The knowledge assessment methodology (KAM) is "an interactive benchmarking tool created by the World Bank's Knowledge for Development Program to help countries identify the challenges and opportunities they face in making the transition to the knowledge-based economy." KAM does so by providing information on knowledge economy indicators for 146 countries. Its products include the Knowledge Economy Index and the Knowledge Index.
Attempto Controlled English
Attempto Controlled English (ACE) is a controlled natural language, i.e. a subset of standard English with a restricted syntax and restricted semantics described by a small set of construction and interpretation rules. It has been under development at the University of Zurich since 1995. In 2013, ACE version 6.7 was announced. ACE can serve as knowledge representation, specification, and query language, and is intended for professionals who want to use formal notations and formal methods, but may not be familiar with them. Though ACE appears perfectly natural—it can be read and understood by any speaker of English—it is in fact a formal language. ACE and its related tools have been used in the fields of software specifications, theorem proving, proof assistants, text summaries, ontologies, rules, querying, medical documentation and planning. Here are some simple examples: Every woman is a human. A woman is a human. A man tries-on a new tie. If the tie pleases his wife then the man buys it. ACE construction rules require that each noun be introduced by a determiner (a, every, no, some, at least 5, ...). Regarding the list of examples above, ACE interpretation rules decide that (1) is interpreted as universally quantified, while (2) is interpreted as existentially quantified. Sentences like "Women are human" do not follow ACE syntax and are consequently not valid. Interpretation rules resolve the anaphoric references in (3): the tie and it of the second sentence refer to a new tie of the first sentence, while his and the man of the second sentence refer to a man of the first sentence. Thus an ACE text is a coherent entity of anaphorically linked sentences. The Attempto Parsing Engine (APE) translates ACE texts unambiguously into discourse representation structures (DRS) that use a variant of the language of first-order logic. A DRS can be further translated into other formal languages, for instance AceRules with various semantics, OWL, and SWRL. Translating an ACE text into (a fragment of) first-order logic allows users to reason about the text, for instance to verify, to validate, and to query it. == Overview == As an overview of the current version 6.6 of ACE this section: Briefly describes the vocabulary Gives an account of the syntax Summarises the handling of ambiguity Explains the processing of anaphoric references. === Vocabulary === The vocabulary of ACE comprises: Predefined function words (e.g. determiners, conjunctions) Predefined phrases (e.g. "it is false that ...", "it is possible that ...") Content words (e.g. nouns, verbs, adjectives, adverbs). === Grammar === The grammar of ACE defines and constrains the form and the meaning of ACE sentences and texts. ACE's grammar is expressed as a set of construction rules. The meaning of sentences is described as a small set of interpretation rules. A Troubleshooting Guide describes how to use ACE and how to avoid pitfalls. ==== ACE texts ==== An ACE text is a sequence of declarative sentences that can be anaphorically interrelated. Furthermore, ACE supports questions and commands. ==== Simple sentences ==== A simple sentence asserts that something is the case—a fact, an event, a state. The temperature is −2 °C. A customer inserts 2 cards. A card and a code are valid. Simple ACE sentences have the following general structure: subject + verb + complements + adjuncts Every sentence has a subject and a verb. Complements (direct and indirect objects) are necessary for transitive verbs (insert something) and ditransitive verbs (give something to somebody), whereas adjuncts (adverbs, prepositional phrases) are optional. All elements of a simple sentence can be elaborated upon to describe the situation in more detail. To further specify the nouns customer and card, we could add adjectives: A trusted customer inserts two valid cards. possessive nouns and of-prepositional phrases: John's customer inserts a card of Mary. or variables as appositions: John inserts a card A. Other modifications of nouns are possible through relative sentences: A customer who is trusted inserts a card that he owns. which are described below since they make a sentence composite. We can also detail the insertion event, e.g. by adding an adverb: A customer inserts some cards manually. or, equivalently: A customer manually inserts some cards. or, by adding prepositional phrases: A customer inserts some cards into a slot. We can combine all of these elaborations to arrive at: John's customer who is trusted inserts a valid card of Mary manually into a slot A. ==== Composite sentences ==== Composite sentences are recursively built from simpler sentences through coordination, subordination, quantification, and negation. Note that ACE composite sentences overlap with what linguists call compound sentences and complex sentences. ===== Coordination ===== Coordination by and is possible between sentences and between phrases of the same syntactic type. A customer inserts a card and the machine checks the code. There is a customer who inserts a card and who enters a code. A customer inserts a card and enters a code. An old and trusted customer enters a card and a code. Note that the coordination of the noun phrases a card and a code represents a plural object. Coordination by or is possible between sentences, verb phrases, and relative clauses. A customer inserts a card or the machine checks the code. A customer inserts a card or enters a code. A customer owns a card that is invalid or that is damaged. Coordination by and and or is governed by the standard binding order of logic, i.e. and binds stronger than or. Commas can be used to override the standard binding order. Thus the sentence: A customer inserts a VisaCard or inserts a MasterCard, and inserts a code. means that the customer inserts a VisaCard and a code, or alternatively a MasterCard and a code. ===== Subordination ===== There are four constructs of subordination: relative sentences, if-then sentences, modality, and sentence subordination. Relative sentences starting with who, which, and that allow to add detail to nouns: A customer who is trusted inserts a card that he owns. With the help of if-then sentences we can specify conditional or hypothetical situations: If a card is valid then a customer inserts it. Note the anaphoric reference via the pronoun it in the then-part to the noun phrase a card in the if-part. Modality allows us to express possibility and necessity: A trusted customer can/must insert a card. It is possible/necessary that a trusted customer inserts a card. Sentence subordination comes in various forms: It is true/false that a customer inserts a card. It is not provable that a customer inserts a card. A clerk believes that a customer inserts a card. ===== Quantification ===== Quantification allows us to speak about all objects of a certain class (universal quantification), or to denote explicitly the existence of at least one object of this class (existential quantification). The textual occurrence of a universal or existential quantifier opens its scope that extends to the end of the sentence, or in coordinations to the end of the respective coordinated sentence. To express that all involved customers insert cards we can write Every customer inserts a card. This sentence means that each customer inserts a card that may, or may not, be the same as the one inserted by another customer. To specify that all customers insert the same card—however unrealistic that situation seems—we can write: A card is inserted by every customer. or, equivalently: There is a card that every customer inserts. To state that every card is inserted by a customer we write: Every card is inserted by a customer. or, somewhat indirectly: For every card there is a customer who inserts it. ===== Negation ===== Negation allows us to express that something is not the case: A customer does not insert a card. A card is not valid. To negate something for all objects of a certain class one uses no: No customer inserts more than 2 cards. or, there is no: There is no customer who inserts a card. To negate a complete statement one uses sentence negation: It is false that a customer inserts a card. These forms of negation are logical negations, i.e. they state that something is provably not the case. Negation as failure states that a state of affairs cannot be proved, i.e. there is no information whether the state of affairs is the case or not. It is not provable that a customer inserts a card. ==== Queries ==== ACE supports two forms of queries: yes/no-queries and wh-queries. Yes/no-queries ask for the existence or non-existence of a specified situation. If we specified: A customer inserts a card. then we can ask: Does a customer insert a card? to get a positive answer. Note that interrogative sentences always end with a question mark. With the help of wh-queries, i.e. queries with query words, we can interrogate a text for details of the specified situation. If we specified: A
Best arm identification
Best arm identification (BAI) is a sequential one-player game where the player has to find the best action (arm) among a list of actions (arms) by collecting information in the most efficient way. It is a multi-armed bandit game as a player only gets information about an arm by playing it. The most common objective in multi-armed bandit games is to minimize the regret (i.e., play the best action as much as possible), but in BAI, the goal is to find the best arm as efficiently as possible. This problem naturally arises in scenarios such as adaptive clinical trials where the number of patients is limited and the quantification of the confidence in a treatment is important. It also arises in hyperparameter optimization where the goal is to find the optimal choice of hyperparameters for an algorithm with the smallest possible number of experiments, as it can be costly in terms of time, energy, or money. == Stochastic multi-armed bandit == The stochastic multi-armed bandit (MAB) is a sequential game with one player and K {\displaystyle K} actions (arms). Each arm has an unknown probability distribution associated with it. At each turn, the player has to choose one action and receive an observation from the probability distribution associated with the arm. The more you play an arm, the more you get information on its probability distribution. === Best arm identification === In BAI the goal is to find the arm that has the probability distribution with the highest mean. BAI may be either fixed confidence or fixed horizon. In a fixed-confidence game, a confidence level δ {\displaystyle \delta } is fixed at the beginning of the game and the goal is to find the best arm with this confidence level in as few turns as possible. In a fixed horizon game, the number of turns T {\displaystyle T} is fixed, and the goal is to find the best arm with the highest possible confidence in T {\displaystyle T} turns. === Math formalisation === We have one player and K {\displaystyle K} actions (arms). Behind each arm k ∈ { 1 , … , K } {\displaystyle k\in \{1,\ldots ,K\}} lies an unknown distribution ν k {\displaystyle \nu _{k}} with mean μ k {\displaystyle \mu _{k}} . Each distribution ν k {\displaystyle \nu _{k}} belongs to a known family D {\displaystyle {\mathcal {D}}} (such as the set of Gaussian distributions or Bernoulli distributions). At each time step t {\displaystyle t} , the player selects an arm a t {\displaystyle a_{t}} and observes an independent sample X t ∼ ν a t {\displaystyle X_{t}\sim \nu _{a_{t}}} from the corresponding distribution. We will note μ ∗ := max μ a {\displaystyle \mu ^{}:=\max \mu _{a}} the highest mean. An arm a {\displaystyle a} that satisfies μ a = μ ∗ {\displaystyle \mu _{a}=\mu ^{}} is called an optimal arm; otherwise it is called suboptimal arm. In best arm identification (BAI) the objective is to identify an optimal arm. Two main settings for BAI appear in the literature: Fixed confidence: In this setting, one typically assumes that there exists a unique optimal arm. A confidence level δ ∈ ( 0 , 1 ) {\displaystyle \delta \in (0,1)} is specified at the beginning. The algorithm must stop at some finite stopping time τ δ < + ∞ {\displaystyle \tau _{\delta }<+\infty } and return an arm a ^ τ δ {\displaystyle {\hat {a}}_{\tau _{\delta }}} such that the probability of error is bounded: P ( a ^ τ δ ≠ a ∗ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau _{\delta }}\neq a^{})\leq \delta } . The objective is to minimize the expected sample complexity E [ τ δ ] {\displaystyle \mathbb {E} [\tau _{\delta }]} . Such a setting appears, for example, when a constraint on the confidence is required (for example, if we require a confidence level of 95%, so δ = 1 − 0.95 = 0.05 {\displaystyle \delta =1-0.95=0.05} ). Fixed horizon: In this setting, the number of samples T {\displaystyle T} is fixed in advance. The goal is to design an algorithm that minimizes the probability of misidentifying the optimal arm: P ( a ^ T ≠ a ∗ ) {\displaystyle \mathbb {P} ({\hat {a}}_{T}\neq a^{})} . This setting appears when the number of experiments is limited (for drug tests, the number of patients can be fixed in advance). === Example of simple modelling === In the case where we have K {\displaystyle K} treatments and we want to be sure with a confidence level of 95% which treatment is the best to heal a specific disease. Each treatment heals or does not heal the disease with a probability μ k {\displaystyle \mu _{k}} , which means that each distribution is a Bernoulli distribution, so D {\displaystyle {\mathcal {D}}} is the set of Bernoulli distributions. We can use a BAI algorithm to minimize E [ τ 0.05 ] {\displaystyle \mathbb {E} [\tau _{0.05}]} , the number of patients required to find the best treatment with probability 95%. == Applications == Best arm identification naturally arises in several practical domains: Adaptive clinical trials: The objective is to identify the most effective treatment based on sequentially collected patient data. Each treatment can be modeled as having an underlying distribution of outcomes. The goal is to identify the treatment with the highest expected outcome with high confidence (fixed confidence setting δ {\displaystyle \delta } ) while minimizing the number of drug test patients (minimise E [ τ δ ] {\displaystyle \mathbb {E} [\tau _{\delta }]} ), as it costs to pay patients for this and we would like to use as little as possible less effective drugs. Hyperparameter tuning: Selecting the best configuration for machine learning models efficiently by treating each hyperparameter setting as an arm. The goal is to find the best hyperparameter with as few experiments possible as experiments are costly in time and in energy == Fixed confidence level == In the fixed-confidence setting, the goal is to design an algorithm that identifies the best arm with a prescribed confidence level δ {\displaystyle \delta } while minimizing the expected number of samples. Any such algorithm requires two key components: Stopping rule: A decision criterion that determines when to stop sampling. Formally, this defines a stopping time τ δ {\displaystyle \tau _{\delta }} and returns an arm a ^ τ δ {\displaystyle {\hat {a}}_{\tau _{\delta }}} such that P ( a ^ τ δ ≠ a ⋆ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau _{\delta }}\neq a^{\star })\leq \delta } and P ( τ δ < + ∞ ) = 1 {\displaystyle \mathbb {P} (\tau _{\delta }<+\infty )=1} . Sampling rule: A policy π {\displaystyle \pi } that, at each round t {\displaystyle t} , selects the next arm to sample a t {\displaystyle a_{t}} based on all previous observations ( a s , X s ) s < t {\displaystyle (a_{s},X_{s})_{s Social information architecture, also known as social iA, is a sub-domain of information architecture which deals with the social aspects of conceptualizing, modeling and organizing information. It has become more relevant because of the rise of social media and Web 2.0 in recent times. == Approach == There are different approaches to the explanation of social information architecture. === Architecture model (internal space) === Architects designing a physical community space, have to consider how the architecture will shape social interactions. A long hallway of offices creates an utterly different dynamic than desks with arranged in an open space. One might foster individuality, privacy, propriety; the other: collaboration, distraction, communalism. Still, physical spaces can be flexibly repurposed and worked around if the inhabitants desire a social dynamic not instantly afforded by the space. Office doors can be left open to invite easier interaction. Partitions can be raised between adjacent desks to limit distraction and increase privacy. That's physical architecture. The information architectures of online communities are far more deterministic and far less flexible. They literally define the social architecture by pre-specifying in immutable computer code what information you have access to, who you can talk to, where you can go. In the online world, information architecture = social architecture. === Social dialogue and information model (external space) === All major brands use information architecture to market their products online, it is then commonly wrapped under the umbrella phrase 'digital strategy'. Information architecture used for strategic purposes encompasses brand SEO, strategic placement of virals, social media presence etc. Charities, news outlets and social dialogue forums can make a much more specific use of the same tools for positive and important social purposes. Social Information Architecture is perceived as the socially conscious wing of commercial information architecture and function to exchange information and ideas between people and groups. Social iA can pick up on conflicting issues that are treated with misunderstanding between cultures and leaves individuals and societies vulnerable to exploitation and manipulation. Since the net has such a far reach it is obvious to use it for meaningful and coordinated social dialogue. Example of such issues are faith, environment, politics, climate change, war, injustice and other social challenges. Information architecture can help create frameworks in which sharing information brings people together, inspires and encourages them to participate in a forward thinking and unfragmented way. One of its core activities is to spread messages that bring people from opposite sites of social and cultural spectrums together and to confront uncomfortable subject head on. == How does social information architecture work? == Social iA utilizes a variety of Web2.0 applications to filter relevant or valuable information and weave them in appropriate information repository or provide feedback to interesting channels. Social iA makes strategic use of Search Engines, Social Media, Google Algorithms, as well as websites, video & news channels. It ‘reads’ or 'listens' to social conversations and search engine queries and engages with the net actively to gather clues about the world's pulse on the internet. It assesses data, social & political trends, and respond with targeted campaigns to give people ideas, as well as help people with making sense of information. == Principals == Dan Brown in his paper 8 Principals of Social Information Architecture enlists the following principals: 1. The principle of objects: Treat content as a living, breathing thing, with a lifecycle, behaviors and attributes. 2. The principle of choices: Create pages that offer meaningful choices to users, keeping the range of choices available focused on a particular task. 3. The principle of disclosure: Show only enough information to help people understand what kinds of information they'll find as they dig deeper. 4. The principle of exemplars: Describe the contents of categories by showing examples of the contents. 5. The principle of front doors: Assume at least half of the website's visitors will come through some page other than the home page. 6. The principle of multiple classification: Offer users several different classification schemes to browse the site's content. 7. The principle of focused navigation: Don't mix apples and oranges in your navigation scheme. 8. The principle of growth: Assume the content you have today is a small fraction of the content you will have tomorrow. == What can social information architecture achieve? == Social information architecture has many potentials in terms of fostering social connections and how information is shared in social spaces on the web. The DIKW pyramid (also known as the knowledge pyramid or information hierarchy) is a model describing relationships between data, information, knowledge and wisdom sometimes also stylized as a chain, refer to models of possible structural and functional relationships between a set of components—often four, data, information, knowledge, and wisdom. The concept has roots predating the 1980s. In the latter years of that decade, interest in the models grew after explicit presentations and discussions, including from Milan Zeleny, Russell Ackoff, and Robert W. Lucky. Subsequent important discussions extended along theoretical and practical lines into the coming decades. While debate continues as to actual meaning of the component terms of DIKW-type models, and the actual nature of their relationships—including occasional doubt being cast over any simple, linear, unidirectional model—even so they have become very popular visual representations in use by business, the military, and others. Among the academic and popular, not all versions of the DIKW-type models include all four components (earlier ones excluding data, later ones excluding or downplaying wisdom, and several including additional components (for instance Ackoff inserting "understanding" before and Zeleny adding "enlightenment" after the wisdom component). In addition, DIKW-type models are no longer always presented as pyramids, instead also as a chart or framework (e.g., by Zeleny), as flow diagrams (e.g., by Liew, and by Chisholm et al.), and sometimes as a continuum (e.g., by Choo et al.). == Short description == As Rowley noted in 2007, the DIKW model "is often quoted, or used implicitly, in definitions of data, information and knowledge in the information management, information systems and knowledge management literatures, but [as of that date] there ha[d] been limited direct discussion of the hierarchy". Reviews of textbooks and a survey of scholars in relevant fields indicate that there was not a consensus as to definitions used in the model as of that date, and as reviewed by Liew in that year, even less "in the description of the processes that transform components lower in the hierarchy into those above them". Zins work, published in 2007—from studies in 2003-2005 that documented "130 definitions of data, information, and knowledge formulated by 45 scholars", published in 2007—to suggest that the data–information–knowledge components of DIKW refer to a class of no less than five models, as a function of whether data, information, and knowledge are each conceived of as subjective, objective (what Zins terms, "universal" or "collective") or both. In Zins' usage, subjective and objective "are not related to arbitrariness and truthfulness, which are usually attached to the concepts of subjective knowledge and objective knowledge". Information science, Zins argues, studies data and information, but not knowledge, as knowledge is an internal (subjective) rather than an external (universal–collective) phenomenon. == Representations == === Graphical representation === DIKW is a hierarchical model often depicted as a pyramid, sometimes as a chain, with data at its base and wisdom at its apex (or chain-beginning and -end). Both Zeleny and Ackoff have been credited with originating the pyramid representation, although neither used a pyramid to present their ideas. According to Wallace, Debons and colleagues may have been the first to "present the hierarchy graphically". Many variations of the DIKW-type pyramid have been produced. One, in use by knowledge managers in the United States Department of Defense, attempts to show the DIKW progression to enable effective decisions and consequent activities supporting shared understanding throughout defense organizations, as well as supporting management of risks associated with decisions. DIKW-type hierarchical information paradigms have also been represented as two-dimensional charts, and as flow diagrams, where relationships between the components may be presented less hierarchically, with defining aspects of the relationships, feedback loops, etc. === Computational representation === Intelligent decision support systems are trying to improve decision making by introducing new technologies and methods from the domain of modeling and simulation in general, and in particular from the domain of intelligent software agents in the contexts of agent-based modeling. The following example describes a military decision support system, but the architecture and underlying conceptual idea are transferable to other application domains: The value chain starts with data quality describing the information within the underlying command and control systems. Information quality tracks the completeness, correctness, currency, consistency and precision of the data items and information statements available. Knowledge quality deals with procedural knowledge and information embedded in the command and control system such as templates for adversary forces, assumptions about entities such as ranges and weapons, and doctrinal assumptions, often coded as rules. Awareness quality measures the degree of using the information and knowledge embedded within the command and control system. Awareness is explicitly placed in the cognitive domain. By the introduction of a common operational picture, data are put into context, which leads to information instead of data. The next step, which is enabled by service-oriented web-based infrastructures (but not yet operationally used), is the use of models and simulations for decision support. Simulation systems are the prototype for procedural knowledge, which is the basis for knowledge quality. Finally, using intelligent software agents to continually observe the battle sphere, apply models and simulations to analyze what is going on, to monitor the execution of a plan, and to do all the tasks necessary to make the decision maker aware of what is going on, command and control systems could even support situational awareness, the level in the value chain traditionally limited to pure cognitive methods. == History == Danny P. Wallace, a professor of library and information science, explained that the origin of the DIKW pyramid is uncertain: The presentation of the relationships among data, information, knowledge, and sometimes wisdom in a hierarchical arrangement has been part of the language of information science for many years. Although it is uncertain when and by whom those relationships were first presented, the ubiquity of the notion of a hierarchy is embedded in the use of the acronym DIKW as a shorthand representation for the data-to-information-to-knowledge-to-wisdom transformation.Many authors think that the idea of the DIKW relationship originated from two lines in the poem "Choruses", by T. S. Eliot, that appeared in the pageant play The Rock, in 1934: === Knowledge, intelligence, and wisdom === In 1927, Clarence W. Barron addressed his employees at Dow Jones & Company on the hierarchy: "Knowledge, Intelligence and Wisdom". === Data, information, knowledge === In 1955, English-American economist and educator Kenneth Boulding presented a variation on the hierarchy consisting of "signals, messages, information, and knowledge". However, "[t]he first author to distinguish among data, information, and knowledge and to also employ the term 'knowledge management' may have been American educator Nicholas L. Henry", in a 1974 journal article. === Data, information, knowledge, wisdom === Other early versions (prior to 1982) of the hierarchy that refer to a data tier include those of Chinese-American geographer Yi-Fu Tuan and sociologist-historian Daniel Bell.. In 1980, Irish-born engineer Mike Cooley invoked the same hierarchy in his critique of automation and computerization, in his book Architect or Bee?: The Human / Technology Relationship. Thereafter, in 1987, Czechoslovakia-born educator Milan Zeleny mapped the components of the hierarchy to knowledge forms: know-nothing, know-what, know-how, and know-why. Zeleny "has frequently been credited with proposing the [representation of DIKW as a pyramid ]... although he actually made no reference to any such graphical model." The hierarchy appears again in a 1988 address to the International Society for General Systems Research, by American organizational theorist Russell Ackoff, published in 1989. Subsequent authors and textbooks cite Ackoff's as the "original articulation" of the hierarchy or otherwise credit Ackoff with its proposal. Ackoff's version of the model includes an understanding tier (as Adler had, before him), interposed between knowledge and wisdom. Although Ackoff did not present the hierarchy graphically, he has also been credited with its representation as a pyramid. In 1989, Bell Labs veteran Robert W. Lucky wrote about the four-tier "information hierarchy" in the form of a pyramid in his book Silicon Dreams. In the same year as Ackoff presented his a Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling. Generative algorithms, algorithms programmed to produce artistic works through predefined rules, stochastic methods, or procedural logic, often yielding dynamic, unique, and contextually adaptable outputs—are central to many of these practices. == History == The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DNA" defines a generative approach to art focused on the construction of a system able to generate unpredictable events, all with a recognizable common character. The use of autonomous systems, required by some contemporary definitions, focuses a generative approach where the controls are strongly reduced. This approach is also named "emergent". Margaret Boden and Ernest Edmonds have noted the use of the term "generative art" in the broad context of automated computer graphics in the 1960s, beginning with artwork exhibited by Georg Nees and Frieder Nake in 1965: A. Michael Noll did his initial computer art, combining randomness with order, in 1962, and exhibited it along with works by Bell Julesz in 1965. The terms "generative art" and "computer art" have been used in tandem, and more or less interchangeably, since the very earliest days. The first such exhibition showed the work of Nees in February 1965, which some claim was titled "Generative Computergrafik". While Nees does not himself remember, this was the title of his doctoral thesis published a few years later. The correct title of the first exhibition and catalog was "computer-grafik". "Generative art" and related terms was in common use by several other early computer artists around this time, including Manfred Mohr and Ken Knowlton. Vera Molnár (born 1924) is a French media artist of Hungarian origin. Molnar is widely considered to be a pioneer of generative art, and is also one of the first women to use computers in her art practice. The term "Generative Art" with the meaning of dynamic artwork-systems able to generate multiple artwork-events was clearly used the first time for the "Generative Art" conference in Milan in 1998. The term has also been used to describe geometric abstract art where simple elements are repeated, transformed, or varied to generate more complex forms. Thus defined, generative art was practiced by the Argentinian artists Eduardo Mac Entyre and Miguel Ángel Vidal in the late 1960s. In 1972 the Romanian-born Paul Neagu created the Generative Art Group in Britain. It was populated exclusively by Neagu using aliases such as "Hunsy Belmood" and "Edward Larsocchi". In 1972 Neagu gave a lecture titled 'Generative Art Forms' at the Queen's University, Belfast Festival. In 1970 the School of the Art Institute of Chicago created a department called Generative Systems. As described by Sonia Landy Sheridan the focus was on art practices using the then new technologies for the capture, inter-machine transfer, printing and transmission of images, as well as the exploration of the aspect of time in the transformation of image information. Also noteworthy is John Dunn, first a student and then a collaborator of Sheridan. In 1988 Clauser identified the aspect of systemic autonomy as a critical element in generative art: It should be evident from the above description of the evolution of generative art that process (or structuring) and change (or transformation) are among its most definitive features, and that these features and the very term 'generative' imply dynamic development and motion. (the result) is not a creation by the artist but rather the product of the generative process - a self-precipitating structure. In 1989 Celestino Soddu defined the Generative Design approach to Architecture and Town Design in his book Citta' Aleatorie. In 1989 Franke referred to "generative mathematics" as "the study of mathematical operations suitable for generating artistic images." From the mid-1990s Brian Eno popularized the terms generative music and generative systems, making a connection with earlier experimental music by Terry Riley, Steve Reich and Philip Glass. From the end of the 20th century, communities of generative artists, designers, musicians and theoreticians began to meet, forming cross-disciplinary perspectives. The first meeting about generative Art was in 1998, at the inaugural International Generative Art conference at Politecnico di Milano University, Italy. In Australia, the Iterate conference on generative systems in the electronic arts followed in 1999. On-line discussion has centered around the eu-gene mailing list, which began late 1999, and has hosted much of the debate which has defined the field. These activities have more recently been joined by the Generator.x conference in Berlin starting in 2005. In 2012 the new journal GASATHJ, Generative Art Science and Technology Hard Journal was founded by Celestino Soddu and Enrica Colabella jointing several generative artists and scientists in the editorial board. Some have argued that as a result of this engagement across disciplinary boundaries, the community has converged on a shared meaning of the term. As Boden and Edmonds put it in 2011: Today, the term "Generative Art" is still current within the relevant artistic community. Since 1998 a series of conferences have been held in Milan with that title (Generativeart.com), and Brian Eno has been influential in promoting and using generative art methods (Eno, 1996). Both in music and in visual art, the use of the term has now converged on work that has been produced by the activation of a set of rules and where the artist lets a computer system take over at least some of the decision-making (although, of course, the artist determines the rules). In the call of the Generative Art conferences in Milan (annually starting from 1998), the definition of Generative Art by Celestino Soddu: Generative Art is the idea realized as genetic code of artificial events, as construction of dynamic complex systems able to generate endless variations. Each Generative Project is a concept-software that works producing unique and non-repeatable events, like music or 3D Objects, as possible and manifold expressions of the generating idea strongly recognizable as a vision belonging to an artist / designer / musician / architect /mathematician. Discussion on the eu-gene mailing list was framed by the following definition by Adrian Ward from 1999: Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematic or pragmatic instructions to define the rules by which such artworks are executed. A similar definition is provided by Philip Galanter: Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art. Around the 2020s, generative AI models learned to imitate the distinct style of particular authors. For example, a generative image model such as Stable Diffusion is able to model the stylistic characteristics of an artist like Pablo Picasso (including his particular brush strokes, use of colour, perspective, and so on), and a user can engineer a prompt such as "an astronaut riding a horse, by Picasso" to cause the model to generate a novel image applying the artist's style to an arbitrary subject. Generative image models have received significant backlash from artists who object to their style being imitated without their permission, arguing that this harms their ability to profit from their own work. The emergence of text-to-image generative AI systems has expanded debates over authorship, copyright, and artistic labor. The main issues in these debates include the eligibility of AI-generated outputs for copyright protection and the legal and ethical questions of using existing copyrighted works as training data for generative AI systems. == Types == === Music === Johann Kirnberger's Mu Proof of authority (PoA) is a category of consensus protocols used with blockchains based on reputation and identity as a stake that delivers comparatively fast and efficient transactions (compared to proof-of-work and proof-of-stake). The most notable platforms using PoA are VeChain, Bitgert, Palm Network and Xodex. == Description == Proof-of-authority is a category of consensus protocols for networks and blockchains where transactions and blocks are built and validated by approved entities known as validators. Their permissions are often granted through a centralized authority, but they can also be granted through a council or decentralized organization. The term "proof-of-authority" was coined by Gavin Wood, co-founder of Ethereum and Parity Technologies. With PoA, validators are incentivized to maintain good behavior and honesty when validating blocks to avoid developing a negative reputation. PoA can have higher security than PoW and even PoS due to validators wanting to avoid damaging their reputation. Because PoA is permissioned, it is not fully trustless. Validators without good reputation may risk having their validator permissions removed. PoA is generally more efficient than PoW and PoS because it operates with fewer nodes and validators, thus requiring fewer duplicated resources.Social information architecture
DIKW pyramid
Generative art
Proof of authority