2,842 research outputs found

    Multidisciplinary perspectives on Artificial Intelligence and the law

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    This open access book presents an interdisciplinary, multi-authored, edited collection of chapters on Artificial Intelligence (‘AI’) and the Law. AI technology has come to play a central role in the modern data economy. Through a combination of increased computing power, the growing availability of data and the advancement of algorithms, AI has now become an umbrella term for some of the most transformational technological breakthroughs of this age. The importance of AI stems from both the opportunities that it offers and the challenges that it entails. While AI applications hold the promise of economic growth and efficiency gains, they also create significant risks and uncertainty. The potential and perils of AI have thus come to dominate modern discussions of technology and ethics – and although AI was initially allowed to largely develop without guidelines or rules, few would deny that the law is set to play a fundamental role in shaping the future of AI. As the debate over AI is far from over, the need for rigorous analysis has never been greater. This book thus brings together contributors from different fields and backgrounds to explore how the law might provide answers to some of the most pressing questions raised by AI. An outcome of the Católica Research Centre for the Future of Law and its interdisciplinary working group on Law and Artificial Intelligence, it includes contributions by leading scholars in the fields of technology, ethics and the law.info:eu-repo/semantics/publishedVersio

    Reading Greek and Hellenistic-Roman Spolia:Objects, Appropriation and Cultural Change

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    Plundering and taking home precious objects from a defeated enemy was a widespread activity in the Greek and Hellenistic-Roman world. In this volume literary critics, historians and archaeologists join forces in investigating this phenomenon in terms of appropriation and cultural change. In-depth interpretations of famous ancient spoliations, like that of the Greeks after Plataea or the Romans after the capture of Jerusalem, reveal a fascinating paradox: while the material record shows an eager incorporation of new objects, the texts display abhorrence of the negative effects they were thought to bring along. As this volume demonstrates, both reactions testify to the crucial innovative impact objects from abroad may have

    "It's not a career": Platform work among young people aged 16-19

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    In the online gig economy, or platform work as it is sometimes known, work can be organised through websites and smartphone apps. People can drive for Uber or Deliveroo, sell items on eBay or Etsy, or rent their properties on Airbnb. This research examines the views of young people between the ages of 16 and 19 in the United Kingdom to see whether they knew about the online gig economy, whether they were using it already to earn money, and whether they expected to use it for their careers. It discovers careers professionals’ levels of knowledge, and their ability (and desire) to include the gig economy in their professional practice. This research contributes to discussions about what constitutes decent work, and whether it can be found within the online gig economy. The results point to ways in which careers practice could include platform work as a means of extending young people’s knowledge about alternative forms of work. This study also makes a theoretical contribution to literature, bringing together elements of careership, cognitive schema theory, and motivational theory and psychology of working theory, in a novel combination, to explain how young people were thinking about platform work in the context of their careers

    LIPIcs, Volume 251, ITCS 2023, Complete Volume

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    LIPIcs, Volume 251, ITCS 2023, Complete Volum

    Synthesizing Photorealistic Virtual Humans Through Cross-modal Disentanglement

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    Over the last few decades, many aspects of human life have been enhanced with virtual domains, from the advent of digital assistants such as Amazon's Alexa and Apple's Siri to the latest metaverse efforts of the rebranded Meta. These trends underscore the importance of generating photorealistic visual depictions of humans. This has led to the rapid growth of so-called deepfake and talking-head generation methods in recent years. Despite their impressive results and popularity, they usually lack certain qualitative aspects such as texture quality, lips synchronization, or resolution, and practical aspects such as the ability to run in real-time. To allow for virtual human avatars to be used in practical scenarios, we propose an end-to-end framework for synthesizing high-quality virtual human faces capable of speaking with accurate lip motion with a special emphasis on performance. We introduce a novel network utilizing visemes as an intermediate audio representation and a novel data augmentation strategy employing a hierarchical image synthesis approach that allows disentanglement of the different modalities used to control the global head motion. Our method runs in real-time, and is able to deliver superior results compared to the current state-of-the-art

    Scalable Exploration of Complex Objects and Environments Beyond Plain Visual Replication​

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    Digital multimedia content and presentation means are rapidly increasing their sophistication and are now capable of describing detailed representations of the physical world. 3D exploration experiences allow people to appreciate, understand and interact with intrinsically virtual objects. Communicating information on objects requires the ability to explore them under different angles, as well as to mix highly photorealistic or illustrative presentations of the object themselves with additional data that provides additional insights on these objects, typically represented in the form of annotations. Effectively providing these capabilities requires the solution of important problems in visualization and user interaction. In this thesis, I studied these problems in the cultural heritage-computing-domain, focusing on the very common and important special case of mostly planar, but visually, geometrically, and semantically rich objects. These could be generally roughly flat objects with a standard frontal viewing direction (e.g., paintings, inscriptions, bas-reliefs), as well as visualizations of fully 3D objects from a particular point of views (e.g., canonical views of buildings or statues). Selecting a precise application domain and a specific presentation mode allowed me to concentrate on the well defined use-case of the exploration of annotated relightable stratigraphic models (in particular, for local and remote museum presentation). My main results and contributions to the state of the art have been a novel technique for interactively controlling visualization lenses while automatically maintaining good focus-and-context parameters, a novel approach for avoiding clutter in an annotated model and for guiding users towards interesting areas, and a method for structuring audio-visual object annotations into a graph and for using that graph to improve guidance and support storytelling and automated tours. We demonstrated the effectiveness and potential of our techniques by performing interactive exploration sessions on various screen sizes and types ranging from desktop devices to large-screen displays for a walk-up-and-use museum installation. KEYWORDS - Computer Graphics, Human-Computer Interaction, Interactive Lenses, Focus-and-Context, Annotated Models, Cultural Heritage Computing

    La traduzione specializzata all’opera per una piccola impresa in espansione: la mia esperienza di internazionalizzazione in cinese di Bioretics© S.r.l.

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    Global markets are currently immersed in two all-encompassing and unstoppable processes: internationalization and globalization. While the former pushes companies to look beyond the borders of their country of origin to forge relationships with foreign trading partners, the latter fosters the standardization in all countries, by reducing spatiotemporal distances and breaking down geographical, political, economic and socio-cultural barriers. In recent decades, another domain has appeared to propel these unifying drives: Artificial Intelligence, together with its high technologies aiming to implement human cognitive abilities in machinery. The “Language Toolkit – Le lingue straniere al servizio dell’internazionalizzazione dell’impresa” project, promoted by the Department of Interpreting and Translation (ForlĂŹ Campus) in collaboration with the Romagna Chamber of Commerce (ForlĂŹ-Cesena and Rimini), seeks to help Italian SMEs make their way into the global market. It is precisely within this project that this dissertation has been conceived. Indeed, its purpose is to present the translation and localization project from English into Chinese of a series of texts produced by Bioretics© S.r.l.: an investor deck, the company website and part of the installation and use manual of the Aliquis© framework software, its flagship product. This dissertation is structured as follows: Chapter 1 presents the project and the company in detail; Chapter 2 outlines the internationalization and globalization processes and the Artificial Intelligence market both in Italy and in China; Chapter 3 provides the theoretical foundations for every aspect related to Specialized Translation, including website localization; Chapter 4 describes the resources and tools used to perform the translations; Chapter 5 proposes an analysis of the source texts; Chapter 6 is a commentary on translation strategies and choices
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