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The Lightweight Small Arms Technologies (LSAT) program is funded by the U. S. Joint Service Small Arms Program, with the goal of significantly reducing the weight of small arms and their ammunition
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The LSAT rifle, of the LSAT (Lightweight Small Arms Technologies) program, is a developmental assault rifle. Design began in 2008, four years after the beginning of the LSAT program. Like the LSAT LMG, the rifle is designed to be significantly lighter than existing designs, and is designed to fire lighter ammunition
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The Magpul PDR (Personal Defense Rifle) is a prototype bullpup-style 5. 56×45mm NATO carbine unveiled by Magpul Industries in 2006. Although halted in development as of 2011 it has garnered some attention, largely due to its "futuristic" appearance
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Mobile marketing is a multi-channel online marketing technique focused at reaching a specific audience on their smartphones, feature phones, tablets, or any other related devices through websites, e-mail, SMS and MMS, social media, or mobile applications. Mobile marketing can provide customers with time and location sensitive, personalized information that promotes goods, services, appointment reminders and ideas. In a more theoretical manner, academic Andreas Kaplan defines mobile marketing as "any marketing activity conducted through a ubiquitous network to which consumers are constantly connected using a personal mobile device"
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App store optimization (ASO) is the process of increasing an app or game’s visibility in an app store, with the objective of increasing organic app downloads. Apps are more visible when they rank highly on a wide variety of search terms (keyword optimization), maintain a high position in the top charts, or get featured on the store. Additionally, app store optimization encompasses activities that aim to increase the conversion of app impressions into downloads (conversion rate optimization)
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A digital omnivore is a person who uses multiple modalities (devices) to access the Internet and other media content in their daily life. As people increasingly own mobile devices, cross-platform multimedia consumption has continued to shape the digital landscape, both in terms of the type of media content they consume and how they consume it. As of 2021, at least half of all global digital traffic is generated by mobile devices
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Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users
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ActivityPub is an open, decentralized social networking protocol based on Pump. io's ActivityPump protocol. It provides a client/server API for creating, updating, and deleting content, as well as a federated server-to-server API for delivering notifications and content
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Shindig was a framework for web-based applications. It is an open source project which began in December 2007 to provide a reference implementation for the OpenSocial standard, but was retired in October 2015. The software contains both server-side and client-side code
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BibSonomy is a social bookmarking and publication-sharing system. It aims to integrate the features of bookmarking systems as well as team-oriented publication management. BibSonomy offers users the ability to store and organize their bookmarks and publication entries and supports the integration of different communities and people by offering a social platform for literature exchange
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BuddyPress is an open-source social networking software package owned by Automattic since 2008. It is a plugin that can be installed on WordPress to transform it into a social network platform. BuddyPress is designed to allow schools, companies, sports teams, or any other niche community to start their own social network or communication tool
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Collaborative software or groupware is application software designed to help people working on a common task to attain their goals. One of the earliest definitions of groupware is "intentional group processes plus software to support them. "Regarding available interaction, collaborative software may be divided into real-time collaborative editing platforms that allow multiple users to engage in live, simultaneous, and reversible editing of a single file (usually a document); and version control (also known as revision control and source control) platforms, which allow users to make parallel edits to a file, while preserving every saved edit by users as multiple files that are variants of the original file
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This list is a comparison of web conferencing software available for Linux, macOS, and Windows platforms. Many of the applications support the use of videoconferencing. Comparison chart Terminology In the table above, the following terminology is intended to be used to describe some important features: Audio Support: the remote control software transfers audio signals across the network and plays the audio through the speakers attached to the local computer
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This is a partial, non-exhaustive list of notable online dating websites and mobile apps. All services in the list that have an entry, whether they support heterosexual connections, currently support homosexual connections. Online dating services Defunct sites SpeedDate
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E-society, or "electronic society", is a society that consists of one or more e-Communities involved in the areas from e-Government, e-Democracy, and e-Business to e-Learning and e-Health, that use electronic information and communication technologies (ICT) in order to achieve a common interests and goals. Just as "e-mail" stands for "electronic mail" and signifies a transition of mail to electronic means, "e-Society" signifies a transition of society in general, and how one interacts and functions within it, towards a reliance on electronic means. The first areas of e-society that emerged were e-Learning and e-Business
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The following tables compare Enterprise bookmarking platforms. General The table provides an overview of Enterprise Bookmarking platforms. The platforms listed refer to an application that is installed on a web server (usually requiring MySQL or another database and PHP, perl, Python, or some other language for web apps)
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Enterprise social software (also known as or regarded as a major component of Enterprise 2. 0), comprises social software as used in "enterprise" (business/commercial) contexts. It includes social and networked modifications to corporate intranets and other classic software platforms used by large companies to organize their communication
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A file-hosting service, also known as cloud-storage service, online file-storage provider, or cyberlocker is an internet hosting service specifically designed to host user files. These services allows users to upload files that can be accessed over the internet after providing a username and password or other authentication. Typically, file hosting services allow HTTP access, and in some cases, FTP access
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Firefly. com (1995–1999) was a community website featuring collaborative filtering. History The Firefly website was created by Firefly Network, Inc
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This article outlines the general features commonly found in various Internet forum software packages. It highlights major features that the manager of a forum might want and should expect to be commonly available in different forum software. These comparisons do not include remotely hosted services which use their own proprietary software, rather than offering a package for download which webmasters can host by themselves
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GNU social (previously known as StatusNet and once known as Laconica) is a free and open source software microblogging server written in PHP that implements the OStatus standard for interoperation between installations. While offering functionality similar to Twitter, GNU social seeks to provide the potential for open, inter-service, and distributed communications between microblogging communities. Enterprises and individuals can install and control their own services and data
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HumHub is a free and open-source social network software written on top of the Yii PHP framework that provides an easy to use toolkit for creating and launching your own social network. History The platform can be used for internal communication and collaboration that can range from a few users up to huge Intranets that serve companies with hundreds and thousands of employees. The platform was meant to be self-hosted and currently comes with pretty normal requirements, working with most shared hosting environments around
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The landscape for instant messaging involves cross-platform instant messaging clients that can handle one or multiple protocols. Clients that use the same protocol can typically federate and talk to one another. The following table compares general and technical information for cross-platform instant messaging clients in active development, each of which have their own article that provide further information
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A community is "a body of people or things viewed collectively". According to [[Steven Brintgregates of people who share common activities and/or beliefs and who are bound together principally by relations of affect, loyalty, common values, and/or personal concern – i. e
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A like button, like option, or recommend button is a feature in communication software such as social networking services, Internet forums, news websites and blogs where the user can express that they like, enjoy or support certain content. Internet services that feature like buttons usually display the number of users who liked each content, and may show a full or partial list of them. This is a quantitative alternative to other methods of expressing reaction to content, like writing a reply text
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A massively multiplayer online first-person shooter (MMOFPS) is an online game which mixes the genres of first-person shooter and massively multiplayer online game. A MMOFPS is a real-time shooter experience where a very large number of players simultaneously interact with one another in a virtual world. These games provide large-scale, sometimes team-based combat
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Massively multiplayer online real-time strategy game (MMORTS) mixes the genres of real-time strategy and massively multiplayer online games, possibly in the form of web browser-based games, in which a very large number of players interact with one another within a virtual world. Players often assume the role of a general, king, or other type of figurehead leading an army into battle while maintaining the resources needed for such warfare. The titles are often based in a sci-fi or fantasy universe and are distinguished from single or small-scale multiplayer RTSes by the number of players and common use of a persistent world, generally hosted by the game's publisher, which continues to evolve even when the player is offline
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Movim (My Open Virtual Identity Manager) is a distributed social network built on top of XMPP, a popular open standards communication protocol. Movim is a free and open source software licensed under the AGPL-3. 0-or-later license
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SiteBar is a free online bookmark manager that is available in more than 20 languages. Users can store their bookmarks on a private or public SiteBar server, access them online, and share them with multiple user groups. It features sidebar integration into web browsers and can also import bookmarks from web browsers
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Social cloud computing, also peer-to-peer social cloud computing, is an area of computer science that generalizes cloud computing to include the sharing, bartering and renting of computing resources across peers whose owners and operators are verified through a social network or reputation system. It expands cloud computing past the confines of formal commercial data centers operated by cloud providers to include anyone interested in participating within the cloud services sharing economy. This in turn leads to more options, greater economies of scale, while bearing additional advantages for hosting data and computing services closer to the edge where they may be needed most
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Social technology is a way of using human, intellectual and digital resources in order to influence social processes. For example, one might use social technology to ease social procedures via social software and social hardware, which might include the use of computers and information technology for governmental procedures or business practices. It has historically referred to two meanings: as a term related to social engineering, a meaning that began in the 19th century, and as a description of social software, a meaning that began in the early 21st century
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Triplane Turmoil is a sidescrolling dogfighting flying game for MS-DOS by Finnish developer Dodekaedron Software. The game is based on the 1984 MS-DOS game by David Clark, Sopwith. Originally released as shareware, in 2009 Dodekaedron placed the source code, documentation, images and sounds under the GPLv3 on SourceForge, hosted later on github
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Trust & Betrayal: The Legacy of Siboot, often abbreviated simply to Siboot, was a game designed and programmed by Chris Crawford for the Macintosh and published by Mindscape in 1987. Gameplay The player, an alien creature named Vetvel, must compete with six other acolytes (each a different alien species) for the Shepherdship. Each of these characters has a distinct personality
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VVVVVV is a 2010 puzzle-platform game created by Terry Cavanagh. In the game, the player controls Captain Viridian, who must rescue their spacecrew after a teleporter malfunction caused them to be separated in Dimension VVVVVV. The gameplay is characterized by the inability of the player to jump, instead opting on controlling the direction of gravity, causing the player to fall upwards or downwards
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Wrath: Aeon of Ruin is an upcoming first-person shooter developed by KillPixel Games and published by 3D Realms and 1C Entertainment. Wrath: Aeon of Ruin is built on a modified version of the Quake engine, making it the first major game release on that engine in nearly 20 years. The first episode was released on Steam Early Access on November 22, 2019
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Duelyst was a free-to-play digital collectible card game and turn-based strategy hybrid developed by Counterplay Games, who initially self-published the title but was later published by Bandai Namco. It had been released in an open beta period in 2015, and the full game was released on April 27, 2016. Due to declining player counts, servers for Duelyst were shut down on February 27, 2020
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Dungeon Crawl Stone Soup (DCSS) is a free and open source roguelike computer game and the community-developed successor to the 1997 roguelike game Linley's Dungeon Crawl, originally programmed by Linley Henzell. It has been identified as one of the "major roguelikes" by John Harris. Dungeon Crawl Stone Soup polled first in a 2008 poll of 371 roguelike players, and later polled second in 2009 (behind DoomRL) and 2010 (behind ToME 4), and third in 2011 (behind ToME 4 and Dungeons of Dredmor)
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Eternal Daughter is a freeware 2D action-adventure game created by indie developers Derek Yu and Jon Perry and released on June 21, 2002, under the Blackeye Software label. Plot The introduction shows the Dungaga, an imperial industrialized race, conquering the more spiritual Lorian race. The protagonist, Mia, is the daughter of the Lorian priestess and an unknown father
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Every Day the Same Dream (stylised in sentence case) is a short, 2D art game by Paolo Pedercini. The player is put in the role of a man whose monotonous life is about to change. Developed for the Experimental Gameplay Project at Carnegie Mellon University in 2009, the game has been described as "a beautiful game with a very bleak outlook
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Fort Apocalypse is a multidirectional scrolling shooter for the Atari 8-bit family created by Steve Hales and published by Synapse Software in 1982. Joe Vierra ported it to the Commodore 64 the same year. The player navigates an underground prison in a helicopter, destroying or avoiding enemies and rescuing prisoners
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Glest is a free and open-source real-time strategy computer game from 2004. Glest is set in a medieval fantasy world with two factions, and was compared with Warcraft III and the Empire Earth series. The game received positive to mixed reviews from the press, has been downloaded over two million times, and spawned several derivative continuation projects which are under active development
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Sissyfight 2000 (stylised as SiSSYFiGHT 2000) is a turn-based strategy online game developed by the Word online magazine staff, including executive producer Marisa Bowe, producer Naomi Clark, lead programmer Ranjit Bhatnagar, and art director Yoshi Sodeoka, with game designer Eric Zimmerman. The original Shockwave version launched in 2000 but went offline in early 2009. A successful crowdfunding campaign was launched in early 2013 on Kickstarter by some members of the original development team, who announced the re-release of the game as open-source in HTML5
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Tremulous is a free and open source asymmetric team-based first-person shooter with real-time strategy elements. Being a cross-platform development project the game is available for Windows, Linux, and Mac OS X. The game features two opposing teams: humans and aliens
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Abobo's Big Adventure is a freeware parody flash game. Inspired by various video games released for the Nintendo Entertainment System, the game features Abobo, a boss character from the Double Dragon franchise, traveling through the worlds of several different games to save his son. Written by I-Mockery
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Alien Arena (initially CodeRED: Alien Arena) is an open-source, stand-alone first-person shooter computer game. Begun by COR Entertainment in 2004, the game combines a 1950s-era sci-fi atmosphere with gameplay similar to the Quake, Doom, and Unreal Tournament series. Alien Arena focuses mainly on online multiplayer action, although it does contain single-player matches against bots
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America's Army was a series of first-person shooter video games developed and published by the U. S. Army, intended to inform, educate, and recruit prospective soldiers
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Touch typing (also called blind typing, or touch keyboarding) is a style of typing. Although the phrase refers to typing without using the sense of sight to find the keys—specifically, a touch typist will know their location on the keyboard through muscle memory—the term is often used to refer to a specific form of touch typing that involves placing the eight fingers in a horizontal row along the middle of the keyboard (the home row) and having them reach for specific other keys. (Under this usage, typists who do not look at the keyboard but do not use home row either are referred to as hybrid typists
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Typeahead is a feature of computers and software (and some typewriters) that enables users to continue typing regardless of program or computer operation—the user may type in whatever speed is desired, and if the receiving software is busy at the time it will be called to handle this later. Often this means that keystrokes entered will not be displayed on the screen immediately. This programming technique for handling uses what is known as a keyboard buffer
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A typographical error (often shortened to typo), also called a misprint, is a mistake (such as a spelling or transposition error) made in the typing of printed or electronic material. Historically, this referred to mistakes in manual typesetting. Technically, the term includes errors due to mechanical failure or slips of the hand or finger, but excludes errors of ignorance, such as spelling errors, or changing and misuse of words such as "than" and "then"
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Words per minute, commonly abbreviated wpm (sometimes uppercased WPM), is a measure of words processed in a minute, often used as a measurement of the speed of typing, reading or Morse code sending and receiving. Alphanumeric entry Since words vary in length, for the purpose of measurement of text entry the definition of each "word" is often standardized to be five characters or keystrokes long in English, including spaces and punctuation. For example, under such a method applied to plain English text the phrase "I run" counts as one word, but "rhinoceros" and "let's talk" would both count as two
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Starting at the end of the nineteenth century, well before the advent of electronic computers, data processing was performed using electromechanical machines collectively referred to as unit record equipment, electric accounting machines (EAM) or tabulating machines. Unit record machines came to be as ubiquitous in industry and government in the first two-thirds of the twentieth century as computers became in the last third. They allowed large volume, sophisticated data-processing tasks to be accomplished before electronic computers were invented and while they were still in their infancy
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A punched card sorter is a machine for sorting decks of punched cards. Sorting was a major activity in most facilities that processed data on punched cards using unit record equipment. The work flow of many processes required decks of cards to be put into some specific order as determined by the data punched in the cards
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The tabulating machine was an electromechanical machine designed to assist in summarizing information stored on punched cards. Invented by Herman Hollerith, the machine was developed to help process data for the 1890 U. S
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A plugboard or control panel (the term used depends on the application area) is an array of jacks or sockets (often called hubs) into which patch cords can be inserted to complete an electrical circuit. Control panels are sometimes used to direct the operation of unit record equipment, cipher machines, and early computers. Unit record equipment Main article: Unit record equipment The earliest machines were hardwired for specific applications
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A punched card (also punch card or punched-card) is a piece of stiff paper that holds digital data represented by the presence or absence of holes in predefined positions. Punched cards were once common in data processing applications or to directly control automated machinery. Punched cards were widely used through much of the 20th century in the data processing industry, where specialized and increasingly complex unit record machines, organized into semiautomatic data processing systems, used punched cards for data input, output, and storage
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A keypunch is a device for precisely punching holes into stiff paper cards at specific locations as determined by keys struck by a human operator. Other devices included here for that same function include the gang punch, the pantograph punch, and the stamp. The term was also used for similar machines used by humans to transcribe data onto punched tape media
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A computer punched card reader or just computer card reader is a computer input device used to read computer programs in either source or executable form and data from punched cards. A computer card punch is a computer output device that punches holes in cards. Sometimes computer punch card readers were combined with computer card punches and, later, other devices to form multifunction machines
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The tub file was a technique used in the punched card era to speed generation of data files. Multiple copies of frequently used cards were prepunched and stored in trays with index tabs between card sets, arranged so that cards would be easy to find. This technique was an early form of random access memory
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Two-pass verification, also called double data entry, is a data entry quality control method that was originally employed when data records were entered onto sequential 80-column Hollerith cards with a keypunch. In the first pass through a set of records, the data keystrokes were entered onto each card as the data entry operator typed them. On the second pass through the batch, an operator at a separate machine, called a verifier, entered the same data
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The Remington Rand 409, a punched card calculator which was programmed with a plugboard, was designed in 1949. It was sold in two models: the UNIVAC 60 (1952) and the UNIVAC 120 (1953). The model number referred to the number of decimal digits it could read from each punched card
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The Powers Accounting Machine was an information processing device developed in the early 20th century for the U. S. Census Bureau
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In the field of artificial intelligence (AI), AI alignment research aims to steer AI systems towards humans' intended goals, preferences, or ethical principles. An AI system is considered aligned if it advances the intended objectives. A misaligned AI system pursues some objectives, but not the intended ones
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In the field of artificial intelligence (AI) design, AI capability control proposals, also referred to as AI confinement, aim to increase our ability to monitor and control the behavior of AI systems, including proposed artificial general intelligences (AGIs), in order to reduce the danger they might pose if misaligned. However, capability control becomes less effective as agents become more intelligent and their ability to exploit flaws in human control systems increases, potentially resulting in an existential risk from AGI. Therefore, the Oxford philosopher Nick Bostrom and others recommend capability control methods only as a supplement to alignment methods
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The AI effect is when onlookers discount the behavior of an artificial intelligence program by arguing that it is not "real" intelligence. Author Pamela McCorduck writes: "It's part of the history of the field of artificial intelligence that every time somebody figured out how to make a computer do something—play checkers well, solve simple but relatively informal problems—there was a chorus of critics to say, 'that's not thinking'. " Researcher Rodney Brooks complains: "Every time we figure out a piece of it, it stops being magical; we say, 'Oh, that's just a computation
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Algorithmic bias describes systematic and repeatable errors in a computer system that create "unfair" outcomes, such as "privileging" one category over another in ways different from the intended function of the algorithm. Bias can emerge from many factors, including but not limited to the design of the algorithm or the unintended or unanticipated use or decisions relating to the way data is coded, collected, selected or used to train the algorithm. For example, algorithmic bias has been observed in search engine results and social media platforms
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In the digital humanities, "algorithmic culture" is part of an emerging synthesis of rigorous software algorithm driven design that couples software, highly structured data driven design with human oriented sociocultural attributes. An early occurrence of the term is found in Alexander R. Galloway classic Gaming: Essays on Algorithmic CultureOther definitions include Ted Striphas' where AC refers to the ways in which the logic of big data and large scale computation (including algorithms) alters they culture is practiced, experienced and understood
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Android epistemology is an approach to epistemology considering the space of possible machines and their capacities for knowledge, beliefs, attitudes, desires and for action in accord with their mental states. Thus, android epistemology incorporates artificial intelligence, computational cognitive psychology, computability theory and other related disciplines. References Craig, Ian D
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Artificial imagination, also called synthetic imagination or machine imagination, is defined as the artificial simulation of human imagination by general or special purpose computers or artificial neural networks. The applied form of it is known as media synthesis or synthetic media. The term artificial imagination is also used to describe a property of machines or programs
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Artificial stupidity is a term used within the field of computer science to refer to a technique of "dumbing down" computer programs in order to deliberately introduce errors in their responses. History Alan Turing, in his 1950 paper Computing Machinery and Intelligence, proposed a test for intelligence which has since become known as the Turing test. While there are a number of different versions, the original test, described by Turing as being based on the "imitation game", involved a "machine intelligence" (a computer running an AI program), a female participant, and an interrogator
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Blockhead is the name of a theoretical computer system invented as part of a thought experiment by philosopher Ned Block, which appeared in a paper titled "Psychologism and Behaviorism". Block did not name the computer in the paper. Overview In "Psychologism and Behaviorism," Block argues that the internal mechanism of a system is important in determining whether that system is intelligent and claims to show that a non-intelligent system could pass the Turing test
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== Context == Intelligent systems Intelligence is conventionally defined in terms of goal-achieving, problem-solving, or pattern-recognizing capability. Recent development in machine learning gives rise to systems that can attempt to emulate those intelligent behaviours. AlphaGo, a machine learning system developed by DeepMind, became the first computer program to win a Go game against a human professional player
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Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e. g. , computational art as part of computational culture)
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In philosophy of mind, the computational theory of mind (CTM), also known as computationalism, is a family of views that hold that the human mind is an information processing system and that cognition and consciousness together are a form of computation. Warren McCulloch and Walter Pitts (1943) were the first to suggest that neural activity is computational. They argued that neural computations explain cognition
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Computer Power and Human Reason: From Judgment to Calculation (1976) by Joseph Weizenbaum displays the author's ambivalence towards computer technology and lays out the case that while artificial intelligence may be possible, we should never allow computers to make important decisions because computers will always lack human qualities such as compassion and wisdom. Weizenbaum makes the crucial distinction between deciding and choosing. Deciding is a computational activity, something that can ultimately be programmed
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Connectionism (coined by Edward Thorndike in the 1930s) is a name of an approach to the study of human mental processes with many 'waves'. The first one appeared in the 1950s 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 book “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 about the limitations of the original perceptron idea, written by Marvin Minsky and Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research
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The Dartmouth Summer Research Project on Artificial Intelligence was a 1956 summer workshop widely considered to be the founding event of artificial intelligence as a field. The project lasted approximately six to eight weeks and was essentially an extended brainstorming session. Eleven mathematicians and scientists originally planned to attend; not all of them attended, but more than ten others came for short times
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Dataism is a term that has been used to describe the mindset or philosophy created by the emerging significance of big data. It was first used by David Brooks in The New York Times in 2013. The term has been expanded to describe what historian Yuval Noah Harari, in his book Homo Deus: A Brief History of Tomorrow from 2015, calls an emerging ideology or even a new form of religion, in which "information flow" is the "supreme value"
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Embodied cognition is the theory that many features of cognition, whether human or otherwise, are shaped by aspects of an organism's entire body. The cognitive features include high-level mental constructs (such as concepts and categories) and performance on various cognitive tasks (such as reasoning or judgment). The bodily aspects involve the motor system, the perceptual system, the bodily interactions with the environment (situatedness), and the assumptions about the world built the functional structure of organism's brain and body
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The ethics of artificial intelligence is the branch of the ethics of technology specific to artificially intelligent systems. It is sometimes divided into a concern with the moral behavior of humans as they design, make, use and treat artificially intelligent systems, and a concern with the behavior of machines, in machine ethics. Ethics fields' approaches Robot ethics The term "robot ethics" (sometimes "roboethics") refers to the morality of how humans design, construct, use and treat robots
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The ethics of uncertain sentience refers to questions surrounding the treatment of and moral obligations towards individuals whose sentience—the capacity to subjectively sense and feel—and resulting ability to experience pain is uncertain; the topic has been particularly discussed within the field of animal ethics, with the precautionary principle frequently invoked in response. Views Animal ethics David Foster Wallace in his 2005 essay "Consider the Lobster" investigated the potential sentience and capacity of crustaceans to experience pain and the resulting ethical implications of eating them. In 2014, the philosopher Robert C
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Fairness in machine learning refers to the various attempts at correcting algorithmic bias in automated decision processes based on machine learning models. Decisions made by computers after a machine-learning process may be considered unfair if they were based on variables considered sensitive. Examples of these kinds of variable include gender, ethnicity, sexual orientation, disability and more
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Friendly artificial intelligence (also friendly AI or FAI) is hypothetical artificial general intelligence (AGI) that would have a positive (benign) effect on humanity or at least align with human interests or contribute to fostering the improvement of the human species. It is a part of the ethics of artificial intelligence and is closely related to machine ethics. While machine ethics is concerned with how an artificially intelligent agent should behave, friendly artificial intelligence research is focused on how to practically bring about this behavior and ensuring it is adequately constrained
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In the philosophy of artificial intelligence, GOFAI ("Good old fashioned artificial intelligence") is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea. Haugeland coined the term to address two questions: Can GOFAI produce human level artificial intelligence in a machine? Is GOFAI the primary method that brains use to display intelligence?AI founder Herbert A
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The technological singularity—or simply the singularity—is a hypothetical future point in time at which technological growth becomes uncontrollable and irreversible, resulting in unforeseeable changes to human civilization. According to the most popular version of the singularity hypothesis, I. J
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A legal singularity is a hypothetical future point in time beyond which the law is much more completely specified, with human lawmakers and other legal actors being supported by rapid technological advancements and artificial intelligence (AI), leading to a vast reduction in legal uncertainty. The legal singularity is based on the idea that as AI systems become more advanced, they will be capable of processing and analyzing vast amounts of legal data and case law more quickly and accurately than humans. This could potentially lead to a situation where AI systems become the primary legal decision-makers, and humans are relegated to a more supervisory role
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Machine ethics (or machine morality, computational morality, or computational ethics) is a part of the ethics of artificial intelligence concerned with adding or ensuring moral behaviors of man-made machines that use artificial intelligence, otherwise known as artificial intelligent agents. Machine ethics differs from other ethical fields related to engineering and technology. Machine ethics should not be confused with computer ethics, which focuses on human use of computers
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The Machine Question: Critical Perspectives on AI, Robots, and Ethics is a 2012 nonfiction book by David J. Gunkel that discusses the evolution of the theory of human ethical responsibilities toward non-human things and to what extent intelligent, autonomous machines can be considered to have legitimate moral responsibilities and what legitimate claims to moral consideration they can hold. The book was awarded as the 2012 Best Single Authored Book by the Communication Ethics Division of the National Communication Association
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The Master Algorithm: How the Quest for the Ultimate Learning Machine Will Remake Our World is a book by Pedro Domingos released in 2015. Domingos wrote the book in order to generate interest from people outside the field. Overview The book outlines five approaches of machine learning: inductive reasoning, connectionism, evolutionary computation, Bayes' theorem and analogical modelling
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Artificial intelligence and moral enhancement involves the application of artificial intelligence to the enhancement of moral reasoning and the acceleration of moral progress. Artificial moral reasoning With respect to moral reasoning, some consider humans to be suboptimal information processors, moral judges, and moral agents. Due to stress or time constraints, people often fail to consider all the relevant factors and information necessary to make well-reasoned moral judgments, people lack consistency, and they are prone to biases
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The bridge across the Amur River (in Komsomolsk-on-Amur) is a road-rail bridge across the Amur River near the city of Komsomolsk-on-Amur. The bridge has a single-rail track and two-lane highway that allows to completely divide cars and other vehicles from trains. The bridge carries also a single-circuit 220 kV-powerline
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Krasnoyarsk Railway Bridge in Krasnoyarsk, Siberia, carries the Krasnoyarsk Railway (part of the Trans-Siberian Railway) across the Yenisei River. It was originally a single-track truss bridge. The total length of the structure was 1 km, span width of 140 meters, the height of metal trusses in the vertex of the parabola was 20 meters
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The Little Thompson River Bridge, in Weld County, Colorado near Berthoud, Colorado, was built in 1938. It was listed on the National Register of Historic Places in 2002. It was designed by the Colorado Department of Highways, fabricated by Midwest Steel & Iron Works, and installed by contractor Gardner Brothers
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The Mathematical Bridge is a wooden footbridge in the southwest of central Cambridge, England. It bridges the River Cam about one hundred feet northwest of Silver Street Bridge and connects two parts of Queens' College. Its official name is simply the Wooden Bridge or Queens' Bridge
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The Novosibirsk Rail Bridge is a single-track railway bridge across the Ob River. Originally constructed as part of the Trans-Siberian Railway mainline, the bridge was narrow, with only one track. It was designed by Nikolai Belelubsky and built in between 1893 and 1897
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The Queen Alexandra Bridge is a road traffic, pedestrian and former railway bridge spanning the River Wear in North East England, linking the Deptford and Southwick areas of Sunderland. The steel truss bridge was designed by Charles A. Harrison (a nephew of Robert Stephenson's assistant)
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Spencer's Crossing Bridge, near Greeley, Kansas, was built in 1885. It was listed on the National Register of Historic Places in 1990. It has also been known as Greeley Bridge
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The St. Anthony Pegram Truss Railroad Bridge, in Fremont County, Idaho near St. Anthony, Idaho, was built in 1896
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The Surprise Truss Bridge in Ten Mile, Tennessee was built in 1917. It was listed on the National Register of Historic Places in 1982. It crosses Sewee Creek and was built by the Champion Bridge Co
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A truss bridge is a bridge whose load-bearing superstructure is composed of a truss, a structure of connected elements, usually forming triangular units. The connected elements (typically straight) may be stressed from tension, compression, or sometimes both in response to dynamic loads. The basic types of truss bridges shown in this article have simple designs which could be easily analyzed by 19th and early 20th-century engineers
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A Brown truss is a type of bridge truss, used in covered bridges. It is noted for its economical use of materials and is named after the inventor, Josiah Brown Jr. , of Buffalo, New York, who patented it July 7, 1857, as US patent 17,722
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