Audio inpainting

Audio inpainting

Audio inpainting (also known as audio interpolation) is an audio restoration task which deals with the reconstruction of missing or corrupted portions of a digital audio signal. Inpainting techniques are employed when parts of the audio have been lost due to various factors such as transmission errors, data corruption or errors during recording. The goal of audio inpainting is to fill in the gaps (i.e., the missing portions) in the audio signal seamlessly, making the reconstructed portions indistinguishable from the original content and avoiding the introduction of audible distortions or alterations. Many techniques have been proposed to solve the audio inpainting problem and this is usually achieved by analyzing the temporal and spectral information surrounding each missing portion of the considered audio signal. Classic methods employ statistical models or digital signal processing algorithms to predict and synthesize the missing or damaged sections. Recent solutions, instead, take advantage of deep learning models, thanks to the growing trend of exploiting data-driven methods in the context of audio restoration. Depending on the extent of the lost information, the inpainting task can be divided in three categories. Short inpainting refers to the reconstruction of few milliseconds (approximately less than 10) of missing signal, that occurs in the case of short distortions such as clicks or clipping. In this case, the goal of the reconstruction is to recover the lost information exactly. In long inpainting instead, with gaps in the order of hundreds of milliseconds or even seconds, this goal becomes unrealistic, since restoration techniques cannot rely on local information. Therefore, besides providing a coherent reconstruction, the algorithms need to generate new information that has to be semantically compatible with the surrounding context (i.e., the audio signal surrounding the gaps). The case of medium duration gaps lays between short and long inpainting. It refers to the reconstruction of tens of millisecond of missing data, a scale where the non-stationary characteristic of audio already becomes important. == Definition == Consider a digital audio signal x {\displaystyle \mathbf {x} } . A corrupted version of x {\displaystyle \mathbf {x} } , which is the audio signal presenting missing gaps to be reconstructed, can be defined as x ~ = m ∘ x {\displaystyle \mathbf {\tilde {x}} =\mathbf {m} \circ \mathbf {x} } , where m {\displaystyle \mathbf {m} } is a binary mask encoding the reliable or missing samples of x {\displaystyle \mathbf {x} } , and ∘ {\displaystyle \circ } represents the element-wise product. Audio inpainting aims at finding x ^ {\displaystyle \mathbf {\hat {x}} } (i.e., the reconstruction), which is an estimation of x {\displaystyle \mathbf {x} } . This is an ill-posed inverse problem, which is characterized by a non-unique set of solutions. For this reason, similarly to the formulation used for the inpainting problem in other domains, the reconstructed audio signal can be found through an optimization problem that is formally expressed as x ^ ∗ = argmin X ^ L ( m ∘ x ^ , x ~ ) + R ( x ^ ) {\displaystyle \mathbf {\hat {x}} ^{}={\underset {\hat {\mathbf {X} }}{\text{argmin}}}~L(\mathbf {m} \circ \mathbf {\hat {x}} ,\mathbf {\tilde {x}} )+R(\mathbf {\hat {x}} )} . In particular, x ^ ∗ {\displaystyle \mathbf {\hat {x}} ^{}} is the optimal reconstructed audio signal and L {\displaystyle L} is a distance measure term that computes the reconstruction accuracy between the corrupted audio signal and the estimated one. For example, this term can be expressed with a mean squared error or similar metrics. Since L {\displaystyle L} is computed only on the reliable frames, there are many solutions that can minimize L ( m ∘ x ^ , x ~ ) {\displaystyle L(\mathbf {m} \circ \mathbf {\hat {x}} ,\mathbf {\tilde {x}} )} . It is thus necessary to add a constraint to the minimization, in order to restrict the results only to the valid solutions. This is expressed through the regularization term R {\displaystyle R} that is computed on the reconstructed audio signal x ^ {\displaystyle \mathbf {\hat {x}} } . This term encodes some kind of a-priori information on the audio data. For example, R {\displaystyle R} can express assumptions on the stationarity of the signal, on the sparsity of its representation or can be learned from data. == Techniques == There exist various techniques to perform audio inpainting. These can vary significantly, influenced by factors such as the specific application requirements, the length of the gaps and the available data. In the literature, these techniques are broadly divided in model-based techniques (sometimes also referred as signal processing techniques) and data-driven techniques. === Model-based techniques === Model-based techniques involve the exploitation of mathematical models or assumptions about the underlying structure of the audio signal. These models can be based on prior knowledge of the audio content or statistical properties observed in the data. By leveraging these models, missing or corrupted portions of the audio signal can be inferred or estimated. An example of a model-based techniques are autoregressive models. These methods interpolate or extrapolate the missing samples based on the neighboring values, by using mathematical functions to approximate the missing data. In particular, in autoregressive models the missing samples are completed through linear prediction. The autoregressive coefficients necessary for this prediction are learned from the surrounding audio data, specifically from the data adjacent to each gap. Some more recent techniques approach audio inpainting by representing audio signals as sparse linear combinations of a limited number of basis functions (as for example in the Short Time Fourier Transform). In this context, the aim is to find the sparse representation of the missing section of the signal that most accurately matches the surrounding, unaffected signal. The aforementioned methods exhibit optimal performance when applied to filling in relatively short gaps, lasting only a few tens of milliseconds, and thus they can be included in the context of short inpainting. However, these signal-processing techniques tend to struggle when dealing with longer gaps. The reason behind this limitation lies in the violation of the stationarity condition, as the signal often undergoes significant changes after the gap, making it substantially different from the signal preceding the gap. As a way to overcome these limitations, some approaches add strong assumptions also about the fundamental structure of the gap itself, exploiting sinusoidal modeling or similarity graphs to perform inpainting of longer missing portions of audio signals. === Data-driven techniques === Data-driven techniques rely on the analysis and exploitation of the available audio data. These techniques often employ deep learning algorithms that learn patterns and relationships directly from the provided data. They involve training models on large datasets of audio examples, allowing them to capture the statistical regularities present in the audio signals. Once trained, these models can be used to generate missing portions of the audio signal based on the learned representations, without being restricted by stationarity assumptions. Data-driven techniques also offer the advantage of adaptability and flexibility, as they can learn from diverse audio datasets and potentially handle complex inpainting scenarios. As of today, such techniques constitute the state-of-the-art of audio inpainting, being able to reconstruct gaps of hundreds of milliseconds or even seconds. These performances are made possible by the use of generative models that have the capability to generate novel content to fill in the missing portions. For example, generative adversarial networks, which are the state-of-the-art of generative models in many areas, rely on two competing neural networks trained simultaneously in a two-player minmax game: the generator produces new data from samples of a random variable, the discriminator attempts to distinguish between generated and real data. During the training, the generator's objective is to fool the discriminator, while the discriminator attempts to learn to better classify real and fake data. In GAN-based inpainting methods the generator acts as a context encoder and produces a plausible completion for the gap only given the available information surrounding it. The discriminator is used to train the generator and tests the consistency of the produced inpainted audio. Recently, also diffusion models have established themselves as the state-of-the-art of generative models in many fields, often beating even GAN-based solutions. For this reason they have also been used to solve the audio inpainting problem, obtaining valid results. These models generate new data instances by inverting the

Boyfriend Maker

Boyfriend Maker was a dating sim, romance chatbot smartphone app for iOS (iPhone) and Android devices, developed by Japanese studio 36 You Games (styled as 36You) and distributed under the freemium business model. Boyfriend Maker incorporated advanced artificial intelligence chat technology a decade before products such as ChatGPT. According to the developer's website, Boyfriend Maker is an "app that lets you interact and chat with quirky virtual boyfriends". While each virtual boyfriend has certain unique characteristics, the various instances of the boyfriend are powered by a chat engine, that (at least within a language and market) can utilise vocabulary and knowledge acquired in a chat with one user in subsequent chats with other users. == Gameplay == Users gain experience points and in-game coins. Users can customize their virtual boyfriend's appearance by selecting items such as hair, clothing, face, and a necklace. == Apple delisting and reintroduction == In late November 2012, the original iOS Boyfriend Maker app was delisted from the Apple App Store due to "ribald" chat, according to the New York Times. Boyfriend Maker was removed by Apple due to "reports of references to violent sexual acts and pedophilia". Boyfriend Maker had an age rating of 4+, even though the chat bot "responds with often strange and explicit text unsuitable for young children". User-posted chat excerpts indicate that the virtual boyfriend would sometimes transition abruptly to sexual chat in response to a seemingly innocent question. In one user-posted example, in response to the question, "what kind of wedding cake will we have" the boyfriend responds, "a good sex ima be on top of u u gonna ride oon me bitin the pillow gurrl ima fuck da shit out of u". The developer's use of the SimSimi-created third-party chat engine may be responsible for the sexual text. As the virtual boyfriend converses with human users, the SimSimi chat engine acquires vocabulary from users of the game and applies this "learned" vocabulary in chats with other users. The chat engine might also employ lines harvested from human-human chat logs, song lyrics, movies or TV shows. In April 2013, a detuned and presumably tamer version of the app, titled Boyfriend Plus, was permitted on Apple's App Store.

The 100 (TV series)

The 100 (pronounced "The Hundred" ) is an American post-apocalyptic science fiction drama television series that premiered on March 19, 2014, on the CW network, and ended on September 30, 2020. Developed by Jason Rothenberg, the series is based on the young adult novel series The 100 by Kass Morgan. The 100 follows descendants of post-apocalyptic survivors from a space habitat, the Ark, who return to Earth nearly a century after a devastating nuclear apocalypse; the first people sent to Earth are a group of juvenile delinquents who encounter another group of survivors on the ground. The juvenile delinquents include Clarke Griffin (Eliza Taylor), Finn Collins (Thomas McDonell), Bellamy Blake (Bob Morley), Octavia Blake (Marie Avgeropoulos), Jasper Jordan (Devon Bostick), Monty Green (Christopher Larkin), and John Murphy (Richard Harmon). Other lead characters include Clarke's mother Dr. Abby Griffin (Paige Turco), Marcus Kane (Henry Ian Cusick), and Chancellor Thelonious Jaha (Isaiah Washington), all of whom are council members on the Ark, and Raven Reyes (Lindsey Morgan), a mechanic aboard the Ark. == Plot == Ninety-seven years after a devastating nuclear apocalypse wipes out most human life on Earth, thousands of people now live in a space station orbiting Earth, which they call the Ark. Three generations have been born in space, but when life-support systems on the Ark begin to fail, one hundred juvenile detainees are sent to Earth in a last attempt to determine whether it is habitable, or at least save resources for the remaining residents of the Ark. They discover that some humans survived the apocalypse: the Grounders, who live in clans locked in a power struggle; the Reapers, another group of grounders who have been turned into cannibals by the Mountain Men; and the Mountain Men, who live in Mount Weather, descended from those who locked themselves away before the apocalypse. Under the leadership of Clarke and Bellamy, the juveniles attempt to survive the harsh surface conditions, battle hostile grounders and establish communication with the Ark. In the second season, the survivors face a new threat from the Mountain Men, who harvest their bone marrow to survive the radiation. Clarke and the others form a fragile alliance with the grounders to rescue their people. The season ends with Clarke making a devastating choice to save them all. In season three, power struggles erupt between the Arkadians and the grounders after a controversial new leader takes charge. Meanwhile, an AI named A.L.I.E., responsible for the original apocalypse, begins taking control of people’s minds. Clarke destroys A.L.I.E. but learns another disaster is imminent. In the fourth season, nuclear reactors are melting down, threatening to wipe out life again. Clarke and her friends search for ways to survive, including experimenting with radiation-resistant blood and finding an underground bunker. As time runs out, only a select few are able to take shelter. The fifth season picks up six years later, when Earth is left largely uninhabitable except for one green valley, where new enemies arrive. Clarke protects her adopted daughter Madi while former survivors return from space and underground, triggering another war. The battle ends with the valley destroyed and the group entering cryosleep to find a new home. In season six, the group awakens 125 years later on a new planet called Sanctum, ruled by powerful families known as the Primes. Clarke fights to stop body-snatching rituals and protect her people from new threats, including a rebel group and a dangerous AI influence. The season ends with major losses and the destruction of the Primes' rule. In the seventh and final season, the survivors face unrest on Sanctum and clash with a mysterious group called the Disciples, who believe Clarke is key to saving humanity. A wormhole network reveals multiple planets and a final "test" that determines the fate of the species. Most transcend into a higher consciousness, but Clarke and a few others choose to live out their lives on a reborn Earth. == Cast and characters == Eliza Taylor as Clarke Griffin Paige Turco as Abigail "Abby" Griffin (seasons 1–6; guest season 7) Thomas McDonell as Finn Collins (seasons 1–2) Eli Goree as Wells Jaha (season 1; guest season 2) Marie Avgeropoulos as Octavia Blake Bob Morley as Bellamy Blake Kelly Hu as Callie "Cece" Cartwig (season 1) Christopher Larkin as Monty Green (seasons 1–5; guest season 6) Devon Bostick as Jasper Jordan (seasons 1–4) Isaiah Washington as Thelonious Jaha (seasons 1–5) Henry Ian Cusick as Marcus Kane (seasons 1–6) Lindsey Morgan as Raven Reyes (seasons 2–7; recurring season 1) Ricky Whittle as Lincoln (seasons 2–3; recurring season 1) Richard Harmon as John Murphy (seasons 3–7; recurring seasons 1–2) Zach McGowan as Roan (season 4; recurring season 3; guest season 7) Tasya Teles as Echo / Ash (seasons 5–7; guest seasons 2–3; recurring season 4) Shannon Kook as Jordan Green (seasons 6–7; guest season 5) JR Bourne as Russell Lightbourne / Malachi / Sheidheda (season 7; recurring season 6) Chuku Modu as Gabriel Santiago (season 7; recurring season 6) Shelby Flannery as Hope Diyoza (season 7; guest season 6) =

Void Trilogy

The Void Trilogy is a space opera series by British author Peter F. Hamilton. The series is set in the same universe as The Commonwealth Saga, 1,200 years after the end of Judas Unchained. Peter F. Hamilton sold the American rights to the series to Random House. The series includes the following books: The Dreaming Void (2007) The Temporal Void (2008) The Evolutionary Void (2010) == Synopsis == === The Dreaming Void === What was formerly believed to be a supermassive black hole at the centre of the Milky Way is revealed to be an artificial construct, known as the Void. Inside, there is a strange universe where the laws of physics are very different from standard physics. It is slowly consuming the other stars of the galactic core—one day it will have devoured the entire galaxy. In AD 3320, a human member of the Commonwealth, Inigo, begins to have dreams of the wonderful existence inside the Void. His dreams inspire the disaffected, who desire to travel into the Void, where their every wish will be fulfilled. By AD 3456, the pseudo-religious Living Dream movement exceeds 5 billion members, organizing the followers into a powerful political force. Other star-faring species fear their migration will cause the Void to expand again thus devouring the galaxy. They are prepared to stop the pilgrimage fleet no matter what the cost. The Dreaming Void is broken into two distinct sections. The first follows Edeard, a young boy who lives inside the Void on a planet called Querencia, the subject of Inigo's dreams. Edeard, an orphan and apprentice, lives in Ashwell, a town in Rulan province. A gifted psychic, he is trained by Master Akeem in crafting and modding. Initially a loner, he comes to prominence in his village after designing an alternative pump mechanism for the local well. Unfortunately his luck changes for the worse after Ashwell is raided by bandits. Forced to flee, he joins the local caravan and travels to Makkathran, the capital of Querencia. In Makkathran, Edeard joins the constables and after a brutal couple of months in training, he graduates and is promoted to the commander of his Squad. He makes little progress battling the rigid and backward judicial system of Makkathran; his first real break is when his squad overcomes a trap set by the local gang, and Edeard walks on water chasing the leader of the gang. A testament to his growing psychic abilities, Edeard's stunt earns him the title of Waterwalker, and he becomes an instant star in Makkathran. The second section of The Dreaming Void is set back in the Commonwealth. Inigo, the first dreamer, and founder of Living Dream, has disappeared, leaving the 5 billion strong Living Dream movement in a state of flux. When Ethan, succeeding Inigo as the head of the movement, proclaims that the Living Dream will embark on a pilgrimage into the Void, the Commonwealth is thrown into a state of political chaos. Fearing that the human migration might cause the Void to expand (and in the process destroy whole systems or even the whole Galaxy) other spacefaring races such as the Raiel and Ocisen Empire are deeply concerned, with the latter threatening military action. This has left the Commonwealth government deeply divided, with the two largest factions in disagreement, the Accelerators faction/party supporting the pilgrimage and the Conservative faction opposing. As both parties are unable to solve the situation politically they have resolved to take matters into their own hands, with each party sending agents to further its interests. Aaron, a sleeper cell agent, is tasked with finding Inigo. He kidnaps and manipulates Corrie-Lyn, a former lover of Inigo and interrogates her for information. He also travels to Kuhmo (Inigo's homeworld) to get further information and robs Inigo's secure storage (a bank for memory). He eventually tracks Inigo to Hanko, a desolate and barren world. However, before Aaron can extract Inigo, Accelerator agents destroy Aaron's starship leaving him marooned on Hanko. Meanwhile, Accelerator agents make a deal with Ethan, agreeing to give the Living Dream movement Ultra Drives to power their ships. Accelerator plans are halted when the Delivery Man, a Conservative party agent, destroys valuable FTL Drive tech. Troblum, an Accelerator physicist, also defects, further slowing the Accelerators plans. === The Temporal Void === The Temporal Void picks up after The Dreaming Void. The Intersolar Commonwealth faces mounting turmoil as the deadline for Living Dream's Pilgrimage into the Void approaches. An Ocisen Empire fleet advances on a mission of genocide, while an internecine war erupts among post-human factions over humanity's future. Amidst the chaos, investigator Paula Myo struggles to counter the increasingly desperate actions of various agents and factions. Relentless in her pursuit, she contends with adversaries from her distant past and colleagues of uncertain loyalty, all while racing against time. At the center of the unfolding crisis is Edeard the Waterwalker, a figure from the distant past who lived deep within the Void. As the messiah of Living Dream, his life—broadcast through visions—captivates and inspires billions. His story fuels the Pilgrimage's momentum, a force seemingly impossible to stop. As Edeard approaches his ultimate victory, the true nature of the Void is finally revealed. === The Evolutionary Void === The Evolutionary Void picks up after The Temporal Void. Exposed as the Second Dreamer, Araminta has become the target of a galaxy-wide search by government agent Paula Myo and the psychopath known as the Cat, along with others equally determined to prevent, or facilitate, the pilgrimage of the Living Dream cult into the heart of the Void. An indestructible microuniverse, the Void may contain paradise, as the cultists believe, but it is also a deadly threat. For the miraculous reality that exists inside its boundaries demands energy, energy drawn from everything outside those boundaries: from planets, stars, galaxies, and everything that lives, for the Pilgrimage will trigger a super-massive expansion of the Void. Meanwhile, the parallel story of Edeard, the Waterwalker, as told through a series of dreams communicated to the gaiafield via Inigo, the First Dreamer, continues to unfold. But the inspirational tale of this idealistic young man takes a darker and more troubling turn as he finds himself faced with powerful new enemies, and temptations more powerful still, to reach fulfilment in the end. Named a Silfen Friend like her ancestress Mellanie, Araminta chooses to face her unwanted responsibilities, with no guarantee of success or survival. She takes on the role of Second Dreamer to lead the first wave of Living Dream, 24 million people, into the Void, leaving everyone confused and lost by her actions. However, in actuality, she is playing a double game. Using her original body to lead the Living Dream as a diversion, she borrows one of her fiancé's (Mr. Bovey) bodies to set out to destroy the Void. She is able to connect with a Skylord and travel the Silfen Paths. With time running out, a repentant Inigo decides to release Edeard's final dream whose message is scarcely less dangerous than the pilgrimage promises to be, where perfection is achieved, so that nothing else is left to strive for and the human race in the Void has started to devolve. He goes to the Spike to meet Ozzie and stays there to meet with Araminta, who is using one of her fiancé's bodies, and Oscar. Third Dreamer Gore Burnelli has a plan to reason with the Heart, the core of the Void. He secures the help of the Delivery Man and travels to the Anomine homeworld to retrieve the mechanism that allowed them to go post-physical. He is able to connect with Justine, his daughter, who is currently in the Void, by way of Dreams. The monomaniacal Ilanthe, leader of the breakaway Accelerator Faction, seeks dominion in the Void. It is not Fusion with the Void to attain post-physical status that she wants, but to have control over everything. Using Dark Fortress technology, she sets up a barrier around the Sol system which leaves ANA and the deterrence fleet trapped inside. It is this technology which she has equipped the ships travelling to the Void with, the ability to create a forcefield which the Warrior Raiel cannot penetrate. == Technology == The Commonwealth uses a number of advanced technologies. In the early days of the Commonwealth, humans used static and permanently opened wormholes to travel from planet to planet. However, after the events of the Starflyer War (detailed in the Commonwealth Saga), the CST corporation's monopoly on space travel was ended. With the advent of wormholes that could wrap around ships, the Commonwealth saw a shift from wormholes to spaceships. Another development in the Commonwealth is the gaiafield. Developed by Ozzie Issac in AD 3000, the gaiafield is based on Silfen technology; when Ozzie was named a friend of the Silfen during the Starflye

Refik Anadol

Refik Anadol (born November 7, 1985) is a Turkish American media artist and the co-founder of Refik Anadol Studio and Dataland. Recognized as a pioneer in the aesthetics of data visualization and AI arts, his work merges art, technology, science, and architecture. Through media embedded into existing architecture, live audio-visual performances, immersive rooms, exhibitions, AI data paintings and sculptures, and digital collections, Anadol explores collective memories, humanity's relationship to nature, the perception of space and time, and human-machine collaborations. His work has been exhibited in more than seventy cities on six continents. == Early life and education == Anadol was born and raised in Istanbul and grew up in a family of teachers. He taught himself basic programming on a Commodore 64 when he was eight. His connection to machines began with coding and video games. Anadol saw Blade Runner for the first time when he was eight; his mother said the way he perceived his surroundings shifted the day after he saw the film. He was fascinated with its futuristic depiction of downtown Los Angeles, and transfixed by as a scene during which a replicant discovers that her memories are an implanted component of her machine mind, In a 2024 interview with the Financial Times, he said: "Since that moment, one of my inspirations has been that question: 'What can a machine do with someone else's memories?" Anadol attended Istanbul Bilgi University, where he received a BA in photography and video in 2009 and an MFA in visual communication in 2011. In 2014 he earned an MFA in design media arts at UCLA. He was mentored by Casey Reas, Jennifer Steinkamp, and Christian Moeller. == Career and selected works == === 2008–2012: Data painting, Quadrature and Quadrangle, Istanbul Biennial === As an undergraduate, Anadol read a paper by Lev Manovich on augmented space. Manovich's assertion that collaborations between architects and artists could make the "invisible flow of data visible" triggered Anadol's imagination, and in 2008, he altered built space for the first time. Bringing a projector outside, he projected large-scale images onto a concrete to create the illusion of movement. Coining the term "data painting," the piece inspired Anadol to use light as material and data as pigment. In 2010 he created Quadrature with Alican Aktürk, a fellow graduate student, at the SantralIstanbul Art and Culture Center's main gallery building. A live audio-visual performance that examined the relationship between architecture and media, Quadrature used video projection techniques to manipulate footage of quadrilaterals. He followed Quadrature with Quadrangle at SANAA School of Design in Essen, Germany, using the entire 360 degrees of the building as a canvas. In 2011, he was invited to create a media installation at the Istanbul Biennial on the heavily trafficked İstiklal Avenue. He created a site-specific large-scale interpretation of sounds he recorded during different times of day, and used nine projectors to project reinterpreted images. The work was titled Augmented Structures v1.0. Anadol's first solo exhibition, Sceptical Interventions, was held at the Piveneli Gallery in Istanbul in early 2012. Later that year he moved to Los Angeles to attend UCLA's Design Media Arts program. The first place he went after his arrival was downtown Los Angeles. [6] === 2013–2016: Visions of America: Amériques, Infinity Room, Google AMI === In 2013, at Microsoft Research's annual Design Expo, Anadol presented his idea to use the external walls of Walt Disney Concert Hall as a canvas. His presentation brought him to the attention of Gehry Technologies, and with the support of Gehry and his team, Anadol was offered the use of the original 3D model of the concert hall. For his 2014 thesis project, with assistance from architects and UCLA researchers, he created a site-specific architectural video installation inside the concert hall that accompanied a Los Angeles Philharmonic performance of Edgard Varèse's Amérique. Titled Visions of America: Amériques, Anadol used algorithmic sound analysis to listen and respond to the music in real-time. He tracked conductor Esa-Pekka Salonen's heartbeat with a sensor and used a 3-D camera system to integrate Salonen's movements. He created Infinity Room at the Zorlu PSM for the 2015 Istanbul Biennial. Rather than creating an illusion only with mirrors, Anadol used pixel and 3D projection mapping to transform every surface of the room into an abstract infinite moving space. A temporary immersive environment, Infinity Room was also exhibited at events including South by Southwest in Austin, Texas, the New Zealand Festival in Wellington, New Zealand, and Jeffrey Deitch in Los Angeles. In 2016, Anadol was awarded the first Google Artists and Machine Intelligence Artist Residency; it was just after a team at Google opened up the algorithm for DeepDream, a computer vision program that prompted Anadol's realization that if a machine could learn, it could remember, dream, and hallucinate. === 2017–2018: Winds of Boston, Archive Dreaming, Melting Memories, WDCH Dreams === In 2017, he created the data painting Winds of Boston, a 6' x 13' foot video installation in the lobby of a Boston office building, using software he created to read, analyze and visualize wind speed, direction, and gust patterns along with time and temperature at 20-second intervals recorded over a one-year period at Logan International Airport. Later in the year, he used AI to generate infinite new outputs based on a massive dataset for Archive Dreaming, an immersive installation at Salt Research, a contemporary gallery and library in Istanbul. Inspired by his idea of consciousness and its context within AI, as well as Jorge Luis Borges' The Library of Babel, Anadol used AI and machine learning to look at and discover interactions and correlations between 1.7 million items culled from 40,000 publications covering Turkish contemporary and modern art, architecture, and economics from 1997 to 2010. Archive Dreaming, which could be controlled by users with a joystick, dreamed of unexpected correlations among documents when idle. In 2018, after his uncle was diagnosed with Alzheimer's, Anadol created Melting Memories. Working with scientists from the neuroscape laboratory at the University of California, San Francisco, he used academic data from the neuroscience archives and EEG scans of an anonymous Alzheimer's disease dataset to create AI-generated visuals related to memory, health, degeneration, and decay.Melting Memories was projected on the walls of Pilevneli Gallery; visitors to the exhibition could watch as millions of pixels reconstructed people's memories. Anadol won the Lumen Prize Gold Award for Melting Memories. Anadol was commissioned by the Los Angeles Philharmonic to create an installation to celebrate the orchestra's centennial anniversary in 2018. He worked with Google's Kenric MacDowell to create WDCH Dreams, using algorithmic visualizations of data to mimic the process of human dreaming. Projected across the exterior walls of Walt Disney Concert Hall using 42 large-scale projectors with 50K visual resolution, 8-channel sound, and 1.2M luminance, Anadol painted with data points culled from the orchestra's archives, including 587,763 images, 1,880 videos, 1,483 metadata files, and 17,773 audio files. Because Gehry gave him access to the 3D architectural files of Walt Disney Concert Hall, Anadol knew the exact contours of the building. WDCH Dreams debuted in September 2018. A 12-minute performance in three parts staged every 30 minutes over ten nights, "Centennial Memories,” the first piece, used 44.5 terabytes of historical data from the Phil's archives. It was followed by "Consciousness", which processed every note the orchestra has ever recorded, using billions of data points to generate connections; and "Dream," which merged "Centennial Memories" and "Consciousness" to create hallucinations that were described in the New York Times as "a sort of combinatorial Fantasia. === 2019–2021: Machine Hallucinations: NYC, Machine Hallucinations: Nature Dreams, Machine Memories: Space, Quantum Memories === In 2019, Refik Anadol presented Latent History at Fotografiska Stockholm. The site specific installation transformed photographic archives of Stockholm into a large scale, machine generated visual projection displayed in the museum’s main exhibition hall. Drawing on thousands of archival images spanning approximately 150 years, the work used artificial intelligence to reinterpret the city’s historical imagery as a continuously evolving visual narrative.. Anadol began thinking about the work that would become the Machine Hallucinations series while in residence at Google. In 2019, he completed the first work in the series, Machine Hallucinations: NYC, which used 300 million photos of New York City and 113 million additional data points, including subway sounds, ra

Schema-agnostic databases

Schema-agnostic databases or vocabulary-independent databases aim at supporting users to be abstracted from the representation of the data, supporting the automatic semantic matching between queries and databases. Schema-agnosticism is the property of a database of mapping a query issued with the user terminology and structure, automatically mapping it to the dataset vocabulary. The increase in the size and in the semantic heterogeneity of database schemas bring new requirements for users querying and searching structured data. At this scale it can become unfeasible for data consumers to be familiar with the representation of the data in order to query it. At the center of this discussion is the semantic gap between users and databases, which becomes more central as the scale and complexity of the data grows. == Description == The evolution of data environments towards the consumption of data from multiple data sources and the growth in the schema size, complexity, dynamicity and decentralisation (SCoDD) of schemas increases the complexity of contemporary data management. The SCoDD trend emerges as a central data management concern in Big Data scenarios, where users and applications have a demand for more complete data, produced by independent data sources, under different semantic assumptions and contexts of use, which is the typical scenario for Semantic Web Data applications. The evolution of databases in the direction of heterogeneous data environments strongly impacts the usability, semiotics and semantic assumptions behind existing data accessibility methods such as structured queries, keyword-based search and visual query systems. With schema-less databases containing potentially millions of dynamically changing attributes, it becomes unfeasible for some users to become aware of the 'schema' or vocabulary in order to query the database. At this scale, the effort in understanding the schema in order to build a structured query can become prohibitive. == Schema-agnostic queries == Schema-agnostic queries can be defined as query approaches over structured databases which allow users satisfying complex information needs without the understanding of the representation (schema) of the database. Similarly, Tran et al. defines it as "search approaches, which do not require users to know the schema underlying the data". Approaches such as keyword-based search over databases allow users to query databases without employing structured queries. However, as discussed by Tran et al.: "From these points, users however have to do further navigation and exploration to address complex information needs. Unlike keyword search used on the Web, which focuses on simple needs, the keyword search elaborated here is used to obtain more complex results. Instead of a single set of resources, the goal is to compute complex sets of resources and their relations." The development of approaches to support natural language interfaces (NLI) over databases have aimed towards the goal of schema-agnostic queries. Complementarily, some approaches based on keyword search have targeted keyword-based queries which express more complex information needs. Other approaches have explored the construction of structured queries over databases where schema constraints can be relaxed. All these approaches (natural language, keyword-based search and structured queries) have targeted different degrees of sophistication in addressing the problem of supporting a flexible semantic matching between queries and data, which vary from the completely absence of the semantic concern to more principled semantic models. While the demand for schema-agnosticism has been an implicit requirement across semantic search and natural language query systems over structured data, it is not sufficiently individuated as a concept and as a necessary requirement for contemporary database management systems. Recent works have started to define and model the semantic aspects involved on schema-agnostic queries. === Schema-agnostic structured queries === Consist of schema-agnostic queries following the syntax of a structured standard (for example SQL, SPARQL). The syntax and semantics of operators are maintained, while different terminologies are used. ==== Example 1 ==== SELECT ?y { BillClinton hasDaughter ?x . ?x marriedTo ?y . } which maps to the following SPARQL query in the dataset vocabulary: ==== Example 2 ==== which maps to the following SPARQL query in the dataset vocabulary: === Schema-agnostic keyword queries === Consist of schema-agnostic queries using keyword queries. In this case the syntax and semantics of operators are different from the structured query syntax. ==== Example ==== "Bill Clinton daughter married to" "Books by William Goldman with more than 300 pages" == Semantic complexity == As of 2016 the concept of schema-agnostic queries has been developed primarily in academia. Most of schema-agnostic query systems have been investigated in the context of Natural Language Interfaces over databases or over the Semantic Web. These works explore the application of semantic parsing techniques over large, heterogeneous and schema-less databases. More recently, the individuation of the concept of schema-agnostic query systems and databases have appeared more explicitly within the literature. Freitas et al. provide a probabilistic model on the semantic complexity of mapping schema-agnostic queries.

International Conference on Autonomous Agents and Multiagent Systems

The International Conference on Autonomous Agents and Multiagent Systems or AAMAS is the leading scientific conference for research in the areas of artificial intelligence, autonomous agents, and multiagent systems. It is annually organized by a non-profit organization called the International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS). == History == The International Conference on Autonomous Agents and Multiagent Systems (AAMAS) is a highly respected joint conference that provides a quality forum for discussing research in intelligent computational agents and their interactions. It is a merger of three major international conferences/workshops, namely the International Conference on Autonomous Agents (AGENTS), International Conference on Multi-Agent Systems (ICMAS), and International Workshop on Agent Theories, Architectures, and Languages (ATAL). ICMAS is itself a merger of three formative workshops, each with an attendance of fewer than 50 researchers. At a meeting during IJCAI-93 held in Chambery, France in August 1993, the leaders of the European Workshops on Modelling Autonomous Agents in a Multi-Agent World, the Asian MAAC Workshops, and the North American Distributed Artificial Intelligence Workshops (Victor Lesser, Michael N. Huhns, Les Gasser, Barbara Grosz, Nicholas Jennings, Michael Wooldridge, Gerhard Weiss, Mario Tokoro, and Toru Ishida) began the planning for a combined conference, which resulted in the first ICMAS in San Francisco, CA, USA in 1995, attended by more than 500 researchers. The AAMAS Conference is under the guidance and management of the International Foundation for Autonomous Agents and Multiagent Systems, which is incorporated as a 501(c)(3) non-profit organization in South Carolina, USA. == Current and previous conferences == 2024: Auckland, New Zealand (May 6-10) 2023: London, United Kingdom (May 29-June 1) 2022: Auckland, New Zealand (May 9–13) 2021: London, United Kingdom (May 3-May 7) 2020: Auckland, New Zealand (May 9–13) 2019: Montreal, Canada (May 13–17) 2018: Stockholm, Sweden (July 10–15) 2017: São Paulo, Brazil 2016: Singapore City, Singapore 2015: Istanbul, Turkey 2014: Paris, France 2013: Saint Paul, USA 2012: Valencia, Spain 2011: Taipei, Taiwan 2010: Toronto, Canada 2009: Budapest, Hungary 2008: Estoril, Portugal 2007: Honolulu, USA 2006: Hakodate, Japan 2005: Utrecht, The Netherlands 2004: New York, USA 2003: Melbourne, Australia 2002: Bologna, Italy == Activities == Besides the main program that consists of a main track, an industry and applications track, and a couple of special area tracks, AAMAS also hosts over 20 workshops (e.g., AOSE, COIN, DALT, ProMAS, to mention a few) and many tutorials. There is also a demonstration session and a doctoral symposium. Finally, each year AAMAS features a bunch of awards, most notably the IFAAMAS Influential Paper Award. It publishes proceedings which are available online.