Stephen Malvern Omohundro (born 1959) is an American computer scientist whose areas of research include Hamiltonian physics, dynamical systems, programming languages, machine learning, machine vision, and the social implications of artificial intelligence. His current work uses rational economics to develop safe and beneficial intelligent technologies for better collaborative modeling, understanding, innovation, and decision making. == Education == Omohundro has degrees in physics and mathematics from Stanford University (Phi Beta Kappa) and a Ph.D. in physics from the University of California, Berkeley. == Learning algorithms == Omohundro started the "Vision and Learning Group" at the University of Illinois, which produced 4 Masters and 2 Ph.D. theses. His work in learning algorithms included a number of efficient geometric algorithms, the manifold learning task and various algorithms for accomplishing this task, other related visual learning and modelling tasks, the best-first model merging approach to machine learning (including the learning of Hidden Markov Models and Stochastic Context-free Grammars), and the Family Discovery Learning Algorithm, which discovers the dimension and structure of a parameterized family of stochastic models. == Self-improving artificial intelligence and AI safety == Omohundro started Self-Aware Systems in Palo Alto, California to research the technology and social implications of self-improving artificial intelligence. He is an advisor to the Machine Intelligence Research Institute on artificial intelligence. He argues that rational systems exhibit problematic natural "drives" that will need to be countered in order to build intelligent systems safely. His papers, talks, and videos on AI safety have generated extensive interest. He has given many talks on self-improving artificial intelligence, cooperative technology, AI safety, and connections with biological intelligence. == Programming languages == At Thinking Machines Corporation, Cliff Lasser and Steve Omohundro developed Star Lisp, the first programming language for the Connection Machine. Omohundro joined the International Computer Science Institute (ICSI) in Berkeley, California, where he led the development of the open source programming language Sather. Sather is featured in O'Reilly's History of Programming Languages poster. == Physics and dynamical systems theory == Omohundro's book Geometric Perturbation Theory in Physics describes natural Hamiltonian symplectic structures for a wide range of physical models that arise from perturbation theory analyses. He showed that there exist smooth partial differential equations which stably perform universal computation by simulating arbitrary cellular automata. The asymptotic behavior of these PDEs is therefore logically undecidable. With John David Crawford he showed that the orbits of three-dimensional period doubling systems can form an infinite number of topologically distinct torus knots and described the structure of their stable and unstable manifolds. == Mathematica and Apple tablet contest == From 1986 to 1988, he was an Assistant Professor of Computer science at the University of Illinois at Urbana-Champaign and cofounded the Center for Complex Systems Research with Stephen Wolfram and Norman Packard. While at the University of Illinois, he worked with Stephen Wolfram and five others to create the symbolic mathematics program Mathematica. He and Wolfram led a team of students that won an Apple Computer contest to design "The Computer of the Year 2000." Their design entry "Tablet" was a touchscreen tablet with GPS and other features that finally appeared when the Apple iPad was introduced 22 years later. == Other contributions == Subutai Ahmad and Steve Omohundro developed biologically realistic neural models of selective attention. As a research scientist at the NEC Research Institute, Omohundro worked on machine learning and computer vision, and was a co-inventor of U.S. Patent 5,696,964, "Multimedia Database Retrieval System Which Maintains a Posterior Probability Distribution that Each Item in the Database is a Target of a Search." === Pirate puzzle === Omohundro developed an extension to the game theoretic pirate puzzle featured in Scientific American. == Outreach == Omohundro has sat on the Machine Intelligence Research Institute board of advisors. He has written extensively on artificial intelligence, and has warned that "an autonomous weapons arms race is already taking place" because "military and economic pressures are driving the rapid development of autonomous systems".
BBC Own It
The BBC Own It app was a British information site designed to protect and support children using the Internet. The app was launched in 2017 and retired in 2022, though the website retired in 2024 and has since moved to BBC Teach. As part of the BBC's partnership with Internet Matters, the not-for-profit contributed to content on the BBC Own It website. == History == In 2016, The Royal Foundation of The Duke and Duchess of Cambridge established The Royal Foundation Taskforce on the Prevention of Cyberbullying. Work began in 2017 by the BBC to create an app about cyberbullying and online safety (later titled Own It) in response to a call for action from the Taskforce. In December 2017, the BBC launched Own It. In November 2018, work on the BBC Own It App was announced by Prince William. In September 2019, the BBC Own It App was launched into the AppStore and Google Play. In 2022, the BBC discontinued the app, although the website was still active, however in 2024, the website was discontinued, and now any links to the website now redirect to a BBC Teach page. == Awards == UXUK award for Best Education or Learning Experience (2019) Banff World Media Festival Rockies Award for Children & Youth Interactive Content (2020) CogX Award for Best Innovation In Natural Language Processing (2020)
Digital scrapbooking
Digital scrapbooking is the term for the creation of a new 2D artwork by re-combining various graphic elements. It is a form of scrapbooking that is done using a personal computer, digital or scanned photos and computer graphics software. It is a relatively new form of the traditional print scrapbooking. Recent advances in technology now enable the craft to be pursued on tablets and smart devices utilising imaging apps as well as hobby specific apps, some of which have been created specifically by brands for use with their own image products. Digital scrapbooking kits are available to purchase and download at many websites that specialize in the craft. Kits contain graphics and word-art and are usually themed and color-coordinated. They usually consist of a mix of background images and "cut out" [extracted] images containing alpha channels. Once a kit has been downloaded to the computer or device, it can then be used over and over again to make new scrapbook pages (scrapbook layouts) within the software program that one chooses to use, often in combination with the users's own family photographs, scanned keepsakes and other unique personal elements scanned on a flatbed scanner. Scanning is usually done at 300dpi, to make the resulting images suitable for print. == Licensing and Copyright == Kits are sometimes licensed differently from other forms of traditional royalty-free stock images that may be purchased per-item or in sets at online stock photography sites. Some kit packs will be wholly royalty-free, but some kit makers may restrict usage to non-commercial work only. Some may specifically forbid the use of their work in projects for commercial gain, for example greetings cards and gift tags that may be made with their kits. Licensing often varies from kit to kit, even from the same maker. Some kits include derivative works of public domain material. In contrast to stock, creators of digital scrapbooking kits often require a credit or byline to indicate that their image elements have been used in a new creation. == Uses == Some artistic individuals combine digital scrapbooking with traditional scrapbooking to create what's known as hybrid scrapbooking projects. Hybrid scrapbooking involves creating layouts on the computer using digital supplies that will then be printed and combined with traditional supplies such as buttons, ribbons and other elements. Conversely, a hybrid scrapbook project may also be created using traditional paper supplies and augmented with digital elements that have been printed and cut out specifically for use on the project. Journaling may be done within the software programs to accompany images and to create digital storybooks, or scrapbooks, which are then published in photo books via various popular print-on-demand services, printed and added to traditional scrapbooks, burned to CDs or posted on the Web. Digital Scrapbooking may also be done online by uploading photos to a specialist scrapbooking website and utilising their custom built platforms and decorative image elements to complete the projects for print to finished products, for example photo books and holiday greeting cards. == Market Size == The traditional scrapbooking market appeared to decline somewhat in the USA since 2010, probably due to the 2008 financial crisis, and the digital scrapbooking market (being potentially a much cheaper form of scrapbooking) may have increased accordingly. Both markets currently appear to have recovered lost ground and expanded since the beginning of the COVID-19 pandemic as many people sought to productively fill their time during lockdowns, quarantines and self-isolation / stay at home directions. == Digital scrapbooking software == The main software programs that are typically used are Adobe Photoshop, Adobe Photoshop Elements, paint.net (freeware), Filter Forge, Corel Paintshop Pro, and GIMP. Additionally Adobe offer the Photoshop iOS product using the same code base as the desktop version to drive the app version. == Digital scrapbooking supplies == Digital scrapbooking supplies are downloaded from the Internet and then stored on a computer or external hardrive, DVD or CD media, SD cards, or in the cloud, to be used as needed. Both paid and free digital scrapbooking supplies available from numerous designers on their blogs or in e-commerce stores either as solo designers or as part of a wide cohort of designers working cooperatively in large full service e-commerce websites. Usually designed at 300ppi image resolution, digital scrapbooking product offerings and supplies often include: Full coordinated kits containing digital background “papers”, decorative alphabets, and diverse embellishments generally containing a mixture of .JPG and .PNG files; "Quick pages", flattened files containing a completed page layout with transparent photo windows in .PNG file format; Digital templates, fully layered layouts i.e. pages that have had the composition pre-designed ready for use in an imaging program or app, fully customizable for color schemes, kit choices, photographs and other embellishments, generally supplied in either .PSD or .TIF file format; Hybrid “quick pages”, i.e. layouts that are both fully designed and fully layered for customization, generally supplied in either .PSD or .TIF file format; Adobe Photoshop actions, brushes, custom shapes, paths and styles, saved in their respective native Photoshop file formats; and Corel PaintShop Pro equivalent tools.
Influencer speak
Influencer speak is a speech pattern commonly associated with English-speaking digital content creators, particularly on platforms such as TikTok. This style is characterized by linguistic features such as uptalk, where intonation rises at the end of declarative sentences, and vocal fry, a low, creaky vibration in speech. These features are often used to engage audiences. == Characteristics == Influencer speak is commonly associated with: Uptalk – a rising intonation at the end of statements Vocal fry – a creaky sound often occurring at the end of sentences Use of filler words and slang – contributes to a conversational tone that resonates with audiences == Origins == The origins of "influencer speak" are linked to the "Valley Girl" accent, which became prominent in the 1980s. This earlier style included features such as uptalk and vocal fry, which have been adapted for digital platforms. Linguists have noted that these patterns are often led by young women, who are recognized as linguistic innovators in sociolinguistic research. == Sociolinguistic significance == "Influencer speak" is used to maintain audience engagement. Features such as uptalk help speakers retain the "conversational floor," ensuring continuous attention from listeners. A study conducted by UCLA researchers has shown that creators adjust their speech styles based on the platform and audience. For example, a comedic tone may be emphasized on TikTok, while a more professional tone may be used on platforms such as LinkedIn or YouTube.
The Morning After (web series)
The Morning After is a Hulu original web series that premiered on January 17, 2011, and ended April 24, 2014. It was produced by Hulu and Jace Hall's HDFilms, streaming Monday through Friday. The show originally featured Brian Kimmet and Ginger Gonzaga as hosts. Later shows used a rotation of hosts including Alison Haislip, Dave Holmes, Damien Fahey, Bradley Hasemeyer, Haley Mancini, Paul Nyhart, and Rachel Perry. The series advertises itself as "a smart, daily shot of pop culture to help Hulu users stay up to date" and typically highlights notable moments from television shows and current news in an entertaining fashion. In keeping with its focus on pop culture, The Morning After will sometimes stream an episode featuring past pop culture titled "From the Archives," such as its April Fools' Day episode. == History == While not the first original series to appear exclusively on Hulu, The Morning After is the company's first self-branded production. It was preceded by If I Can Dream, a reality series co-produced with 19 Entertainment and created by Simon Fuller. Hulu originated the idea in house, based on user feedback and observations from discussion boards hosted by the website. The concept was modeled after The Big Show with Olbermann and Patrick. The company sought out a production partner and ultimately chose Jace Hall and his team at HDFilms to executive produce. Initial stream of the series was held on January 17, 2011, and featured coverage of Piers Morgan, the Golden Globes, and The Bachelor. Senior VP of Content and Distribution Andy Forssell made the announcement for the show the same day. The show aired its last episode April 24, 2014. == Format == A typical episode usually begins with a cold open shared by the varying hosts listing the highlights to be covered. The topics focus on TV and Pop Culture Highlights from the previous night, with the intention of helping Hulu users digest hours of content in a matter of moments. The show has the hosts trade humorous remarks regarding the news and each other, taking turns reviewing the night's TV and injecting their own personality. The Morning After was named as an honoree by the Webbys on April 10, 2012, in the variety section of its online video category.
Automated dispensing cabinet
An automated dispensing cabinet (ADC), also called a unit-based cabinet (UBC), automated dispensing device (ADD), or automated dispensing machine (ADM)[1], is a computerized medicine cabinet for hospitals and healthcare settings. ADCs allow medications to be stored and dispensed near the point of care while controlling and tracking drug distribution. == Overview == Hospital pharmacies have provided medications for patients by filling patient-specific cassettes of unit-dose medications that were then delivered to the nursing unit and stored in medication cabinets or carts. ADCs, originally designed for hospital use, were introduced in hospitals in the 1980s and have facilitated the transition to alternative delivery models and more decentralized medication distribution systems.[2] Implementing automated dispensing cabinets as part of a decentralized or hybrid medication distribution system can improve patient safety and the accountability of the inventory, streamline certain billing processes. However, in the 2000s, the technology began to be deployed into other care settings where medication doses were stored onsite, and higher security methods were needed to control inventory, access, and dispensing of each patient dose. Settings that now deploy ADCs include long-term care facilities, hospice, critical access hospitals, surgery centers, group homes, residential care facilities, rehab and psych environments, animal health, dental clinics, and nursing education simulation. These diverse care settings share a common need to safely store, account for, and dispense individual doses of medications, especially narcotics and high-value medications, at the point of care.[3] ADCs track user access and dispensed medications, and their use can improve control over medication inventory. The real-time inventory reports generated by many cabinets can simplify the filling process and help the pharmacy track expired drugs. Furthermore, by restricting individual drugs – such as high-risk medications and controlled substances – to unique drawers within the cabinet, overall inventory management, patient safety, and medication security can be improved. Automated dispensing cabinets allow the pharmacy department to profile physician orders before they are dispensed.[4] ADCs can also enable providers to record medication charges upon dispensing, reducing the billing paperwork the pharmacy is responsible for. In addition, nurses can note returned medications using the cabinets' computers, enabling direct credits to patients' accounts. Since automated cabinets can be located on the nursing unit floor, nursing have speedier access to a patient's medications. Also, shorter waiting time ensures improved patient comfort and care.[5] == Role of automated dispensing in healthcare == Automated dispensing is a pharmacy practice in which a device dispenses medications and fills prescriptions. ADCs, which can handle many different medications, are available from a number of manufacturers such as BD, ARxIUM, and Omnicell. Though members of the pharmacy community have been utilizing automation technology since the 1980s, companies are constantly improving ADCs to meet changing needs and health standards in the industry. Several goals can be met by implementing an automated product in a healthcare facility. Patient safety can be ensured with the use of ADC technology such as barcoding. Anesthesia ADCs in operating rooms and perioperative areas may include label printing to prevent mix-ups such as errors between morphine and hydromorphone, two different opioid analgesics that frequently get confused. These systems also communicate with the pharmacy and its information management system to track medications removed and support inventory replenishment. == Key features == ADCs are like automated teller machines whose specific technologies such as barcode scanning and clinical decision support can improve medication safety. Some have metal locking drawers for added security and some have automated single-dose dispensing to prevent the need for a blind count each time a controlled substance is accessed. Over the years, ADCs have been adapted to facilitate compliance with emerging regulatory requirements such as pharmacy review of medication orders and safe practice recommendations. ADCs incorporate advanced software and electronic interfaces to synthesize high-risk steps in the medication use process. These unit-based medication repositories provide computer-controlled storage, dispensation, tracking, and documentation of medication distribution in the resident care unit. Since automated dispensing cabinets are not located in the pharmacy, they are considered "decentralized" medication distribution systems. Instead, they can be found at the point of care on the resident care unit. Tracking of the stocking and distribution process can occur by interfacing the unit with a central pharmacy computer. These cabinets can also be interfaced with other external databases such as resident profiles, the facility's admission/discharge/transfer system, and billing systems. Most ADC providers offer scalable systems since several important factors vary widely by facility such as budget, physical room size, patient population/demographics, type of healthcare facility, etc.
Digital goods
Digital goods or e-goods are intangible goods that exist in digital form. Examples are Wikipedia articles; digital media, such as e-books, downloadable music, internet radio, internet television and streaming media; fonts, logos, photos and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; electronically treated documentation in many different fields; downloadable software (Digital Distribution) and mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; community access; workbooks; worksheets; planners; e-learning (online courses); webinars, video tutorials, blog posts; cards; patterns; website themes and templates. == Legal concerns about digital goods == Special legal concerns regarding digital goods include copyright infringement and taxation. Also the question of the ownership (versus licensed use or service only) of purely digital goods is not finally resolved. For instance, the software installers of the digital software distributor gog.com are technically independent to the account but are still subject to the EULA, where a "licensed, not sold" formulation is used. Therefore, it is not clear if the software can be legally used after a hypothetical loss of the account; a question which was also raised before in practice for the similar service Steam. In July 2012, the European Court of Justice ruled in the case UsedSoft GMbH v. Oracle International Corp. that the sale of a software product, either through a physical support or download, constituted a transfer of ownership in EU law, thus the first sale doctrine applies; the ruling thereby breaks the "licensed, not sold" legal theory, but leaves open numerous questions. Therefore, it is also permissible to resell software licenses even if the digital good has been downloaded directly from the Internet, as the first-sale doctrine applied whenever software was originally sold to a customer for an unlimited amount of time, thus prohibiting any software maker from preventing the resale of their software by any of their legitimate owners. The court requires that the previous owner must no longer be able to use the licensed software after the resale, but finds that the practical difficulties in enforcing this clause should not be an obstacle to authorizing resale, as they are also present for software which can be installed from physical supports, where the first-sale doctrine is in force. In several cases, content providers have faced criticism for revoking access to digital goods due to expired licenses or the discontinuation of a product, such as ebooks (which resulted in a lawsuit against Amazon.com, Inc.), digital video (with Sony Interactive Entertainment revoking access to purchased StudioCanal content from its now-defunct PlayStation video store; a similar move involving Warner Bros. Discovery content was averted by an updated license agreement), and video games (such as Ubisoft discontinuing and revoking access to its game The Crew without providing refunds or the ability to redownload the game) In September 2024, the U.S. state of California implemented a consumer protection law that prohibits the use of terms such as "buy" or "purchase" during transactions involving digital goods if there is no way to obtain the purchases in a manner that cannot be revoked by the seller (such as allowing it to be downloaded for permanent, offline access), and requires a disclaimer to be displayed to the customer at the time of purchase.