Empowerment (artificial intelligence)

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.

Outline of natural language processing

Natural language processing is computer activity in which computers are entailed to analyze, understand, alter, or generate natural language. This includes the automation of any or all linguistic forms, activities, or methods of communication, such as conversation, correspondence, reading, written composition, dictation, publishing, translation, lip reading, and so on. Natural-language processing is also the name of the branch of computer science, artificial intelligence, and linguistics concerned with enabling computers to engage in communication using natural language(s) in all forms, including but not limited to speech, print, writing, and signing. The following outline is provided as an overview of and topical guide to natural-language processing: == Natural-language processing == Natural-language processing can be described as all of the following: A field of science – systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe. An applied science – field that applies human knowledge to build or design useful things. A field of computer science – scientific and practical approach to computation and its applications. A branch of artificial intelligence – intelligence of machines and robots and the branch of computer science that aims to create it. A subfield of computational linguistics – interdisciplinary field dealing with the statistical or rule-based modeling of natural language from a computational perspective. An application of engineering – science, skill, and profession of acquiring and applying scientific, economic, social, and practical knowledge, in order to design and also build structures, machines, devices, systems, materials and processes. An application of software engineering – application of a systematic, disciplined, quantifiable approach to the design, development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software. A subfield of computer programming – process of designing, writing, testing, debugging, and maintaining the source code of computer programs. This source code is written in one or more programming languages (such as Java, C++, C#, Python, etc.). The purpose of programming is to create a set of instructions that computers use to perform specific operations or to exhibit desired behaviors. A subfield of artificial intelligence programming – A type of system – set of interacting or interdependent components forming an integrated whole or a set of elements (often called 'components' ) and relationships which are different from relationships of the set or its elements to other elements or sets. A system that includes software – software is a collection of computer programs and related data that provides the instructions for telling a computer what to do and how to do it. Software refers to one or more computer programs and data held in the storage of the computer. In other words, software is a set of programs, procedures, algorithms and its documentation concerned with the operation of a data processing system. A type of technology – making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments. A form of computer technology – computers and their application. NLP makes use of computers, image scanners, microphones, and many types of software programs. Language technology – consists of natural-language processing (NLP) and computational linguistics (CL) on the one hand, and speech technology on the other. It also includes many application oriented aspects of these. It is often called human language technology (HLT). == Prerequisite technologies == The following technologies make natural-language processing possible: Communication – the activity of a source sending a message to a receiver Language – Speech – Writing – Computing – Computers – Computer programming – Information extraction – User interface – Software – Text editing – program used to edit plain text files Word processing – piece of software used for composing, editing, formatting, printing documents Input devices – pieces of hardware for sending data to a computer to be processed Computer keyboard – typewriter style input device whose input is converted into various data depending on the circumstances Image scanners – == Subfields of natural-language processing == Information extraction (IE) – field concerned in general with the extraction of semantic information from text. This covers tasks such as named-entity recognition, coreference resolution, relationship extraction, etc. Ontology engineering – field that studies the methods and methodologies for building ontologies, which are formal representations of a set of concepts within a domain and the relationships between those concepts. Speech processing – field that covers speech recognition, text-to-speech and related tasks. Statistical natural-language processing – Statistical semantics – a subfield of computational semantics that establishes semantic relations between words to examine their contexts. Distributional semantics – a subfield of statistical semantics that examines the semantic relationship of words across a corpora or in large samples of data. == Related fields == Natural-language processing contributes to, and makes use of (the theories, tools, and methodologies from), the following fields: Automated reasoning – area of computer science and mathematical logic dedicated to understanding various aspects of reasoning, and producing software which allows computers to reason completely, or nearly completely, automatically. A sub-field of artificial intelligence, automatic reasoning is also grounded in theoretical computer science and philosophy of mind. Linguistics – scientific study of human language. Natural-language processing requires understanding of the structure and application of language, and therefore it draws heavily from linguistics. Applied linguistics – interdisciplinary field of study that identifies, investigates, and offers solutions to language-related real-life problems. Some of the academic fields related to applied linguistics are education, linguistics, psychology, computer science, anthropology, and sociology. Some of the subfields of applied linguistics relevant to natural-language processing are: Bilingualism / Multilingualism – Computer-mediated communication (CMC) – any communicative transaction that occurs through the use of two or more networked computers. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software. Contrastive linguistics – practice-oriented linguistic approach that seeks to describe the differences and similarities between a pair of languages. Conversation analysis (CA) – approach to the study of social interaction, embracing both verbal and non-verbal conduct, in situations of everyday life. Turn-taking is one aspect of language use that is studied by CA. Discourse analysis – various approaches to analyzing written, vocal, or sign language use or any significant semiotic event. Forensic linguistics – application of linguistic knowledge, methods and insights to the forensic context of law, language, crime investigation, trial, and judicial procedure. Interlinguistics – study of improving communications between people of different first languages with the use of ethnic and auxiliary languages (lingua franca). For instance by use of intentional international auxiliary languages, such as Esperanto or Interlingua, or spontaneous interlanguages known as pidgin languages. Language assessment – assessment of first, second or other language in the school, college, or university context; assessment of language use in the workplace; and assessment of language in the immigration, citizenship, and asylum contexts. The assessment may include analyses of listening, speaking, reading, writing or cultural understanding, with respect to understanding how the language works theoretically and the ability to use the language practically. Language pedagogy – science and art of language education, including approaches and methods of language teaching and study. Natural-language processing is used in programs designed to teach language, including first- and second-language training. Language planning – Language policy – Lexicography – Literacies – Pragmatics – Second-language acquisition – Stylistics – Translation – Comp

Locative media

Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers. Location-based media delivers multimedia and other content directly to the user of a mobile device dependent upon their location. Location information determined by means such as mobile phone tracking and other emerging real-time locating system technologies like Wi-Fi or RFID can be used to customize media content presented on the device. Locative media are digital media applied to real places and thus triggering real social interactions. While mobile technologies such as the Global Positioning System (GPS), laptop computers and mobile phones enable locative media, they are not the goal for the development of projects in this field. == Description == Media content is managed and organized externally of the device on a standard desktop, laptop, server, or cloud computing system. The device then downloads this formatted content with GPS or other RTLS coordinate-based triggers applied to each media sequence. As the location-aware device enters the selected area, centralized services trigger the assigned media, designed to be of optimal relevance to the user and their surroundings. Use of locative technologies "includes a range of experimental uses of geo-technologies including location-based games, artistic critique of surveillance technologies, experiential mapping, and spatial annotation." Location based media allows for the enhancement of any given environment offering explanation, analysis and detailed commentary on what the user is looking at through a combination of video, audio, images and text. The location-aware device can deliver interpretation of cities, parklands, heritage sites, sporting events or any other environment where location based media is required. The content production and pre-production are integral to the overall experience that is created and must have been performed with ultimate consideration of the location and the users position within that location. The media offers a depth to the environment beyond that which is immediately apparent, allowing revelations about background, history and current topical feeds. == Locative, ubiquitous and pervasive computing == The term 'locative media' was coined by Karlis Kalnins. Locative media is closely related to augmented reality (reality overlaid with virtual reality) and pervasive computing (computers everywhere, as in ubiquitous computing). Whereas augmented reality strives for technical solutions, and pervasive computing is interested in embedded computers, locative media concentrates on social interaction with a place and with technology. Many locative media projects have a social, critical or personal (memory) background. While strictly spoken, any kind of link to additional information set up in space (together with the information that a specific place supplies) would make up location-dependent media, the term locative media is strictly bound to technical projects. Locative media works on locations and yet many of its applications are still location-independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in locative media the medium itself might not be location-oriented, whereas the content is location-oriented. Japanese mobile phone culture embraces location-dependent information and context-awareness. It is projected that in the near future locative media will develop to a significant factor in everyday life. == Enabling technologies == Locative media projects use technology such as Global Positioning System (GPS), laptop computers, the mobile phone, Geographic Information System (GIS), and web map services such as Mapbox, OpenStreetMap, and Google Maps among others. Whereas GPS allows for the accurate detection of a specific location, mobile computers allow interactive media to be linked to this place. The GIS supplies arbitrary information about the geological, strategic or economic situation of a location. Web maps like Google Maps give a visual representation of a specific place. Another important new technology that links digital data to a specific place is radio-frequency identification (RFID), a successor to barcodes like Semacode. Research that contributes to the field of locative media happens in fields such as pervasive computing, context awareness and mobile technology. The technological background of locative media is sometimes referred to as "location-aware computing". == Creative representation == Place is often seen as central to creativity; in fact, "for some—regional artists, citizen journalists and environmental organizations for example—a sense of place is a particularly important aspect of representation, and the starting point of conversations." Locative media can propel such conversations in its function as a "poetic form of data visualization," as its output often traces how people move in, and by proxy, make sense of, urban environments. Given the dynamism and hybridity of cities and the networks which comprise them, locative media extends the internet landscape to physical environments where people forge social relations and actions which can be "mobile, plural, differentiated, adventurous, innovative, but also estranged, alienated, impersonalized." Moreover, in using locative technologies, users can expand how they communicate and assert themselves in their environment and, in doing so, explore this continuum of urban interactions. Furthermore, users can assume a more active role in constructing the environments they are situated in accordingly. In turn, artists have been intrigued with locative media as a means of "user-led mapping, social networking and artistic interventions in which the fabric of the urban environment and the contours of the earth become a 'canvas.'" Such projects demystify how resident behaviors in a given city contribute to the culture and sense of personality that cities are often perceived to take on. Design scholars Anne Galloway and Matthew Ward state that "various online lists of pervasive computing and locative media projects draw out the breadth of current classification schema: everything from mobile games, place-based storytelling, spatial annotation and networked performances to device-specific applications." A prominent use of locative media is in locative art. A sub-category of interactive art or new media art, locative art explores the relationships between the real world and the virtual or between people, places or objects in the real world. == Examples == Notable locative media projects include Bio Mapping by Christian Nold in 2004, locative art projects such as the SpacePlace ZKM/ZKMax bluecasting and participatory urban media access in Munich in 2005 and Britglyph by Alfie Dennen in 2009, and location-based games such as AR Quake by the Wearable Computer Lab at the University of South Australia and Can You See Me Now? in 2001 by Blast Theory in collaboration with the Mixed Reality Lab at the University of Nottingham. In 2005, the Silicon Valley–based collaborators of C5 first exhibited the C5 Landscape Initiative, a suite of four GPS inspired projects that investigate perception of landscape in light of locative media. In William Gibson's 2007 novel Spook Country, locative art is one of the main themes and set pieces in the story. Narrative projects which engage with locative media are sometimes referred to as Location-Aware Fiction, as explored in "Data and Narrative: Location Aware Fiction" a 2003 essay by Kate Armstrong. This location-aware fiction is also known as locative literature, where locative stories and poems can be experienced via digital portals, apps, QR codes and e-books, as well as via analogue forms such as labelling tape, Scrabble tiles, fridge magnets or Post-It notes, and these are forms often used by the writer and artist Matt Blackwood. The Transborder Immigrant Tool by the Electronic Disturbance Theater is a locative media project aimed at providing life saving directions to water for people trying to cross the US / Mexico border. The project attracted global media attention in 2009 and 2010. Articles included a Los Angeles Times cover story focusing on Ricardo Dominguez and an AP story interviewing Micha Cárdenas and Brett Stalbaum. The articles focused on concerns over the legality of the project and the ensuing investigations of the group, which are still underway. The Transborder Immigrant Tool has recently been included in a number of major exhibitions including Here, Not There at the Museum of Contemporary Art San Diego and the 2010 California Biennial at the Orange County Museum of Art. Invisible Threads by Stephanie Rothenberg and Jeff Crouse is a locative media project aimed at creating embodied awareness of sweatshops and just-in-time production t

FactorDaily

FactorDaily is an Indian digital media publication founded in 2016 by Pankaj Mishra and Jayadevan PK. Mishra was formerly an Editor at TechCrunch and the Economic Times. The digital publication was launched with an intent to produce stories on the impact of technology on life in India. == History == FactorDaily began publishing in May 2016, with daily reported stories on technology, culture and life in India. Prior to its launch, the company had raised $1 million in seed funding from Accel India, Blume Ventures, Girish Mathrubootham of Freshdesk, Vijay Shekhar Sharma of PayTm, and Jay Vijayan of Tekion. Josey Puliyenthuruthel John, formerly Managing Editor at Business Today and National Corporate Editor at Mint, later joined the company as a Consulting Editor. In January 2017, FactorDaily launched its first Podcast called The Outliers. The inaugural episode featured a conversation with Manish Sharma of Printo on his journey starting up. == Awards == The FactorDaily team won the Bengaluru Editors Lab 2017, a journalism hackathon organised by the Global Editors Network (GEN). The story titled "India has 3,800 psychiatrists for 1.2bn people. Can tech step in to manage mental health?" won the first prize in the online category of the fifth Schizophrenia Research Foundation’s (SCARF) ‘Media for Mental Health’ awards. The story titled 'The dark hand of tech that stokes sex trafficking in India', won the Stop Slavery media Awards by the Thomson Reuters Foundation for the year 2020.

International World Wide Web Conference Committee

The International World Wide Web Conference Committee (abbreviated as IW3C2 also written as IW3C2) is a professional non-profit organization registered in Switzerland (Article 60ff of the Swiss Civil Code) that promotes World Wide Web research and development. The IW3C2 organizes and hosts the annual World Wide Web Conference in conjunction with the W3C. The IW3C2 was founded by Joseph Hardin and Robert Cailliau at a meeting held in Boston, United States, on 14 August 1994 to prepare for the upcoming Second International World Wide Web Conference in Chicago. The IW3C2 formally became an incorporated entity in May 1996 at the fifth conference in Paris, France. The organization is governed by laws of the Swiss Confederation and the By-laws. == Abbreviation == The abbreviation for the International World Wide Web Conference Committee as IW3C2 is as follow: I- The I is represents the leading I in International. W3- The W3 represents the three 3 leading W's in World Wide Web. C2- The C2 represents the three 2 leading C's in Conference Committee. == Mission == The mission of the IW3C2 is: To coordinate the organization and planning of the international WWW conference series and ensure that it remains the foremost conference addressing World Wide Web research and development; To promote a collaborative spirit among conference attendees that is essential to the success of the series; To ensure the global geographical diversity of conference sites and provide support to local organizers at those sites; To make sure that all content arising from these conferences and forums is permanently and openly available on the widest possible scale; To preserve the history of the conference series; To encourage the global development of the World Wide Web through collaboration with WWW standards organizations; To provide a permanent, broad-based international body to achieve these purposes. == Conferences == The conferences are organized by the IW3C2 in collaboration with local organizing committees and technical program committees. The series provides an open forum in which all opinions can be presented, subject to a strict process of peer review. The proceedings of the conference are published in the ACM Digital Library. === Endorsed conferences === The IW3C2 has endorsed regional conferences devoted to a special topic of the Web by working with endorsed conferences on cross-promotion, publicity and programs. == Membership == Members of the IW3C2 are ordinary members, ex officio members, non-voting members, and officers. === Ordinary members === Ordinary members are elected for a period of 3 years during a general meeting. Members are nominated due to their recognition in the WWW community and represent themselves. Members can be re-elected only after at least one year of absence. The following are the founding members at the time when IW3C2 was officially incorporated in May 1996: Jean-François Abramatic Tim Berners-Lee Robert Cailliau Dale Dougherty Ira Goldstein Joseph Hardin Tim Krauskopf Detlef Krömker Corinne Moore R. P. Channing Rodgers Albert Vezza Stuart Weibel Yuri Rubinsky (died prior to incorporation) The following are the current (April 2016) ordinary members: Robin Chen Chin-Wan Chung Allan Ellis Wendy Hall - IW3C2 Chair Ivan Herman Arun Iyengar - IW3C2 Vice Chair Irwin King Yoelle Maarek Luc Mariaux - IW3C2 Treasurer Daniel Schwabe - IW3C2 Vice-Chair === Ex officio members === Ex officio members are selected from the immediate past conference general co-chairs and from future conference co-chairs. Their term expires one year after the conference they organized. Ex officio members can be elected as ordinary members. The following are current (April 2016) ex officio members and the conference with which they are affiliated: Jacqueline Bourdeau - WWW2016 James Hendler - WWW2016 Rick Barrett - WWW2017 Rick Cummings - WWW2017 Laurent Flory - WWW2018 Fabien Gandon - WWW2018 === Officers === The IW3C2 officers consist of a chairperson, a vice-chair (chairperson-elect), a secretary, a treasurer, and other appointees. Officers are elected during a general meeting (usually at the annual WWW conference) and serve for one year. They can be re-elected an indefinite number of times. == The Seoul Test of Time Award == This annual award, presented at the WWW conference, is made possible by a generous contribution from the organizers of WWW2014 (Seoul Korea). Recipients are determined by the IW3C2 and honor the author, or authors, of a paper presented at a previous WWW conference that has "stood the test of time." The first award, announced at WWW2015 (Florence Italy), recognized Sergey Brin and Larry Page, the founders of Google. The recipients of the WWW2016 award are LinkIn scientist Dr. Badrul Sarwar and University of Minnesota professors George Karypis, Joseph Konstan, and John Riedl (posthumous) for their work in item-item collaborative filtering.

Overcast (app)

Overcast is a podcast app for iOS that was launched in 2014 by founder and operator Marco Arment. == Founder and operator == Arment was also the Chief Technology Officer of Tumblr and founder of Instapaper before founding Overcast, and he had created his own podcasts before launching the app. In March 2023, Arment told The Vergecast how he built and maintains Overcast by himself, and that he uses ad banners promoting podcasts to cover the costs of the free app. == Features and reception == In 2014, Overcast received positive reviews from MacWorld and iMore. In 2015, The Verge and The Sweet Setup each named it the best podcast app for iOS that year. In 2017, Discover Pods gave an endorsement citing the "smart speed" feature, which shortens quiet gaps in a podcast. In April 2019, Overcast introduced a feature that allowed users to share clips from podcasts to social media. In January 2020, Overcast was updated to allow users to skip the intros and outros of podcasts.

CU-RTC-WEB

Customizable, Ubiquitous Real Time Communication over the Web is an API definition being drafted by Bernard Aboba at Microsoft. It is a competing standard to WebRTC, which drafted by a World Wide Web Consortium working group since May 2011. As of 2024, CU-RTC-WEB is still in the drafting phase, with ongoing discussions and contributions from various stakeholders in the tech community. Bernard Aboba, who serves as a co-chair of the W3C WebRTC Working Group, is actively involved in both CU-RTC-WEB and WebRTC, indicating a commitment to advancing real-time communication standards across platforms.