AI Video Tools

Explore the best AI Video Tools — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Hierarchical navigable small world

    Hierarchical navigable small world

    Hierarchical navigable small world (HNSW) is an algorithm for approximate nearest neighbor search. It is used to find items that are similar to a query item in a large collection, without comparing the query with every item one by one. The algorithm is commonly used for searching vector data. In these systems, an item such as a document, image, song, or user profile is represented by a list of numbers called a vector. Items with similar vectors are treated as similar according to the model that produced the vectors. HNSW provides a way to search these vectors quickly, especially in large datasets. HNSW stores vectors in a graph. Each vector is a node, and links connect it to some nearby vectors. The graph has several layers: upper layers contain fewer nodes and act like a rough map, while the bottom layer contains all nodes and gives a more detailed view. A search starts in an upper layer, follows links toward nodes that are closer to the query, and then repeats the process in lower layers until it finds a set of likely nearest neighbors. == Background == The nearest neighbor search problem asks which items in a dataset are closest to a query item. A direct search can compare the query with every item in the dataset, but this becomes slow when the dataset is large. Exact search methods based on spatial trees, such as the k-d tree and R-tree, can also become less effective for high-dimensional data, a problem often associated with the curse of dimensionality. Approximate nearest neighbor methods trade some exactness for speed or lower resource use. Instead of always guaranteeing the exact closest item, they try to return close items quickly. Other approximate methods include locality-sensitive hashing and product quantization. HNSW builds on research into small-world networks and navigable graphs. In a small-world graph, most nodes can be reached from other nodes through a short chain of links. In a navigable graph, a search procedure can use local information to move toward a target. Jon Kleinberg's work on navigation in small-world networks is an important example of this research area. Later work studied ways to add links that make graphs easier to navigate greedily. The HNSW algorithm extends earlier navigable small world methods for similarity search by adding a hierarchy of graph layers. This hierarchy helps the algorithm find a good region of the graph before doing a more detailed search in the bottom layer. == Algorithm == HNSW is based on a proximity graph. In this graph, nearby vectors are connected by edges. The algorithm uses these edges to move through the dataset, rather than scanning every vector. The graph is hierarchical. Every vector appears in the bottom layer. Some vectors are also placed in higher layers, with fewer vectors appearing as the layers go upward. The upper layers allow long-range movement across the dataset, while the lower layers allow a more detailed search near promising candidates. A typical search proceeds as follows: The search begins from an entry point in the highest layer. At each step, the algorithm looks at neighboring nodes and moves to a neighbor that is closer to the query. When it cannot find a closer neighbor in that layer, it moves down to the next layer. In the bottom layer, it explores a wider set of candidate nodes and returns the nearest candidates found. This search strategy is often described as greedy navigation. The algorithm repeatedly chooses locally better nodes, using the graph structure to approach the query point. == Construction and parameters == The HNSW graph is built incrementally. When a new vector is inserted, the algorithm assigns it a maximum layer, searches for nearby existing nodes, and connects the new node to selected neighbors in each layer where it appears. Implementations usually expose parameters that control the trade-off between speed, accuracy, memory use, and construction time. A higher number of graph connections can improve recall but requires more memory. A larger search candidate list can improve accuracy but makes queries slower. A larger construction candidate list can improve the quality of the graph but makes index building slower. Because HNSW is approximate, its results are not always identical to a full exact search. Its practical performance depends on the dataset, distance measure, implementation, and parameter settings. Benchmarking studies have found HNSW-based libraries to be strong performers among approximate nearest neighbor methods, although worst-case performance can differ from performance on common benchmark datasets. == Use in vector search systems == HNSW is used as an index in systems that store and search high-dimensional vectors. These systems include vector databases, search engines, and database extensions. Typical uses include semantic search, recommender systems, image similarity search, and retrieval-augmented generation. Several software projects implement or support HNSW. Libraries include hnswlib, which is associated with the original HNSW authors, and FAISS. Database and search systems that document HNSW support include Apache Lucene, Chroma, ClickHouse, DuckDB, MariaDB, Milvus, pgvector, Qdrant, and Redis.

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  • Quantum Artificial Intelligence Lab

    Quantum Artificial Intelligence Lab

    The Quantum Artificial Intelligence Lab (also called the Quantum AI Lab or QuAIL) is a joint initiative of NASA, Universities Space Research Association, and Google (specifically, Google Research) whose goal is to pioneer research on how quantum computing might help with machine learning and other difficult computer science problems. The lab is hosted at NASA's Ames Research Center. == History == The Quantum AI Lab was announced by Google Research in a blog post on May 16, 2013. At the time of launch, the Lab was using the most advanced commercially available quantum computer, D-Wave Two from D-Wave Systems. On October 10, 2013, Google released a short film describing the current state of the Quantum AI Lab. On October 18, 2013, Google announced that it had incorporated quantum physics into Minecraft. In January 2014, Google reported results comparing the performance of the D-Wave Two in the lab with that of classical computers. The results were ambiguous and provoked heated discussion on the Internet. On 2 September 2014, it was announced that the Google Quantum AI Lab, in partnership with UC Santa Barbara, would be launching an initiative to create quantum information processors based on superconducting electronics. On the 23rd of October 2019, the Quantum AI Lab announced in a paper that it had achieved quantum supremacy with their Sycamore processor. The claim of quantum supremacy achievement has since been debated, with a far more accurate simulation on a classical computer being possible in 2.5 days as a conservative estimate. == Present == On December 9, 2024, Google introduced the Willow processor, describing it as a "state-of-the-art quantum chip". Google claims that this new chip takes just five minutes to solve a problem that takes traditional supercomputers ten septillion years. However, experts say Willow is, for now, a largely experimental device.

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • Feigenbaum test

    Feigenbaum test

    A Feigenbaum test is a variation of the Turing test where a computer system attempts to replicate an expert in a given field such as chemistry or marketing. It is also known, as a subject matter expert Turing test and was proposed by Edward Feigenbaum in a 2003 paper. The concept is also described by Ray Kurzweil in his 2005 book The Singularity is Near. Kurzweil argues that machines who pass this test are an inevitable consequence of Moore's Law.

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  • Egocentric vision

    Egocentric vision

    Egocentric vision or first-person vision is a sub-field of computer vision that entails analyzing images and videos captured by a wearable camera, which is typically worn on the head or on the chest and naturally approximates the visual field of the camera wearer. Consequently, visual data capture the part of the scene on which the user focuses to carry out the task at hand and offer a valuable perspective to understand the user's activities and their context in a naturalistic setting. The wearable camera looking forwards is often supplemented with a camera looking inward at the user's eye and able to measure a user's eye gaze, which is useful to reveal attention and to better understand the user's activity and intentions. == History == The idea of using a wearable camera to gather visual data from a first-person perspective dates back to the 70s, when Steve Mann invented "Digital Eye Glass", a device that, when worn, causes the human eye itself to effectively become both an electronic camera and a television display. Subsequently, wearable cameras were used for health-related applications in the context of Humanistic Intelligence and Wearable AI. Egocentric vision is best done from the point-of-eye, but may also be done by way of a neck-worn camera when eyeglasses would be in-the-way. This neck-worn variant was popularized by way of the Microsoft SenseCam in 2006 for experimental health research works. The interest of the computer vision community into the egocentric paradigm has been arising slowly entering the 2010s and it is rapidly growing in recent years, boosted by both the impressive advances in the field of wearable technology and by the increasing number of potential applications. The prototypical first-person vision system described by Kanade and Hebert, in 2012 is composed by three basic components: a localization component able to estimate the surrounding, a recognition component able to identify object and people, and an activity recognition component, able to provide information about the current activity of the user. Together, these three components provide a complete situational awareness of the user, which in turn can be used to provide assistance to the user or to the caregiver. Following this idea, the first computational techniques for egocentric analysis focused on hand-related activity recognition and social interaction analysis. Also, given the unconstrained nature of the video and the huge amount of data generated, temporal segmentation and summarization were among the first problems addressed. After almost ten years of egocentric vision (2007–2017), the field is still undergoing diversification. Emerging research topics include: Social saliency estimation Multi-agent egocentric vision systems Privacy preserving techniques and applications Attention-based activity analysis Social interaction analysis Hand pose analysis Ego graphical User Interfaces (EUI) Understanding social dynamics and attention Revisiting robotic vision and machine vision as egocentric sensing Activity forecasting Gaze prediction == Technical challenges == Today's wearable cameras are small and lightweight digital recording devices that can acquire images and videos automatically, without the user intervention, with different resolutions and frame rates, and from a first-person point of view. Therefore, wearable cameras are naturally primed to gather visual information from our everyday interactions since they offer an intimate perspective of the visual field of the camera wearer. Depending on the frame rate, it is common to distinguish between photo-cameras (also called lifelogging cameras) and video-cameras. The former (e.g., Narrative Clip and Microsoft SenseCam), are commonly worn on the chest, and are characterized by a very low frame rate (up to 2fpm) that allows to capture images over a long period of time without the need of recharging the battery. Consequently, they offer considerable potential for inferring knowledge about e.g. behaviour patterns, habits or lifestyle of the user. However, due to the low frame-rate and the free motion of the camera, temporally adjacent images typically present abrupt appearance changes so that motion features cannot be reliably estimated. The latter (e.g., Google Glass, GoPro), are commonly mounted on the head, and capture conventional video (around 35fps) that allows to capture fine temporal details of interactions. Consequently, they offer potential for in-depth analysis of daily or special activities. However, since the camera is moving with the wearer head, it becomes more difficult to estimate the global motion of the wearer and in the case of abrupt movements, the images can result blurred. In both cases, since the camera is worn in a naturalistic setting, visual data present a huge variability in terms of illumination conditions and object appearance. Moreover, the camera wearer is not visible in the image and what he/she is doing has to be inferred from the information in the visual field of the camera, implying that important information about the wearer, such for instance as pose or facial expression estimation, is not available. == Applications == A collection of studies published in a special theme issue of the American Journal of Preventive Medicine has demonstrated the potential of lifelogs captured through wearable cameras from a number of viewpoints. In particular, it has been shown that used as a tool for understanding and tracking lifestyle behaviour, lifelogs would enable the prevention of noncommunicable diseases associated to unhealthy trends and risky profiles (such as obesity and depression). In addition, used as a tool of re-memory cognitive training, lifelogs would enable the prevention of cognitive and functional decline in elderly people. More recently, egocentric cameras have been used to study human and animal cognition, human-human social interaction, human-robot interaction, human expertise in complex tasks. Other applications include navigation/assistive technologies for the blind, monitoring and assistance of industrial workflows, and augmented reality interfaces.

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  • United States export controls on AI chips and semiconductors

    United States export controls on AI chips and semiconductors

    United States export controls on AI chips and semiconductors are a series of regulations imposed by the United States restricting the export of technology and equipment related to artificial intelligence to other countries, primarily targeting China. This has happened in the context of a broader trade war. In January 2026, BIS formalized a flexible license review policy for these transactions.

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  • Ballie

    Ballie

    Ballie is an AI robot created by Samsung to be released in 2026. It is an autonomous robot which has the ability to control smart home devices. Ballie can text, send pictures and follow commands through SmartThings. It can also show workout information shared from a Galaxy Watch. Ballie can make video calls and welcome you home. == History == It was first unveiled at Samsung's CES event in CES 2020, and later updated the design in CES 2024, and will be later released in 2026. == Design ==

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  • Andrej Karpathy

    Andrej Karpathy

    Andrej Karpathy (born 23 October 1986) is a Slovak-Canadian AI researcher, who co-founded and formerly worked at OpenAI, where he specialized in deep learning and computer vision. He also worked as the director of artificial intelligence and Autopilot Vision at Tesla, and in 2024 he founded Eureka Labs, an AI education platform. In 2026 he joined Anthropic as part of the pretraining team. == Education and early life == Karpathy was born in Bratislava, Czechoslovakia (now Slovakia), and moved with his family to Toronto when he was 15. He completed his Computer Science and Physics bachelor's degrees at University of Toronto in 2009 and his master's degree at University of British Columbia in 2011, where he worked on physically simulated figures (for example, a simulated runner or a simulated person in a crowd) with his adviser Michiel van de Panne. In 2006, Karpathy began posting videos on YouTube on his channel, badmephisto. He garnered fame by posting Rubik's cube tutorials which have been used by famous speedcubers such as Feliks Zemdegs. The channel has over 9 million views as of June 2025. Karpathy received a PhD from Stanford University in 2015 under the supervision of Fei-Fei Li, focusing on the intersection of natural language processing and computer vision, and deep learning models suited for this task. == Career and research == He authored and was the primary instructor of the first deep learning course at Stanford, CS 231n: Convolutional Neural Networks for Visual Recognition. The course became one of the largest classes at Stanford, growing from 150 students in 2015 to 750 in 2017. Karpathy is a founding member of the artificial intelligence research group OpenAI, where he was a research scientist from 2015 to 2017. In June 2017 he became Tesla's director of artificial intelligence and reported to Elon Musk. He was named one of MIT Technology Review's Innovators Under 35 for 2020. After taking a several-months-long sabbatical from Tesla, he announced he was leaving the company in July 2022. As of February 2023, he makes YouTube videos on how to create artificial neural networks. On February 9, 2023, Karpathy announced he was returning to OpenAI. A year later on February 13, 2024, an OpenAI spokesperson confirmed that Karpathy had left OpenAI. In the same year, he was named one of Time Magazine's 100 Most Influential People in AI. On July 16, 2024, Karpathy announced on his X account that he started a new AI education company called Eureka Labs. Their first product was the AI course, LLM101n. He also has a broader educational effort, the "Zero to Hero" series on LLM fundamentals. The company also advocates for AI teaching assistants, a concept which has been criticized due to data privacy concerns and the removal of personal connection between teacher and student. In February 2025, Karpathy coined the term vibe coding to describe how AI tools allow hobbyists to construct apps and websites just by typing prompts. On May 19, 2026, he announced that he joined Anthropic via a statement on X, while the company stated that he will be leading a team for research in pretraining.

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  • Point distribution model

    Point distribution model

    The point distribution model is a model for representing the mean geometry of a shape and some statistical modes of geometric variation inferred from a training set of shapes. == Background == The point distribution model concept has been developed by Cootes, Taylor et al. and became a standard in computer vision for the statistical study of shape and for segmentation of medical images where shape priors really help interpretation of noisy and low-contrasted pixels/voxels. The latter point leads to active shape models (ASM) and active appearance models (AAM). Point distribution models rely on landmark points. A landmark is an annotating point posed by an anatomist onto a given locus for every shape instance across the training set population. For instance, the same landmark will designate the tip of the index finger in a training set of 2D hands outlines. Principal component analysis (PCA), for instance, is a relevant tool for studying correlations of movement between groups of landmarks among the training set population. Typically, it might detect that all the landmarks located along the same finger move exactly together across the training set examples showing different finger spacing for a flat-posed hands collection. == Details == First, a set of training images are manually landmarked with enough corresponding landmarks to sufficiently approximate the geometry of the original shapes. These landmarks are aligned using the generalized procrustes analysis, which minimizes the least squared error between the points. k {\displaystyle k} aligned landmarks in two dimensions are given as X = ( x 1 , y 1 , … , x k , y k ) {\displaystyle \mathbf {X} =(x_{1},y_{1},\ldots ,x_{k},y_{k})} . It's important to note that each landmark i ∈ { 1 , … k } {\displaystyle i\in \lbrace 1,\ldots k\rbrace } should represent the same anatomical location. For example, landmark #3, ( x 3 , y 3 ) {\displaystyle (x_{3},y_{3})} might represent the tip of the ring finger across all training images. Now the shape outlines are reduced to sequences of k {\displaystyle k} landmarks, so that a given training shape is defined as the vector X ∈ R 2 k {\displaystyle \mathbf {X} \in \mathbb {R} ^{2k}} . Assuming the scattering is gaussian in this space, PCA is used to compute normalized eigenvectors and eigenvalues of the covariance matrix across all training shapes. The matrix of the top d {\displaystyle d} eigenvectors is given as P ∈ R 2 k × d {\displaystyle \mathbf {P} \in \mathbb {R} ^{2k\times d}} , and each eigenvector describes a principal mode of variation along the set. Finally, a linear combination of the eigenvectors is used to define a new shape X ′ {\displaystyle \mathbf {X} '} , mathematically defined as: X ′ = X ¯ + P b {\displaystyle \mathbf {X} '={\overline {\mathbf {X} }}+\mathbf {P} \mathbf {b} } where X ¯ {\displaystyle {\overline {\mathbf {X} }}} is defined as the mean shape across all training images, and b {\displaystyle \mathbf {b} } is a vector of scaling values for each principal component. Therefore, by modifying the variable b {\displaystyle \mathbf {b} } an infinite number of shapes can be defined. To ensure that the new shapes are all within the variation seen in the training set, it is common to only allow each element of b {\displaystyle \mathbf {b} } to be within ± {\displaystyle \pm } 3 standard deviations, where the standard deviation of a given principal component is defined as the square root of its corresponding eigenvalue. PDM's can be extended to any arbitrary number of dimensions, but are typically used in 2D image and 3D volume applications (where each landmark point is R 2 {\displaystyle \mathbb {R} ^{2}} or R 3 {\displaystyle \mathbb {R} ^{3}} ). == Discussion == An eigenvector, interpreted in euclidean space, can be seen as a sequence of k {\displaystyle k} euclidean vectors associated to corresponding landmark and designating a compound move for the whole shape. Global nonlinear variation is usually well handled provided nonlinear variation is kept to a reasonable level. Typically, a twisting nematode worm is used as an example in the teaching of kernel PCA-based methods. Due to the PCA properties: eigenvectors are mutually orthogonal, form a basis of the training set cloud in the shape space, and cross at the 0 in this space, which represents the mean shape. Also, PCA is a traditional way of fitting a closed ellipsoid to a Gaussian cloud of points (whatever their dimension): this suggests the concept of bounded variation. The idea behind PDMs is that eigenvectors can be linearly combined to create an infinity of new shape instances that will 'look like' the one in the training set. The coefficients are bounded alike the values of the corresponding eigenvalues, so as to ensure the generated 2n/3n-dimensional dot will remain into the hyper-ellipsoidal allowed domain—allowable shape domain (ASD).

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  • ChessMachine

    ChessMachine

    The ChessMachine was a chess computer sold between 1991 and 1995 by TASC (The Advanced Software Company). It was unique at the time for incorporating both an ARM2 coprocessor for the chess engine on an ISA card which plugged into an IBM PC and a software interface running on the PC to display a chess board and control the engine. The ISA card was sold with a CPU running at either 16 MHz or 32 MHz, and 128 KB, 512 KB, or 1 MB of onboard memory for transposition tables. This made economic sense at the time of introduction because mainstream PCs were only running from 10 MHz to 25 MHz. Two engines were sold with the card: The King by Johann de Koning and Gideon by Ed Schröder. Gideon was famed for winning two World Computer Chess Championships on this hardware. The King later became the engine used in the popular Chessmaster series of chess programs. TASC later incorporated the technology into a dedicated unit, sold from 1993 to 1997. There were two models, the R30 and R40, running at 30 MHz and 40 MHz respectively, and having 512 KB and 1 MB of transposition tables, respectively. The SmartBoard, a wooden sensory board, was connected to the units, which were in tiny boxes approximately the size of chess clocks. They were only sold with The King chess engine. This was the end of the era of strong dedicated chess computers, and these two models are acknowledged as the strongest dedicated chess computers that were ever sold. At the height of its strength, the R30 attained a rating over 2350 on computer rating lists, higher than any other dedicated unit. According to the SSDF rating list, the R30 held its own against its contemporary programs running a Pentium-90 MHz and won against other dedicated units.

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  • Chainer

    Chainer

    Chainer is an open source deep learning framework written purely in Python on top of NumPy and CuPy Python libraries. The development is led by Japanese venture company Preferred Networks in partnership with IBM, Intel, Microsoft, and Nvidia. Chainer is notable for its early adoption of "define-by-run" scheme, as well as its performance on large scale systems. The first version was released in June 2015 and has gained large popularity in Japan since then. Furthermore, in 2017, it was listed by KDnuggets in top 10 open source machine learning Python projects. In December 2019, Preferred Networks announced the transition of its development effort from Chainer to PyTorch and it will only provide maintenance patches after releasing v7. == Define-by-run == Chainer was the first deep learning framework to introduce the define-by-run approach. The traditional procedure to train a network was in two phases: define the fixed connections between mathematical operations (such as matrix multiplication and nonlinear activations) in the network, and then run the actual training calculation. This is called the define-and-run or static-graph approach. Theano and TensorFlow are among the notable frameworks that took this approach. In contrast, in the define-by-run or dynamic-graph approach, the connection in a network is not determined when the training is started. The network is determined during the training as the actual calculation is performed. One of the advantages of this approach is that it is intuitive and flexible. If the network has complicated control flows such as conditionals and loops, in the define-and-run approach, specially designed operations for such constructs are needed. On the other hand, in the define-by-run approach, programming language's native constructs such as if statements and for loops can be used to describe such flow. This flexibility is especially useful to implement recurrent neural networks. Another advantage is ease of debugging. In the define-and-run approach, if an error (such as numeric error) has occurred in the training calculation, it is often difficult to inspect the fault, because the code written to define the network and the actual place of the error are separated. In the define-by-run approach, you can just suspend the calculation with the language's built-in debugger and inspect the data that flows on your code of the network. Define-by-run has gained popularity since the introduction by Chainer and is now implemented in many other frameworks, including PyTorch and TensorFlow. == Extension libraries == Chainer has four extension libraries, ChainerMN, ChainerRL, ChainerCV and ChainerUI. ChainerMN enables Chainer to be used on multiple GPUs with performance significantly faster than other deep learning frameworks. A supercomputer running Chainer on 1024 GPUs processed 90 epochs of ImageNet dataset on ResNet-50 network in 15 minutes, which is four times faster than the previous record held by Facebook. ChainerRL adds state of art deep reinforcement learning algorithms, and ChainerUI is a management and visualization tool. == Applications == Chainer is used as the framework for PaintsChainer, a service which does automatic colorization of black and white, line only, draft drawings with minimal user input.

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  • Information Processing Language

    Information Processing Language

    Information Processing Language (IPL) is a programming language created by Allen Newell, Cliff Shaw, and Herbert A. Simon at RAND Corporation and the Carnegie Institute of Technology about 1956. Newell had the job of language specifier-application programmer, Shaw was the system programmer, and Simon had the job of application programmer-user. IPL included features to facilitate AI programming, specifically problem solving. such as lists, dynamic memory allocation, data types, recursion, functions as arguments, generators, and cooperative multitasking. IPL also introduced the concepts of symbol processing and list processing. Unfortunately, all of these innovations were cast in a difficult assembly-language style. Nonetheless, IPL-V (the only public version of IPL) ran on many computers through the mid 1960s. == Basics of IPL == An IPL computer has: A set of symbols. All symbols are addresses, and name cells. Unlike symbols in later languages, symbols consist of a character followed by a number, and are written H1, A29, 9–7, 9–100. Cell names beginning with a letter are regional, and are absolute addresses. Cell names beginning with "9-" are local, and are meaningful within the context of a single list. One list's 9-1 is independent of another list's 9–1. Other symbols (e.g., pure numbers) are internal. A set of cells. Lists are made from several cells including mutual references. Cells have several fields: P, a 3-bit field used for an operation code when the cell is used as an instruction, and unused when the cell is data. Q, a 3-valued field used for indirect reference when the cell is used as an instruction, and unused when the cell is data. SYMB, a symbol used as the value in the cell. A set of primitive processes, which would be termed primitive functions in modern languages. The data structure of IPL is the list, but lists are more intricate structures than in many languages. A list consists of a singly linked sequence of symbols, as might be expected—plus some description lists, which are subsidiary singly linked lists interpreted as alternating attribute names and values. IPL provides primitives to access and mutate attribute value by name. The description lists are given local names (of the form 9–1). So, a list named L1 containing the symbols S4 and S5, and described by associating value V1 to attribute A1 and V2 to A2, would be stored as follows. 0 indicates the end of a list; the cell names 100, 101, etc. are automatically generated internal symbols whose values are irrelevant. These cells can be scattered throughout memory; only L1, which uses a regional name that must be globally known, needs to reside in a specific place. IPL is an assembly language for manipulating lists. It has a few cells which are used as special-purpose registers. H1, for example, is the program counter. The SYMB field of H1 is the name of the current instruction. However, H1 is interpreted as a list; the LINK of H1 is, in modern terms, a pointer to the beginning of the call stack. For example, subroutine calls push the SYMB of H1 onto this stack. H2 is the free-list. Procedures which need to allocate memory grab cells off of H2; procedures which are finished with memory put it on H2. On entry to a function, the list of parameters is given in H0; on exit, the results should be returned in H0. Many procedures return a Boolean result indicating success or failure, which is put in H5. Ten cells, W0-W9, are reserved for public working storage. Procedures are "morally bound" (to quote the CACM article) to save and restore the values of these cells. There are eight instructions, based on the values of P: subroutine call, push/pop S to H0; push/pop the symbol in S to the list attached to S; copy value to S; conditional branch. In these instructions, S is the target. S is either the value of the SYMB field if Q=0, the symbol in the cell named by SYMB if Q=1, or the symbol in the cell named by the symbol in the cell named by SYMB if Q=2. In all cases but conditional branch, the LINK field of the cell tells which instruction to execute next. IPL has a library of some 150 basic operations. These include such operations as: Test symbols for equality Find, set, or erase an attribute of a list Locate the next symbol in a list; insert a symbol in a list; erase or copy an entire list Arithmetic operations (on symbol names) Manipulation of symbols; e.g., test if a symbol denotes an integer, or make a symbol local I/O operations "Generators", which correspond to iterators and filters in functional programming. For example, a generator may accept a list of numbers and produce the list of their squares. Generators could accept suitably designed functions—strictly, the addresses of code of suitably designed functions—as arguments. == History == IPL was first utilized to demonstrate that the theorems in Principia Mathematica which were proven laboriously by hand, by Bertrand Russell and Alfred North Whitehead, could in fact be proven by computation. According to Simon's autobiography Models of My Life, this application was originally developed first by hand simulation, using his children as the computing elements, while writing on and holding up note cards as the registers which contained the state variables of the program. IPL was used to implement several early artificial intelligence programs, also by the same authors: the Logic Theorist (1956), the General Problem Solver (1957), and their computer chess program NSS (1958). Several versions of IPL were created: IPL-I (never implemented), IPL-II (1957 for JOHNNIAC), IPL-III (existed briefly), IPL-IV, IPL-V (1958, for IBM 650, IBM 704, IBM 7090, Philco model 212, many others. Widely used). IPL-VI was a proposal for an IPL hardware. A co-processor “IPL-VC” for the CDC 3600 at Argonne National Libraries was developed which could run IPL-V commands. It was used to implement another checker-playing program. This hardware implementation did not improve running times sufficiently to “compete favorably with a language more directly oriented to the structure of present-day machines”. IPL was soon displaced by Lisp, which had much more powerful features, a simpler syntax, and the benefit of automatic garbage collection. == Legacy to computer programming == IPL arguably introduced several programming language features: List manipulation—but only lists of atoms, not general lists Property lists—but only when attached to other lists Higher-order functions—while assembly programming had always allowed computing with the addresses of functions, IPL was an early attempt to generalize this property of assembly language in a principled way Computation with symbols—though symbols have a restricted form in IPL (letter followed by number) Virtual machine Many of these features were generalized, rationalized, and incorporated into Lisp and from there into many other programming languages during the next several decades.

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  • DABUS

    DABUS

    DABUS (Device for the Autonomous Bootstrapping of Unified Sentience) is an artificial intelligence (AI) system created by Stephen Thaler. It reportedly conceived of two novel products — a food container constructed using fractal geometry, which enables rapid reheating, and a flashing beacon for attracting attention in an emergency. The filing of patent applications designating DABUS as inventor has led to decisions by patent offices and courts on whether a patent can be granted for an invention reportedly made by an AI system. == History in different jurisdictions == === Australia === On 17 September 2019, Thaler filed an application to patent a "Food container and devices and methods for attracting enhanced attention," naming DABUS as the inventor. On 21 September 2020, IP Australia found that section 15(1) of the Patents Act 1990 (Cth) is inconsistent with an artificial intelligence machine being treated as an inventor, and Thaler's application had lapsed. Thaler sought judicial review, and on 30 July 2021, the Federal Court set aside IP Australia's decision and ordered IP Australia to reconsider the application. On 13 April 2022, the Full Court of the Federal Court set aside that decision, holding that only a natural person can be an inventor for the purposes of the Patents Act 1990 (Cth) and the Patents Regulations 1991 (Cth), and that such an inventor must be identified for any person to be entitled to a grant of a patent. On 11 November 2022, Thaler was refused special leave to appeal to the High Court. === European Patent Office === On 17 October 2018 and 7 November 2018, Thaler filed two European patent applications with the European Patent Office. The first claimed invention was a "Food Container" and the second was "Devices and Methods for Attracting Enhanced Attention." On 27 January 2020, the EPO rejected the applications on the grounds that the application listed an AI system named DABUS, and not a human, as the inventor, based on Article 81 and Rule 19(1) of the European Patent Convention (EPC). On 21 December 2021, the Board of Appeal of the EPO dismissed Thaler's appeal from the EPO's primary decision. The Board of Appeal confirmed that "under the EPC the designated inventor has to be a person with legal capacity. This is not merely an assumption on which the EPC was drafted. It is the ordinary meaning of the term inventor." === United Kingdom === Similar applications were filed by Thaler to the United Kingdom Intellectual Property Office on 17 October and 7 November 2018. The Office asked Thaler to file statements of inventorship and of right of grant to a patent (Patent Form 7) in respect of each invention within 16 months of the filing date. Thaler filed those forms naming DABUS as the inventor and explaining in some detail why he believed that machines should be regarded as inventors in the circumstances. His application was rejected on the grounds that: (1) naming a machine as inventor did not meet the requirements of the Patents Act 1977; and (2) the IPO was not satisfied as to the manner in which Thaler had acquired rights that would otherwise vest in the inventor. Thaler was not satisfied with the decision and asked for a hearing before an official known as the "hearing officer". By a decision dated 4 December 2019 the hearing officer rejected Thaler's appeal. Thaler appealed against the hearing officer's decision to the Patents Court (a specialist court within the Chancery Division of the High Court of England and Wales that determines patent disputes). On 21 September 2020, Mr Justice Marcus Smith upheld the decision of the hearing officer. On 21 September 2021, Thaler's further appeal to the Court of Appeal was dismissed by Arnold LJ and Laing LJ (Birss LJ dissenting). On 20 December 2023, the UK Supreme Court dismissed a further appeal by Thaler. In its judgment, the court held that an "inventor" under the Patents Act 1977 must be a natural person. === United States === The patent applications on the inventions were refused by the USPTO, which held that only natural persons can be named as inventors in a patent application. Thaler first fought this result by filing a complaint under the Administrative Procedure Act alleging that the decision was "arbitrary, capricious, an abuse of discretion and not in accordance with the law; unsupported by substantial evidence, and in excess of Defendants’ statutory authority." A month later on August 19, 2019, Thaler filed a petition with the USPTO as allowed in 37 C.F.R. § 1.181 stating that DABUS should be the inventor. The judge and Thaler agreed in this case that Thaler himself is unable to receive the patent on behalf of DABUS. In their August 5, 2022, Thaler decision, the US Court of Appeals for the Federal Circuit affirmed that only a natural person could be an inventor, which means that the AI that invents any other type of invention is not addressed by the "who" mentioned in the legislation. === New Zealand === On January 31, 2022, the Intellectual Property Office of New Zealand (IPONZ) decided that a patent application (776029) filed by Stephen Thaler was void, on the basis that no inventor was identified on the patent application. IPONZ determined that DABUS could not be "an actual devisor of the invention" as required by the Patents Act 2013, and that this must be a natural person as held by the previous patent offices above. The High Court of New Zealand confirmed the decision in 2023. === South Africa === On 24 June 2021, the South African Companies and Intellectual Property Commission (CIPC) accepted Dr Thaler's Patent Cooperation Treaty, for a patent in respect of inventions generated by DABUS. In July 2021, the CIPC released a notice of issuance for the patent. It is the first patent granted for an AI invention. === Switzerland === On June 26, 2025, the Swiss Federal Administrative Court ruled that artificial intelligence systems such as DABUS cannot be listed as inventors in patent applications. The court upheld the existing practice of the Swiss Federal Institute of Intellectual Property (IPI), which requires that only natural persons can be recognized as inventors under Swiss patent law. The case concerned a patent application, which sought to designate DABUS as the sole inventor of a food container designed with a fractal geometry to enhance heat distribution. The IPI had rejected the application, arguing that both the absence of a human inventor and the attribution of inventorship to an AI system were inadmissible. While the court dismissed Thaler's main request, it accepted a subsidiary request: if a human applicant recognizes and files a patent based on an AI-generated invention, that person may be considered the inventor. As a result, the application may proceed with Thaler listed as the inventor. The decision (B-2532/2024) can still be appealed to the Swiss Federal Supreme Court.

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  • Geopolitical ontology

    Geopolitical ontology

    The FAO geopolitical ontology is an ontology developed by the Food and Agriculture Organization of the United Nations (FAO) to describe, manage and exchange data related to geopolitical entities such as countries, territories, regions and other similar areas. == Definitions and examples == An ontology is a kind of dictionary that describes information in a certain domain using concepts and relationships. It is often implemented using OWL (Web Ontology Language), an XML-based standard language that can be interpreted by computers. A Concept is defined as abstract knowledge. For example, in the geopolitical ontology a non-self-governing territory and a geographical group are concepts. Concepts are explicitly implemented in the ontology with individuals and classes: An individual is defined as an object perceived from the real world. In the geopolitical domain Ethiopia and the least developed countries group are individuals. A class is defined as a set of individuals sharing common properties. In the geopolitical domain, Ethiopia, Republic of Korea and Italy are individuals of the class self-governing territory; and least developed countries is an individual of the class special group. Relationships between concepts are explicitly implemented by: Object properties between individuals of two classes. For example, has member and is in group properties, as shown in Figure 1. Datatype properties between individuals and literals or XML datatypes. For example, the individual Afghanistan has the datatype property CodeISO3 with the value "AFG". Restrictions in classes and/or properties. For example, the property official English name of the class self-governing territory has been restricted to have only one value, this means that a self-governing territory (or country) can only have one internationally recognized official English name. The advantage of describing information in an ontology is that it enables to acquire domain knowledge by defining hierarchical structures of classes, adding individuals, setting object properties and datatype properties, and assigning restrictions. == FAO ontology == The geopolitical ontology provides names in seven languages (Arabic, Chinese, French, English, Spanish, Russian and Italian) and identifiers in various international coding systems (ISO2, ISO3, AGROVOC, FAOSTAT, FAOTERM, GAUL, UN, UNDP and DBPediaID codes) for territories and groups. Moreover, the FAO geopolitical ontology tracks historical changes from 1985 up until today; provides geolocation (geographical coordinates); implements relationships among countries and countries, or countries and groups, including properties such as has border with, is predecessor of, is successor of, is administered by, has members, and is in group; and disseminates country statistics including country area, land area, agricultural area, GDP or population. The FAO geopolitical ontology provides a structured description of data sources. This includes: source name, source identifier, source creator and source's update date. Concepts are described using the Dublin Core vocabulary In summary, the main objectives of the FAO geopolitical ontology are: To provide the most updated geopolitical information (names, codes, relationships, statistics) To track historical changes in geopolitical information To improve information management and facilitate standardized data sharing of geopolitical information To demonstrate the benefits of the geopolitical ontology to improve interoperability of corporate information systems It is possible to download the FAO geopolitical ontology in OWL and RDF formats. Documentation is available in the FAO Country Profiles Geopolitical information web page. == Features of the FAO ontology == The geopolitical ontology contains : Area types: Territories: self-governing, non-self-governing, disputed, other. Groups: organizations, geographic, economic and special groups. Names (official, short and names for lists) in Arabic, Chinese, English, French, Spanish, Russian and Italian. International codes: UN code – M49, ISO 3166 Alpha-2 and Alpha-3, UNDP code, GAUL code, FAOSTAT, AGROVOC FAOTERM and DBPediaID. Coordinates: maximum latitude, minimum latitude, maximum longitude, minimum longitude. Basic country statistics: country area, land area, agricultural area, GDP, population. Currency names and codes. Adjectives of nationality. Relations: Groups membership. Neighbours (land border), administration of non-self-governing. Historic changes: predecessor, successor, valid since, valid until. == Implementation into OWL == The FAO geopolitical ontology is implemented in OWL. It consists of classes, properties, individuals and restrictions. Table 1 shows all classes, gives a brief description and lists some individuals that belong to each class. Note that the current version of the geopolitical ontology does not provide individuals of the class "disputed" territories. Table 2 and Table 3 illustrate datatype properties and object properties. == Geopolitical ontology in Linked Open Data == The FAO Geopolitical ontology is embracing the W3C Linked Open Data (LOD) initiative and released its RDF version of the geopolitical ontology in March 2011. The term 'Linked Open Data' refers to a set of best practices for publishing and connecting structured data on the Web. The key technologies that support Linked Data are URIs, HTTP and RDF. The RDF version of the geopolitical ontology is compliant with all Linked data principles to be included in the Linked Open Data cloud, as explained in the following. == Resolvable http:// URIs == Every resource in the OWL format of the FAO Geopolitical Ontology has a unique URI. Dereferenciation was implemented to allow for three different URIs to be assigned to each resource as follows: URI identifying the non-information resource Information resource with an RDF/XML representation Information resource with an HTML representation In addition the current URIs used for OWL format needed to be kept to allow for backwards compatibility for other systems that are using them. Therefore, the new URIs for the FAO Geopolitical Ontology in LOD were carefully created, using “Cool URIs for Semantic Web” and considering other good practices for URIs, such as DBpedia URIs. == New URIs == The URIs of the geopolitical ontology need to be permanent, consequently all transient information, such as year, version, or format was avoided in the definition of the URIs. The new URIs can be accessed For example, for the resource “Italy” the URIs are the following: http://www.fao.org/countryprofiles/geoinfo/geopolitical/resource/Italy identifies the non-information resource. http://www.fao.org/countryprofiles/geoinfo/geopolitical/data/Italy identifies the resource with an RDF/XML representation. http://www.fao.org/countryprofiles/geoinfo/geopolitical/page/Italy identifies the information resource with an HTML representation. In addition, “owl:sameAs” is used to map the new URIs to the OWL representation. == Dereferencing URIs == When a non-information resource is looked up without any specific representation format, then the server needs to redirect the request to information resource with an HTML representation. For example, to retrieve the resource “Italy”, which is a non-information resource, the server redirects to the HTML page of “Italy”. == At least 1000 triples in the datasets == The total number of triple statements in FAO Geopolitical Ontology is 22,495. At least 50 links to a dataset already in the current LOD Cloud: FAO Geopolitical Ontology has 195 links to DBpedia, which is already part of the LOD Cloud. == Access to the entire dataset == FAO Geopolitical Ontology provides the entire dataset as a RDF dump. The RDF version of the FAO Geopolitical Ontology has been already registered in CKAN and it was requested to add it into the LOD Cloud. == Example of use == The FAO Country Profiles is an information retrieval tool which groups the FAO's vast archive of information on its global activities in agriculture and rural development in one single area and catalogues it exclusively by country. The FAO Country Profiles system provides access to country-based heterogeneous data sources. By using the geopolitical ontology in the system, the following benefits are expected: Enhanced system functionality for content aggregation and synchronization from the multiple source repositories. Improved information access and browsing through comparison of data in neighbor countries and groups. Figure 3 shows a page in the FAO Country Profiles where the geopolitical ontology is described.

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  • Representational harm

    Representational harm

    Systems cause representational harm when they misrepresent a group of people in a negative manner. Representational harms include perpetuating harmful stereotypes about or minimizing the existence of a social group, such as a racial, ethnic, gender, or religious group. Machine learning algorithms often commit representational harm when they learn patterns from data that have algorithmic bias, and this has been shown to be the case with large language models. While preventing representational harm in models is essential to prevent harmful biases, researchers often lack precise definitions of representational harm and conflate it with allocative harm, an unequal distribution of resources among social groups, which is more widely studied and easier to measure. However, recognition of representational harms is growing and preventing them has become an active research area. Researchers have recently developed methods to effectively quantify representational harm in algorithms, making progress on preventing this harm in the future. == Types == Three prominent types of representational harm include stereotyping, denigration, and misrecognition. These subcategories present many dangers to individuals and groups. Stereotypes are oversimplified and usually undesirable representations of a specific group of people, usually by race and gender. This often leads to the denial of educational, employment, housing, and other opportunities. For example, the model minority stereotype of Asian Americans as highly intelligent and good at mathematics can be damaging professionally and academically. Representational harm happens when the representation of details teams improves damaging stereotypes, developing social exclusion and prejudice. This experience is particularly noticeable in the depiction of marginalised groups, containing people of color, women, LGBTQ+ people, and people with handicaps. Media depictions of these groups generally stop working to catch their array and intricacy. Instead, they are typically reduced to one-dimensional caricatures, which ultimately continue social prejudices. These organised depictions contribute to the help of hazardous stereotypes and the marginalisation of these locations. Denigration is the action of unfairly criticizing individuals. This frequently happens when the demeaning of social groups occurs. For example, when searching for "Black-sounding" names versus "white-sounding" ones, some retrieval systems bolster the false perception of criminality by displaying ads for bail-bonding businesses. A system may shift the representation of a group to be of lower social status, often resulting in a disregard from society. Research shows that hazardous depictions in the media can have substantial emotional and social impacts on both individuals and areas. Lawrence Bobo examined the issue of Ethnic stereotype in film, tv, and marketing. African Americans are commonly received duties specified by features such as "violent tendencies," "laziness," or being "merely for contentment features." While these representations might appear varied externally, they stay to boost underlying frameworks of white prominence and racial inequality. As a circumstances, Black individuals are frequently represented as law offenders or in secondary roles, which adds to the support of Ethnic stereotype and Institutional racism. Misrecognition, or incorrect recognition, can display in many forms, including, but not limited to, erasing and alienating social groups, and denying people the right to self-identify. Erasing and alienating social groups involves the unequal visibility of certain social groups; specifically, systematic ineligibility in algorithmic systems perpetuates inequality by contributing to the underrepresentation of social groups. Not allowing people to self-identify is closely related as people's identities can be 'erased' or 'alienated' in these algorithms. Misrecognition causes more than surface-level harm to individuals: psychological harm, social isolation, and emotional insecurity can emerge from this subcategory of representational harm. == Quantification == As the dangers of representational harm have become better understood, some researchers have developed methods to measure representational harm in algorithms. Modeling stereotyping is one way to identify representational harm. Representational stereotyping can be quantified by comparing the predicted outcomes for one social group with the ground-truth outcomes for that group observed in real data. For example, if individuals from group A achieve an outcome with a probability of 60%, stereotyping would be observed if it predicted individuals to achieve that outcome with a probability greater than 60%. The group modeled stereotyping in the context of classification, regression, and clustering problems, and developed a set of rules to quantitatively determine if the model predictions exhibit stereotyping in each of these cases. Other attempts to measure representational harms have focused on applications of algorithms in specific domains such as image captioning, the act of an algorithm generating a short description of an image. In a study on image captioning, researchers measured five types of representational harm. To quantify stereotyping, they measured the number of incorrect words included in the model-generated image caption when compared to a gold-standard caption. They manually reviewed each of the incorrectly included words, determining whether the incorrect word reflected a stereotype associated with the image or whether it was an unrelated error, which allowed them to have a proxy measure of the amount of stereotyping occurring in this caption generation. These researchers also attempted to measure demeaning representational harm. To measure this, they analyzed the frequency with which humans in the image were mentioned in the generated caption. It was hypothesized that if the individuals were not mentioned in the caption, then this was a form of dehumanization. == Examples == One of the most notorious examples of representational harm was committed by Google in 2015 when an algorithm in Google Photos classified Black people as gorillas. Developers at Google said that the problem was caused because there were not enough faces of Black people in the training dataset for the algorithm to learn the difference between Black people and gorillas. Google issued an apology and fixed the issue by blocking its algorithms from classifying anything as a primate. In 2023, Google's photos algorithm was still blocked from identifying gorillas in photos. Another prevalent example of representational harm is the possibility of stereotypes being encoded in word embeddings, which are trained using a wide range of text. These word embeddings are the representation of a word as an array of numbers in vector space, which allows an individual to calculate the relationships and similarities between words. However, recent studies have shown that these word embeddings may commonly encode harmful stereotypes, such as the common example that the phrase "computer programmer" is oftentimes more closely related to "man" than it is to "women" in vector space. This could be interpreted as a misrepresentation of computer programming as a profession that is better performed by men, which would be an example of representational harm. == Addressing representational harm == Initiatives to minimise representational harm include advertising for even more inclusive and accurate portrayals of marginalised teams in the media. Scholars and protestors recommend that the method to reducing representational injury depends on raising the selection of voices both behind and before the digital video camera. When marginalized groups are provided the chance to represent themselves, they can check traditional stereotypes and present their experiences additional authentically. Over the last few years, efforts to increase representation of people of color, women, and LGBTQ+ people in conventional media have made some progression. Films such as Selma, routed by Ava DuVernay, and tv series like Pose, developed by Ryan Murphy, have actually been extensively applauded for their nuanced and respectful representations of marginalised communities. These tasks existing complex individualities and stories that move past streamlined stereotypes. Self-representation is one more crucial method to addressing representational harm. By equipping marginalised locations to create their really own tales, media designers can effectively reduce the perpetuation of hazardous stereotypes. This procedure consists of both the manufacturing of media product by participants of these communities and proactively difficult typical media structures that have actually historically omitted them.

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