Morphological typologyMorphological typology is a way of classifying the languages of the world (see linguistic typology) that groups languages according to their common morphological structures. The field organizes languages on the basis of how those languages form words by combining morphemes. Analytic languages contain very little inflection, instead relying on features like word order and auxiliary words to convey meaning. Synthetic languages, ones that are not analytic, are divided into two categories: agglutinative and fusional languages.
View modelA view model or viewpoints framework in systems engineering, software engineering, and enterprise engineering is a framework which defines a coherent set of views to be used in the construction of a system architecture, software architecture, or enterprise architecture. A view is a representation of the whole system from the perspective of a related set of concerns. Since the early 1990s there have been a number of efforts to prescribe approaches for describing and analyzing system architectures.
Rule of inferenceIn philosophy of logic and logic, a rule of inference, inference rule or transformation rule is a logical form consisting of a function which takes premises, analyzes their syntax, and returns a conclusion (or conclusions). For example, the rule of inference called modus ponens takes two premises, one in the form "If p then q" and another in the form "p", and returns the conclusion "q". The rule is valid with respect to the semantics of classical logic (as well as the semantics of many other non-classical logics), in the sense that if the premises are true (under an interpretation), then so is the conclusion.
Foundation modelsA foundation model (also called base model) is a large machine learning (ML) model trained on a vast quantity of data at scale (often by self-supervised learning or semi-supervised learning) such that it can be adapted to a wide range of downstream tasks. Foundation models have helped bring about a major transformation in how artificial intelligence (AI) systems are built, such as by powering prominent chatbots and other user-facing AI.
Grammatical caseA grammatical case is a category of nouns and noun modifiers (determiners, adjectives, participles, and numerals) which corresponds to one or more potential grammatical functions for a nominal group in a wording. In various languages, nominal groups consisting of a noun and its modifiers belong to one of a few such categories. For instance, in English, one says I see them and they see me: the nominative pronouns I/they represent the perceiver and the accusative pronouns me/them represent the phenomenon perceived.
Artificial intelligence artArtificial intelligence art is any visual artwork created through the use of artificial intelligence (AI) programs. Artists began to create AI art in the mid- to late-20th century, when the discipline was founded. In the early 21st century, the availability of AI art tools to the general public increased, providing opportunities for use outside of academia and professional artists. Throughout its history, artificial intelligence art has raised many philosophical concerns, including related to copyright, deception, and impact on more traditional artists.
Electrical substationA substation is a part of an electrical generation, transmission, and distribution system. Substations transform voltage from high to low, or the reverse, or perform any of several other important functions. Between the generating station and consumer, electric power may flow through several substations at different voltage levels. A substation may include transformers to change voltage levels between high transmission voltages and lower distribution voltages, or at the interconnection of two different transmission voltages.
Computational creativityComputational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity.