsers, but need fallbacks for old browsers, such as jQuery.inArray() and jQuery.each(). Cross-browser support === Browser support === jQuery 3.0 and newer supports "current−1 versions" (meaning the current stable version of the browser and the version that preceded it) of Firefox (and ESR), Chrome, Safari, and Edge as well as Internet Explorer 9 and newer. On mobile it supports iOS 7 and newer, and Android 4.0 and newer. == Distribution == The jQuery library is typically distributed as a single JavaScript file that defines all its interfaces, including DOM, Events, and Ajax functions. It can be included within a Web page by linking to a local copy or by linking to one of the many copies available from public servers. jQuery has a content delivery network (CDN) hosted by MaxCDN. Google in Google Hosted Libraries service and Microsoft host the library as well. Example of linking a copy of the library locally (from the same server that hosts the Web page): Example of linking a copy of the library from jQuery's public CDN: == Interface == === Functions === jQuery provides two kinds of functions, static utility functions and jQuery object methods. Each has its own usage style. Both are accessed through jQuery's main identifier: jQuery. This identifier has an alias named $. All functions can be accessed through either of these two names. ==== jQuery methods ==== The jQuery function is a factory for creating a jQuery object that represents one or more DOM nodes. jQuery objects have methods to manipulate these nodes. These methods (sometimes called commands), are chainable as each method also returns a jQuery object. Access to and manipulation of multiple DOM nodes in jQuery typically begins with calling the $ function with a CSS selector string. This returns a jQuery object referencing all the matching elements in the HTML page. $("div.test"), for example, returns a jQuery object with all the div elements that have the class test. This node set can be manipulated by calling methods on the returned jQuery object. ==== Static utilities ==== These are utility functions and do not directly act upon a jQuery object. They are accessed as static methods on the jQuery or $ identifier. For example, $.ajax() is a static method. === No-conflict mode === jQuery provides a $.noConflict() function, which relinquishes control of the $ name. This is useful if jQuery is used on a Web page also linking another library that demands the $ symbol as its identifier. In no-conflict mode, developers can use jQuery as a replacement for $ without losing functionality. === Typical start-point === Typically, jQuery is used by putting initialization code and event handling functions in $(handler). This is triggered by jQuery when the browser has finished constructing the DOM for the current Web page. or Historically, $(document).ready(callback) has been the de facto idiom for running code after the DOM is ready. However, since jQuery 3.0, developers are encouraged to use the much shorter $(handler) signature instead. === Chaining === jQuery object methods typically also return a jQuery object, which enables the use of method chains: This line finds all div elements with class attribute test , then registers an event handler on each element for the "click" event, then adds the class attribute foo to each element. Certain jQuery object methods retrieve specific values (instead of modifying a state). An example of this is the val() method, which returns the current value of a text input element. In these cases, a statement such as $('#user-email').val() cannot be used for chaining as the return value does not reference a jQuery object. === Creating new DOM elements === Besides accessing existing DOM nodes through jQuery, it is also possible to create new DOM nodes, if the string passed as the argument to $() factory looks like HTML. For example, the below code finds an HTML select element, and cr

Digital media in education

Digital media in education refers to the use of digital technologies to support and enhance teaching and learning processes. This includes the application of multiple digital software applications, devices, and online platforms as tools for learning. Learners interact with these technologies to access, analyze, evaluate, and create media content and communication in various forms. The integration of digital media in education has dramatically increased over time, significantly transforming traditional educational practices. When viewed through a global and inclusive lens, digital education should be guided by principles of equity, inclusion, and public infrastructure to ensure meaningful participation of all learners. == History == === 20th century === Technological advances in the 20th century, particularly the invention of the Internet, laid the foundation for incorporating technology into education. In the early 1900s, the overhead projector and instructional radio broadcasts were among the first technologies used for educational purposes. The introduction of computers in classrooms occurred in 1950, when a flight simulation program was developed to train pilots at the Massachusetts Institute of Technology. However, access to computers remained extremely limited for several decades. In 1964, John Kemeny and Thomas Kurtz developed the BASIC programming language, which simplified computer interaction and introduced time-sharing, enabling multiple users to work on the same system simultaneously. This innovation made computing increasingly accessible for educational settings. By the 1980s, schools began to show more interest in computers as companies released mass-market devices to the public. Networking further enabled the interconnection of computers into unified communication systems, which proved more efficient and cost-effective than previous stand-alone machines. This development prompted wider adoption of computing in educational institutions. The invention of the World Wide Web in 1992 further simplified internet navigation and sparked further interest in educational settings. Initially, computers were integrated into school curricula for tasks such as word processing, spreadsheet creation, and data organization. By the late 1990s, the Internet became a research tool, functioning as a vast library. By 1999, 99% of public school teachers in the United States reported having access to at least one computer in their schools, and 84% had a computer available in their classrooms. The emergence of World Wide Web also contributed to the development of learning management systems (LMS), which allowed educators to create online teaching environments for content storage, student activities, discussions, and assignments. Advances in digital compression and high-speed Internet made video creation and distribution more affordable, fostering the use of the systems designed for recording lectures. These tools were often incorporated into learning management platforms, supporting the expansion of fully online courses. === 21st century === By 2002, the Massachusetts Institute of Technology began offering recorded lectures to the public, marking a significant milestone in the movement toward accessible online education. The launch of YouTube in 2005 further transformed educational content distribution. Educators increasingly uploaded lectures and instructional videos on platforms with initiatives like Khan Academy, which was active in 2006, contributing to You Tube's role as a prominent educational resource. In 2007, Apple launched iTunesU, another platform for sharing educational resources and videos. Meanwhile, learning management systems gained popularity, with Blackboard and Canvas becoming two of the most widely used platforms with Canvas's release in 2008. That same year also marked the introduction of the first Massive Open Online Course (MOOC), which provided open access to webinars and expert-led instructions for global learners. As technology evolved, traditional projectors were gradually replaced by interactive whiteboards, which enabled educators to integrate digital tools more effectively in their classrooms. By 2009, 97% of classrooms in the United States had at least one computer, and 93% had Internet access. The COVID-19 pandemic, which forced schools across the world to close, significantly impacted education with schools shifting to distance education. Students attended classes remotely using devices such as laptops, phones, and tablets, supported by digital platforms that facilitated at-home learning environments. However, adapting assessment methods to the new learning environment posed certain challenges. A study conducted by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic revealed difficulties in adapting to digital learning, particularly in subjects like mathematics. Similar issues were reported among students in Romania, where the transition to virtual learning presented significant obstacles in engagement and adaptability. === Post-pandemic developments === In the period following the onset of COVID-19, education systems worldwide rapidly adopted digital solutions to maintain continuity of learning and teaching. By the end of March 2020, all 46 OECD and partners countries closed some or all of their schools nationwide. By June 2020, the length of school closures in these countries ranged from 7 to over 18 weeks. These disruptions in formal education prompted governments and educators to quickly adopt digital learning. This global shift to online education highlighted considerable inequalities in digital access, although many systems struggled with inequitable access, especially in regions lacking devices, stable internet connections, or conducive home learning environments. Stimultaneously, commercial educational technology (ed-tech) companies introduced rapid digital solutions to the disruption caused by the pandemic. This led to what has been described as a "seller's market," where the urgency of implementation may cause the prioritization of availability and scale over pedagogical and equity considerations. In the post-pandemic era, digital media in education continues to evolve. It increasingly intersects with artificial intelligence (AI) technologies such as adaptive learning platforms, AI-enabled content generation, and personalized learning environments. These tools enhance global engagement and access but also raise concerns about infrastructure, inclusivity, ethical implementation as well as critical pedagogies. Scholars recommend that educators and policymakers adopt inclusive practices, prioritize equitable infrastructure, and develop critical digital literacy. Facer and Selwyn also emphasize the need for public digital infrastructure and sustainable and justice-oriented policies that empower all learners. Overall, these perspectives reflect a growing consensus that digital media in education should be implemented critically to promote inclusive, multimodal, and future-oriented learning environments.

Empowerment (artificial intelligence)

Empowerment in the field of artificial intelligence formalises and quantifies (via information theory) the potential an agent perceives that it has to influence its environment. An agent which follows an empowerment maximising policy, acts to maximise future options (typically up to some limited horizon). Empowerment can be used as a (pseudo) utility function that depends only on information gathered from the local environment to guide action, rather than seeking an externally imposed goal, thus is a form of intrinsic motivation. The empowerment formalism depends on a probabilistic model commonly used in artificial intelligence. An autonomous agent operates in the world by taking in sensory information and acting to change its state, or that of the environment, in a cycle of perceiving and acting known as the perception-action loop. Agent state and actions are modelled by random variables ( S : s ∈ S , A : a ∈ A {\displaystyle S:s\in {\mathcal {S}},A:a\in {\mathcal {A}}} ) and time ( t {\displaystyle t} ). The choice of action depends on the current state, and the future state depends on the choice of action, thus the perception-action loop unrolled in time forms a causal bayesian network. == Definition == Empowerment ( E {\displaystyle {\mathfrak {E}}} ) is defined as the channel capacity ( C {\displaystyle C} ) of the actuation channel of the agent, and is formalised as the maximal possible information flow between the actions of the agent and the effect of those actions some time later. Empowerment can be thought of as the future potential of the agent to affect its environment, as measured by its sensors. E := C ( A t ⟶ S t + 1 ) ≡ max p ( a t ) I ( A t ; S t + 1 ) {\displaystyle {\mathfrak {E}}:=C(A_{t}\longrightarrow S_{t+1})\equiv \max _{p(a_{t})}I(A_{t};S_{t+1})} In a discrete time model, Empowerment can be computed for a given number of cycles into the future, which is referred to in the literature as 'n-step' empowerment. E ( A t n ⟶ S t + n ) = max p ( a t , . . . , a t + n − 1 ) I ( A t , . . . , A t + n − 1 ; S t + n ) {\displaystyle {\mathfrak {E}}(A_{t}^{n}\longrightarrow S_{t+n})=\max _{p(a_{t},...,a_{t+n-1})}I(A_{t},...,A_{t+n-1};S_{t+n})} The unit of empowerment depends on the logarithm base. Base 2 is commonly used in which case the unit is bits. === Contextual Empowerment === In general the choice of action (action distribution) that maximises empowerment varies from state to state. Knowing the empowerment of an agent in a specific state is useful, for example to construct an empowerment maximising policy. State-specific empowerment can be found using the more general formalism for 'contextual empowerment'. C {\displaystyle C} is a random variable describing the context (e.g. state). E ( A t n ⟶ S t + n ∣ C ) = ∑ c ∈ C p ( c ) E ( A t n ⟶ S t + n ∣ C = c ) {\displaystyle {\mathfrak {E}}(A_{t}^{n}\longrightarrow S_{t+n}{\mid }C)=\sum _{c{\in }C}p(c){\mathfrak {E}}(A_{t}^{n}\longrightarrow S_{t+n}{\mid }C=c)} == Application == Empowerment maximisation can be used as a pseudo-utility function to enable agents to exhibit intelligent behaviour without requiring the definition of external goals, for example balancing a pole in a cart-pole balancing scenario where no indication of the task is provided to the agent. Empowerment has been applied in studies of collective behaviour and in continuous domains. As is the case with Bayesian methods in general, computation of empowerment becomes computationally expensive as the number of actions and time horizon extends, but approaches to improve efficiency have led to usage in real-time control. Empowerment has been used for intrinsically motivated reinforcement learning agents playing video games, and in the control of underwater vehicles.

Content adaptation

Content adaptation is the action of transforming content to adapt to device capabilities. Content adaptation is usually related to mobile devices, which require special handling because of their limited computational power, small screen size, and constrained keyboard functionality. Content adaptation could roughly be divided to two fields: Media content adaptation that adapts media files. Browsing content adaptation that adapts a website to mobile devices. == Browsing content adaptation == Advances in the capabilities of small, mobile devices such as mobile phones (cell phones) and Personal Digital Assistants have led to an explosion in the number of types of device that can now access the Web. Some commentators refer to the Web that can be accessed from mobile devices as the Mobile Web. The sheer number and variety of Web-enabled devices poses significant challenges for authors of websites who want to support access from mobile devices. The W3C Device Independence Working Group described many of the issues in its report Authoring Challenges for Device Independence. Content adaptation is one approach to a solution. Rather than requiring authors to create pages explicitly for each type of device that might request them, content adaptation transforms an author's materials automatically. For example, content might be converted from a device-independent markup language, such as XDIME, an implementation of the W3C's DIAL specification, into a form suitable for the device, such as XHTML Basic, C-HTML, or WML. Similarly, a suitable device-specific CSS style sheet or a set of in-line styles might be generated from abstract style definitions. Likewise, a device specific layout might be generated from abstract layout definitions. Once created, the device-specific materials form the response returned to the device from which the request was made. Another way is to use the latest trend responsive design based on CSS, covered in this article (RWD). Content adaptation requires a processor that performs the selection, modification, and generation of materials to form the device-specific result. IBM's Websphere Everyplace Mobile Portal (WEMP), BEA Systems' WebLogic Mobility Server, Morfeo's MyMobileWeb, and Apache Cocoon are examples of such processors. Wurfl and WALL are popular open source tools for content adaptation. WURFL is an XML-based Device Description Repository with APIs to access the data in Java and PHP (and other popular programming languages). WALL (Wireless Abstraction Library) lets a developer author mobile pages which look like plain HTML, but converts them to WML, C-HTML, or XHTML Mobile Profile, depending on the capabilities of the device from which the HTTP request originates. GreasySpoon lets the developer build plugins for content editing, in JavaScript, Ruby (programming language), and more, just like the Firefox application GreaseMonkey. Alembik (Media Transcoding Server) is a Java (J2EE) application providing transcoding services for variety of clients and for different media types (image, audio, video, etc.). It is fully compliant with OMA's Standard Transcoder Interface specification and is distributed under the LGPL open source license. In 2007, the first large scale carrier-grade deployments of content transformation, on existing mass-market handsets, with no software download required, were deployed by Vodafone in the UK and globally for Yahoo! oneSearch, using the Novarra Vision solution. Novarra's content adaptation solution had been used in enterprise intranet deployments as early as 2003 (at that time, the platform was named "Engines for Wireless Data"). InfoGin, the 9-year-old content-adaptation company with customers like Vodafone, Orange, Telefónica and PCCW. The patented "Web to Mobile adaptation", Mobile Matrix Transcoder, Multimedia and Documents transcoders, Video adaptation supporte. Launched in 2007, Bytemobile's Web Fidelity Service was another carrier-grade, commercial infrastructure solution, which provided wireless content adaptation to mobile subscribers on their existing mass-market handsets, with no client download required.