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Friday, January 26, 2024

Augmented learning

From Wikipedia, the free encyclopedia

Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio (music or speech). This additional information is commonly shown in a pop-up window for computer-based environments.

Most implementations of augmented learning are forms of e-learning. In desktop computing environments, the learner receives supplemental, contextual information through an on-screen, pop-up window, toolbar or sidebar. As the user navigates a website, e-mail or document, the learner associates the supplemental information with the key text selected by a mouse, touch or other input device. In mobile environments, augmented learning has also been deployed on tablets and smartphones.

Augmented learning is often used by corporate learning and development providers to teach innovative thinking and leadership skills by emphasizing “learning-by-doing”. Participants are required to apply the skills gained from e-learning platforms to real life examples. Data is used to create a personalized learning program for each participant, providing supplemental information and remediation.

Augmented learning is closely related to augmented intelligence (intelligence amplification) and augmented reality. Augmented intelligence applies information processing capabilities to extend the processing capabilities of the human mind through distributed cognition. Augmented intelligence provides extra support for autonomous intelligence and has a long history of success. Mechanical and electronic devices that function as augmented intelligence range from the abacus, calculator, personal computers and smart phones. Software with augmented intelligence provide supplemental information that is related to the context of the user. When an individual's name appears on the screen, a pop-up window could display a person's organizational affiliation, contact information and most recent interactions.

In mobile reality systems, the annotation may appear on the learner's individual "heads-up display" or through headphones for audio instruction. For example, apps for Google Glasses can provide video tutorials and interactive click-throughs.

Foreign language educators are also beginning to incorporate augmented learning techniques to traditional paper-and-pen-based exercises. For example, augmented information is presented near the primary subject matter, allowing the learner to learn how to write glyphs while understanding the meaning of the underlying characters. See Understanding language, below.

Just-in-time understanding and learning

Augmentation tools can help learners understand issues, acquire relevant information and solve complex issues by presenting supplementary information at the time of need or "on demand." This contrasts with traditional methods of associative learning, including rote learning, classical conditioning and observational learning, where the learning is performed in advance of the learner's need to recall or apply what has been learned.

Snyder and Wilson assert that just-in-time learning is not sufficient. Long-term learning demands continuous training should be individualized and built upon individual competencies and strengths.

Understanding language

Augmented learning tools have been useful for learners to gain an enhanced understanding of words or to understand a foreign language. The interactive, dynamic nature of these on-demand language assistants can provide definitions, sample sentences and even audible pronunciations. When sentences or blocks of text are selected, the words are read aloud while the user follows along with the native text or phonetics. Speech rate control can tailor the text-to-speech (TTS) to keep pace with the learner's comprehension.

The use of augmented learning has already been implemented in schools across the world. New technology is constantly being developed to hone the skills of students both in and out of the classroom. People other than students can also use these resources to learn or develop their own language skills on their own time and in the language they choose to learn. Websites such as Rosetta Stone have been around for a number of years and allow for people of all ages from all around the world to learn a new language. Many of these applications and websites are pay to use. One application that allows for free learning is Duolingo that allows for both free learning and paid learning. Augmented learning allows for real time answers to student's quizzes and tests that provide feedback quicker than in class discussion. This type of feedback also allows for students to move through the class at their own pace. If an answer is correct the student may move on to new and more challenging questions. While if the answer is incorrect the student may be prompted to study more and are given more practice questions based on the incorrect answer. In an in-person classroom students have to move at the pace of the rest of the class which may cause students to not gain a full understanding of the content and leave many struggling to keep up. The use of it also has shown more correct answers up to 95% of the time for their reading. Most forms of augmented learning can be found on the internet through websites apps on your mobile device. This allows for students and regular people that are interested in learning a new language the ease of access not found in a standard textbook. This also allows for learning where every you may go without the restriction a classroom would hold. These applications also allow for more direct one on one instruction that would not be found in a classroom of twenty plus students. Students are able to submit an answer and get an immediate score back for their work. The downside of augmented learning for language learning is that it may end up putting language teachers out of the job. As these programs develop, they may prove to be far more effective at teaching students than a physical teacher ever could be. This would put thousands of language teachers across the globe out of the job and force them in fields they may not enjoy as much. Other problems associated with augmented language learning is the extensive use of technology with no face-to-face learning. Students may suffer from fatigue from sitting at a computer for hours a day which would affect their learning and development in the class. Social isolation from online language learning may also occur. It would affect students' mental health not having regular face to face interaction with other students. While this may kind of learning may help some students it could have severely harmful effects on others. Tech problems are also an everyday problem we all struggle with. Issues with the website or application may cause students to miss assignments or an online class and harm their grade because of an issue they have no control over. Issues like this presented themselves fully when the COVID-19 pandemic began and showed that many students would have technology issues leaving them stranded in their learning. The use of augmented learning poses many pros and cons that may entice schools to adapt and use the programs provided to a greater extent. As these programs grow and develop, more and more students will become more efficient in the classroom and any real-world situations where they can use the information gained from augmented learning to their advantage.

Understanding Science

Augmented reality has come a long way in the science field, but it is still in its infancy. They have started using webcams, making them read a certain marker label, then an object where the label would be comes up on the screen. Developers are continuing to gather information on how AR (augmented reality) could take its part in the learning environment. Over the past few years there have been technologies added to the classroom such as computers, laptops, projectors, white boards and much more. It is allowing students to be more engaged in what is happening.

Students are also now able to take notes without having to listening to what the teacher is saying, but instead writing what they typed on the projector. The notes can be more thorough and to the point, rather than an entire explanation. With the help of AR we can also see pictures on the board showing students the space in between certain objects such as planets or atoms.

In modern times, augmented learning can help students understand complex topics with more success than the traditional model. One such example of a complex scientific topic benefiting from a virtual environment is continuous distillation. This topic is usually challenging for students to grasp as a diagram can only show states rather than a continuous change. Practical experiments are also less effective as the distillation process cannot be seen through the vessel it occurs in.

A study on augmented learning with the topic of continuous distillation states, "Overall, the authors garnered that the use of virtual tools helps enhance and enrich the students’ learning by increasing their understanding of key concepts and promotes interest in the subject matter." This conclusion was made because the test scores of students with the augmented learning method performed significantly better than the students who did not experience the augmented learning method. This is caused by the augmented learning application's ability to look inside the vessel the process takes place in throughout each step of the process. When given a complex topic that is hard to visualize, augmented learning can provide a view to a student that aids in their learning. It was also found to be beneficial when the students could engage with this medium in their own time rather than it being accessible only within the classroom, as the application was always available to the students through their phone. As the level of basic technology rises, it becomes more feasible for teachers to shift their focus away from creating the learning environment and instead supplementing the learning tools.

Outside of the classroom, augmented learning is important for informal STEM (Science, Technology, Engineering and Math) education. This form of education can be seen within museums, science centers, and anywhere outside the classroom. With widespread use of smart devices, augmented reality is feasible to incorporate into every person's education. Pokémon GO, the 2016 hit mobile game, actively pushed their augmented reality features. This was the first example of widespread use of augmented reality that opened over 750 million people to the idea of the virtual world interacting with our own. The STEM field began to take notice and implemented this innovative technology into museum exhibits and other informal learning environments.

An investigation of seventeen published papers about augmented learning in informal settings found that sixteen of these papers were based on scientific fields. This is understandable when the common informal learning environment is museums that are commonly focused around STEM. Augmented learning exhibits found that they could engage a younger demographic easier than the practically demonstrated exhibits. Augmented learning for scientific purposes outside the classroom is widespread and accessible in the modern day.

Furthermore, augmented learning research is mostly centered around how it affects the scientific field. Papers published between 2013 and 2018, the most common topics examined were mobile and e-learning environments. The most common subject discussed within these papers is science education. This makes sense as the field of science is directly correlated with augmented learning methods, such as easy access to technology and virtual environments.

Scientific education is an especially easy to implement field for augmented learning. Many scientific topics are challenging to visualize with still images or in person demonstrations, but with modern tools the experience is improved. The study on continuous distillation proves the efficacy of a virtual environment that can provide additional context, even over a practical demonstration. The adoption of higher technology from the public, especially when the students are the main users of this technology outside the classroom, leads to the methods using it to be more impactful to their learning experience.  

Making learning fun

One researcher has suggested that handheld devices like cell phones and portable game machines (Game Boy, PlayStation Portable) can make an impact on learning. These mobile devices excel in their portability, context sensitivity, connectivity and ubiquity. By incorporating social dynamics in a real-world context, learning games can create compelling environments for learners.

At the Allard Pierson Museum in Amsterdam, visitors view information on-demand at the "A Future for the Past" exhibit. In a virtual reconstruction of Satricum and the Forum Romanum, users can call up information that is overlaid on room-sized photos and other images. The museum uses both stationary displays and mobile computers to allow users to view translucent images and information keyed to their specific interest.

The issue with today's generation is that it is difficult to hold their attention for any longer than a few minutes. This can come from several different reasons. The students could have ADHD, a short attention span, difficulty focusing, they could just not be interested in the information they are learning, or not be interested in school in general. Even so, its the job of the teachers to keep their attention and make them interested. There are many different ways to go about this, but a good way to accomplish this is by making learning fun. Today's generation is one of technology, so a good way to make learning fun is by using technology. Since kid are more adept with technology, it gives a chance for school and teachers to become more adept with them too in order to reach their students and make them want to learn. For example, if schools and teachers wanted to teach their students about construction and building creativity, then the teachers can have their class play a game called Minecraft, which is an open world creativity based game, or a game called Homemaker, its basically similar to the house building feature of the Sims games. Or, if they want the students to learn about math and other subjects they could have them play CoolMathGames At the current moment, just about every grade and the majority of schools, from pre-school to college, use technology to help students learn and make learning fun.

Games

Throughout the years schools have found several different games that are more learning focused. For example, on mobile devices there is stack the state and stack the countries that help you learn about the states/countries as well as learn about geography. Also, there is a game call alchemy that is more science based with a little bit of fun to it. There are also several other games that help you learn about a variety of subjects, and one of those games that is mainly used in elementary schools is a website called CoolMathGames. As the name suggests, the main subject of learning is math, but it also teaches other subjects too. It has thousands of games that works on many different areas of learning. Its goal, as well as its sister websites Coolmath and coolmath4kids, is to match learning with fun and games. Although the website is getting close to 30 years old, they are still helping students to this day.

English Learning

Learning English can be difficult no matter what age you are, but learning a language can be difficult for the younger age group due to retention and learning capabilities. But, with the use of technology it can help be made easy. Nowadays, one can listen to the pronunciation, look up spelling, and all sorts of things to help better a students education.

In more recent years, learning English has been made much easier through the use of Artificial Intelligence and Virtual Reality technology. These technologies have allowed users to access language learning in methods not available previously, eliminating the need for a human tutor, and specialized institutional education. For a majority of these technologies being developed, English has been the focus, as it is a major lingua franca. However, these projects are being expanded to include major languages, minor languages, and even fictional languages such as 'Klingon' from the series Star Trek in the popular app Duolingo.

A company known as 'Speaksy Labs' introduced their app 'Speak' which allows the user to be connected with a personal, AI tutor. With more popularized apps such as Duolingo, the user was only able to practice writing, reading, and basic speech. Starting with Speak, user's are able to have full on conversation, eliminating the need to find a personal human tutor. Studies done on English learning apps suggests that the design of these Artificial Intelligence apps are boosting user's English skills, making them a valuable resource for those trying to learn the language. The Artificial Intelligence can be trained to give the user specific feedback, including pronunciation, accent, and tone.

Virtual Reality is another effective tool for English learning through its virtual environments, and high level of interaction. Studies have shown that activities that require movement help the users understand language more, especially with younger audiences. Since these virtual environments are boundless, they have access to many resources that can be provided in teaching language lessons. For example, you could hold an apple in a Virtual Reality setting and the word 'apple' can be said so that the user correlates the word with the object. Research conclusions suggest that most children obtain higher scores and satisfaction than those who don't use Virtual Reality technology for their learning.  Virtual environments allow the students to see places they may not have visiting before, eliminating the need for travel costs.

A case study into the 'Elsa Speak' app showed similar results as to what was previously shared. In higher learning, the study found that students gained a boost in their English comprehension, allowing them to speak, write, and read the language more efficiently . Now, the Elsa Speak app and various counterparts are breaking into different languages, appealing to groups across the world.

Application of technology in college

With the expansion of the uses of technology students are able to learn in all sorts of matters. For the most part, college students nowadays have classes, assignments, homework, and projects online via different websites and turn them in via those websites. And now, teachers have found a practical use for some new technology within the classrooms. For example, schools nowadays have pieces of technology to help classes. Some school in medical schools a giant tablet the size of a table and use it to show bones, blood vessels, veins, and other parts of the body. In other colleges with similar programs they have games that they use in specific class subjects. They use these games to learn how to examine or in practical use they could learn how to work in their field of study with the help technology.

High School and College education departments have started relying on forms of play to better understand class material. Quiz games, questionnaires, and team strategy games have been implemented to better help students understand class material. These technologies are also used to determine attendance which can be part of a students grade, by using the questionnaires to determine who was in class on a particular day. Even in higher education, research has found that learning through play keeps students involved in the material. In larger lecture halls, questionnaires are more prevalent, while team focused games are used in smaller class settings. In addition, specialized software allow students to present ideas in more effective ways. Some users are able to make their own websites, interactive portfolios, or just make simple PowerPoints. These various methods of learning engage the students in the class, while effectively preparing them better through exposure to the material in different ways.

Is augmentation really "learning"?

Critics may see learning augmentation as a crutch that precludes memorization; similar arguments have been made about using calculators in the past. Just as rote learning is also not a substitute for understanding, augmented learning is simply another faculty for helping learners recall, present and process information.

Current research suggests that even unconscious visual learning can be effective. Visual stimuli, rendered in flashes of information, showed signs of learning even when the human adult subjects were unaware of the stimulus or reward contingencies.

One way to look at augmentation is whether the process leads to improvement in terms of signal to noise ratio for the individual learner. Diverse predispositions among varied learners means there can be great disparity in signal processing by different learners for any one particular instruction method.

Although people have their doubts about the effectiveness of augmented and virtual reality in classrooms, they are very useful tools for teachers and educators around the world. It is proven by studies that AR can improve student understanding of complex or invisible structures. AR and VR are capable of introducing children to new concepts in fun and encouraging ways that they cannot get from a chalk board or classroom. Not only do these realities help children learn, but they also help researchers identify what specific traits aid or hinder a child's learning capabilities.  

These mediums for education include the ability to perform experiments virtually rather than in-person due to them proposing risk or health concerns. One study conducted was focused on the understanding of electromagnetism; In comparison to a non-AR environment, AR proved to increase the students’ ability to visualize structural phenomena, reduced cognitive load, and improved motivation and self-confidence. However, this seems to only be the case for physical experiences, and there has not been anything to prove AR's dominance in a person's understanding of theoretical concepts. It is for this reason that AR will not take over classrooms entirely but will be a great advancement in children's understanding of STEM concepts.

It is important to remember that this is still an under-researched and relatively new technology for schools to implement. The technology that is used for creating AR experiences dates back to 1990, however, it was not widely used for educational purposes until around 2010. There is a lot that can be done to improve how AR is used in educational settings. It is also to be noted what types of studies were conducted. A large portion of the research documented is narrative-based and qualitative literature reviews, however, some suggest that it would be more accurate and credible to perform meta-analyses. A meta-analysis is in short, a way of gathering lots of individual research experiments and studying them to make more predictions on what the information tells us. This will provide a more valid representation of data found due to the sheer number of studies that were incorporated, along with the studies differing in their research methods, rather than the findings of just one case.

AR opens a whole world of exploration for people to be able to not only learn, but to want to continue learning. Through the use of 3D VLE's, AR allows people to travel to any place that they like in seconds that would otherwise be either expensive or impossible to get to. This means that a person can be anywhere in the world and immerse themselves in the culture of the place that they travel to. AR makes travelling and studying phenomena more interactive and entices us to keep using it because of its easy access and fun nature.

While AR is helpful in classrooms, it is found that informal learning settings, outside of the classroom, have a higher impact on a student's learning. There has not yet been a study with a large enough sample size to compare how AR effects learning in these informal settings, but as stated in the second paragraph of this sub-section, even unconsciously, people are able to learn through AR with no stimulus or reward.

The group that AR has the most influential benefit on is Bachelor or equivalent level. It is believed that AR is less effective for younger children because of the complexity of operation and the overload of information. The study also backs up the previous claim that AR has a greater effect on individuals in engineering, manufacturing, and construction fields, and proves that social science understanding is not aided.

Augmented Learning in Education

Augmented learning has allowed not only students to learn, but also their parents. Tools like mobile games have made it easier for parents to understand more fully what their child is learning in school. Technology brings the child's content to a new platform which is helpful to parents when trying to make meaningful connections to what their child is learning in school. Furthermore, augmented reality has brought a new way of learning to young children to have the ability to articulate words. By using marker labels in books that are read by a tablet, making pictures appear on the screen along with audio narration for enhanced reading.

Augmented Reality in education has the potential to change the timing and location of the conventional learning process. This style of learning introduces new methods of studying. With the boom of technology and younger students being the biggest users, the learning platform has the ability to connect this generation and their smartphones to gain knowledge. Though it has yet to be fully discovered, Augmented Reality in education is looking to become a large market.

This style of learning can gain attention and expand the students interest in subject and topics he would not learn or come across in the conventional classroom lecture. Extra data such as fun facts, visual models, or historical data from events could give a wider understanding of the topics being taught. The learning platform hopes to explain abstract concepts, engage and interact with the learner, and discover and learn additional information about what they what to learn.

Government

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Government
Systems of government
Republican forms of government:
  Presidential republics with an executive presidency separate from the legislature
  Semi-presidential system with both an executive presidency and a separate head of government that leads the rest of the executive, who is appointed by the president and accountable to the legislature
  Parliamentary republics with a ceremonial and non-executive president, where a separate head of government leads the executive and is dependent on the confidence of the legislature
  Republics in which a combined head or directory of state and government is elected or nominated by the legislature

Monarchical forms of government:
  Constitutional monarchies with a ceremonial and non-executive monarch, where a separate head of government leads the executive
  Semi-constitutional monarchies with a ceremonial monarch, but where royalty still hold significant executive or legislative power
  Absolute monarchies where the monarch leads the executive

  Countries where constitutional provisions for government have been suspended
  Countries which do not fit any of the above systems (e.g. provisional government or unclear political situations)

A government is the system or group of people governing an organized community, generally a state.

In the case of its broad associative definition, government normally consists of legislature, executive, and judiciary. Government is a means by which organizational policies are enforced, as well as a mechanism for determining policy. In many countries, the government has a kind of constitution, a statement of its governing principles and philosophy.

While all types of organizations have governance, the term government is often used more specifically to refer to the approximately 200 independent national governments and subsidiary organizations.

The main types of modern political systems recognized are democracies, totalitarian regimes, and, sitting between these two, authoritarian regimes with a variety of hybrid regimes. Modern classification system also include monarchies as a standalone entity or as a hybrid system of the main three.Historically prevalent forms of government include monarchy, aristocracy, timocracy, oligarchy, democracy, theocracy, and tyranny. These forms are not always mutually exclusive, and mixed governments are common. The main aspect of any philosophy of government is how political power is obtained, with the two main forms being electoral contest and hereditary succession.

Definitions and etymology

A government is the system to govern a state or community. The Columbia Encyclopedia defines government as "a system of social control under which the right to make laws, and the right to enforce them, is vested in a particular group in society". While all types of organizations have governance, the word government is often used more specifically to refer to the approximately 200 independent national governments on Earth, as well as their subsidiary organizations, such as state and provincial governments as well as local governments.

The word government derives from the Greek verb κυβερνάω [kubernáo] meaning to steer with a gubernaculum (rudder), the metaphorical sense being attested in the literature of classical antiquity, including Plato's Ship of State. In British English, "government" sometimes refers to what's also known as a "ministry" or an "administration", i.e., the policies and government officials of a particular executive or governing coalition. Finally, government is also sometimes used in English as a synonym for rule or governance.

In other languages, cognates may have a narrower scope, such as the government of Portugal, which is actually more similar to the concept of "administration".

History

Earliest governments

The moment and place that the phenomenon of human government developed is lost in time; however, history does record the formations of early governments. About 5,000 years ago, the first small city-states appeared. By the third to second millenniums BC, some of these had developed into larger governed areas: Sumer, ancient Egypt, the Indus Valley civilization, and the Yellow River civilization.

One reason that explains the emergence of governments includes agriculture. Since the Neolithic Revolution, agriculture was an efficient method to create food surplus. This enabled people to specialize in non-agricultural activities. Some of them included being able to rule over others as an external authority. Others included social experimentation with diverse governance models. Both these activities formed the basis of governments.  These governments gradually became more complex as agriculture supported larger and denser populations, creating new interactions and social pressures that the government needed to control. David Christian explains

As farming populations gathered in larger and denser communities, interactions between different groups increased and the social pressure rose until, in a striking parallel with star formation, new structures suddenly appeared, together with a new level of complexity. Like stars, cities and states reorganize and energize the smaller objects within their gravitational field.

Another explanation includes the need to properly manage infrastructure projects such as water infrastructure. Historically, this required centralized administration and complex social organisation, as seen in regions like Mesopotamia. However, there is archaeological evidence that shows similar successes with more egalitarian and decentralized complex societies.

Modern governments

Starting at the end of the 17th century, the prevalence of republican forms of government grew. The English Civil War and Glorious Revolution in England, the American Revolution, and the French Revolution contributed to the growth of representative forms of government. The Soviet Union was the first large country to have a Communist government. Since the fall of the Berlin Wall, liberal democracy has become an even more prevalent form of government.

In the nineteenth and twentieth century, there was a significant increase in the size and scale of government at the national level. This included the regulation of corporations and the development of the welfare state.

Political science

Classification

In political science, it has long been a goal to create a typology or taxonomy of polities, as typologies of political systems are not obvious. It is especially important in the political science fields of comparative politics and international relations. Like all categories discerned within forms of government, the boundaries of government classifications are either fluid or ill-defined.

Superficially, all governments have an official de jure or ideal form. The United States is a federal constitutional republic, while the former Soviet Union was a federal socialist republic. However self-identification is not objective, and as Kopstein and Lichbach argue, defining regimes can be tricky, especially de facto, when both its government and its economy deviate in practice. For example, Voltaire argued that "the Holy Roman Empire is neither Holy, nor Roman, nor an Empire". In practice, the Soviet Union was a centralized autocratic one-party state under Joseph Stalin.

Identifying a form of government is also difficult because many political systems originate as socio-economic movements and are then carried into governments by parties naming themselves after those movements; all with competing political-ideologies. Experience with those movements in power, and the strong ties they may have to particular forms of government, can cause them to be considered as forms of government in themselves.

Other complications include general non-consensus or deliberate "distortion or bias" of reasonable technical definitions to political ideologies and associated forms of governing, due to the nature of politics in the modern era. For example: The meaning of "conservatism" in the United States has little in common with the way the word's definition is used elsewhere. As Ribuffo notes, "what Americans now call conservatism much of the world calls liberalism or neoliberalism"; a "conservative" in Finland would be labeled a "socialist" in the United States. Since the 1950s conservatism in the United States has been chiefly associated with right-wing politics and the Republican Party. However, during the era of segregation many Southern Democrats were conservatives, and they played a key role in the conservative coalition that controlled Congress from 1937 to 1963.

Social-political ambiguity

Opinions vary by individuals concerning the types and properties of governments that exist. "Shades of gray" are commonplace in any government and its corresponding classification. Even the most liberal democracies limit rival political activity to one extent or another while the most tyrannical dictatorships must organize a broad base of support thereby creating difficulties for "pigeonholing" governments into narrow categories. Examples include the claims of the United States as being a plutocracy rather than a democracy since some American voters believe elections are being manipulated by wealthy Super PACs. Some consider that government is to be reconceptualised where in times of climatic change the needs and desires of the individual are reshaped to generate sufficiency for all.

Measurement of governing

A quality of a government can be measured by Government effectiveness index, which relates to political efficacy and state capacity.

Forms

Plato in his book The Republic (375 BC) divided governments into five basic types (four being existing forms and one being Plato's ideal form, which exists "only in speech"):

  • Aristocracy (rule by law and order, like ideal traditional "benevolent" kingdoms that are not tyrannical)
  • Democracy (rule by pure liberty and equality, like a free citizen)
  • Oligarchy (rule by wealth and market-based-ethics, like a free-trading capitalist state)
  • Timocracy (rule by honor and duty, like a "benevolent" military; Sparta as an example)
  • Tyranny (rule by fear, like a despot)

These five regimes progressively degenerate starting with aristocracy at the top and tyranny at the bottom.

In his Politics, Aristotle elaborates on Plato's five regimes discussing them in relation to the government of one, of the few, and of the many. From this follows the classification of forms of government according to which people have the authority to rule: either one person (an autocracy, such as monarchy), a select group of people (an aristocracy), or the people as a whole (a democracy, such as a republic).

Thomas Hobbes stated on their classification:

The difference of Commonwealths consisteth in the difference of the sovereign, or the person representative of all and every one of the multitude. And because the sovereignty is either in one man, or in an assembly of more than one; and into that assembly either every man hath right to enter, or not every one, but certain men distinguished from the rest; it is manifest there can be but three kinds of Commonwealth. For the representative must needs be one man, or more; and if more, then it is the assembly of all, or but of a part. When the representative is one man, then is the Commonwealth a monarchy; when an assembly of all that will come together, then it is a democracy, or popular Commonwealth; when an assembly of a part only, then it is called an aristocracy. Other kind of Commonwealth there can be none: for either one, or more, or all, must have the sovereign power (which I have shown to be indivisible) entire.

Modern basic political systems

According to Yale professor Juan José Linz, there a three main types of political systems today: democracies, totalitarian regimes and, sitting between these two, authoritarian regimes with hybrid regimes. Another modern classification system includes monarchies as a standalone entity or as a hybrid system of the main three. Scholars generally refer to a dictatorship as either a form of authoritarianism or totalitarianism.

Autocracy

An autocracy is a system of government in which supreme power is concentrated in the hands of one person, whose decisions are subject to neither external legal restraints nor regularized mechanisms of popular control (except perhaps for the implicit threat of a coup d'état or mass insurrection). Absolute monarchy is a historically prevalent form of autocracy, wherein a monarch governs as a singular sovereign with no limitation on royal prerogative. Most absolute monarchies are hereditary, however some, notably the Holy See, are elected by an electoral college (such as the college of cardinals, or prince-electors). Other forms of autocracy include tyranny, despotism, and dictatorship.

Aristocracy

Aristocracy is a form of government that places power in the hands of a small, elite ruling class, such as a hereditary nobility or privileged caste. This class exercises minority rule, often as a landed timocracy, wealthy plutocracy, or oligarchy.

Many monarchies were aristocracies, although in modern constitutional monarchies the monarch may have little effective power. The term aristocracy could also refer to the non-peasant, non-servant, and non-city classes in the feudal system.

Democracy

  •   National governments which self-identify as democracies
  •   National governments which do not self-identify as democracies
Governments recognised as "electoral democracies" as of 2022 by the Freedom in the World survey

Democracy is a system of government where citizens exercise power by voting and deliberation. In a direct democracy, the citizenry as a whole directly forms a participatory governing body and vote directly on each issue. In indirect democracy, the citizenry governs indirectly through the selection of representatives or delegates from among themselves, typically by election or, less commonly, by sortition. These select citizens then meet to form a governing body, such as a legislature or jury.

Some governments combine both direct and indirect democratic governance, wherein the citizenry selects representatives to administer day-to-day governance, while also reserving the right govern directly through popular initiatives, referendums (plebiscites), and the right of recall. In a constitutional democracy the powers of the majority are exercised within the framework of a representative democracy, but the constitution limits majority rule, usually through the provision by all of certain universal rights, such as freedom of speech or freedom of association.

Republics

A republic is a form of government in which the country is considered a "public matter" (Latin: res publica), not the private concern or property of the rulers, and where offices of states are subsequently directly or indirectly elected or appointed rather than inherited. The people, or some significant portion of them, have supreme control over the government and where offices of state are elected or chosen by elected people.

A common simplified definition of a republic is a government where the head of state is not a monarch. Montesquieu included both democracies, where all the people have a share in rule, and aristocracies or oligarchies, where only some of the people rule, as republican forms of government.

Other terms used to describe different republics include democratic republic, parliamentary republic, semi-presidential republic, presidential republic, federal republic, people's republic, and Islamic republic.

Federalism

Federalism is a political concept in which a group of members are bound together by covenant with a governing representative head. The term "federalism" is also used to describe a system of government in which sovereignty is constitutionally divided between a central governing authority and constituent political units, variously called states, provinces or otherwise. Federalism is a system based upon democratic principles and institutions in which the power to govern is shared between national and provincial/state governments, creating what is often called a federation. Proponents are often called federalists.

Branches

Separation of powers in the US government, demonstrating the trias politica model

Governments are typically organised into distinct institutions constituting branches of government each with particular powers, functions, duties, and responsibilities. The distribution of powers between these institutions differs between governments, as do the functions and number of branches. An independent, parallel distribution of powers between branches of government is the separation of powers. A shared, intersecting, or overlapping distribution of powers is the fusion of powers.

Governments are often organised into three branches with separate powers: a legislature, an executive, and a judiciary; this is sometimes called the trias politica model. However, in parliamentary and semi-presidential systems, branches of government often intersect, having shared membership and overlapping functions. Many governments have fewer or additional branches, such as an independent electoral commission or auditory branch.

Party system

Further information: Political party and Party system

Presently, most governments are administered by members of an explicitly constituted political party which coordinates the activities of associated government officials and candidates for office. In a multiparty system of government, multiple political parties have the capacity to gain control of government offices, typically by competing in elections, although the effective number of parties may be limited.

A majority government is a government by one or more governing parties together holding an absolute majority of seats in the parliament, in contrast to a minority government in which they have only a plurality of seats and often depend on a confidence-and-supply arrangement with other parties. A coalition government is one in which multiple parties cooperate to form a government as part of a coalition agreement. In a single-party government a single party forms a government without the support of a coalition, as is typically the case with majority governments, but even a minority government may consist of just one party unable to find a willing coalition partner at the moment.

A state that continuously maintains a single-party government within a (nominally) multiparty system possesses a dominant-party system. In a (nondemocratic) one-party system a single ruling party has the (more-or-less) exclusive right to form the government, and the formation of other parties may be obstructed or illegal. In some cases, a government may have a non-partisan system, as is the case with absolute monarchy or non-partisan democracy.

Maps

Democracy is the most popular form of government with more than half of the nations in the world being democracies-97 of 167 nations as of 2021. However the world is becoming more authoritarian with a quarter of the world's population under democratically backsliding governments.

Democracy Index by the Economist Intelligence Unit, 2017.
World first-and-second degree administrative levels
A world map distinguishing countries of the world as federations (green) from unitary states (blue).

Intelligence amplification

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Intelligence_amplification

Intelligence amplification (IA) (also referred to as cognitive augmentation, machine augmented intelligence and enhanced intelligence) refers to the effective use of information technology in augmenting human intelligence. The idea was first proposed in the 1950s and 1960s by cybernetics and early computer pioneers.

IA is sometimes contrasted with AI (artificial intelligence), that is, the project of building a human-like intelligence in the form of an autonomous technological system such as a computer or robot. AI has encountered many fundamental obstacles, practical as well as theoretical, which for IA seem moot, as it needs technology merely as an extra support for an autonomous intelligence that has already proven to function. Moreover, IA has a long history of success, since all forms of information technology, from the abacus to writing to the Internet, have been developed basically to extend the information processing capabilities of the human mind (see extended mind and distributed cognition).

Major contributions

William Ross Ashby: Intelligence Amplification

The term intelligence amplification (IA) has enjoyed a wide currency since William Ross Ashby wrote of "amplifying intelligence" in his Introduction to Cybernetics (1956). Related ideas were explicitly proposed as an alternative to Artificial Intelligence by Hao Wang from the early days of automatic theorem provers.

... "problem solving" is largely, perhaps entirely, a matter of appropriate selection. Take, for instance, any popular book of problems and puzzles. Almost every one can be reduced to the form: out of a certain set, indicate one element. ... It is, in fact, difficult to think of a problem, either playful or serious, that does not ultimately require an appropriate selection as necessary and sufficient for its solution.

It is also clear that many of the tests used for measuring "intelligence" are scored essentially according to the candidate's power of appropriate selection. ... Thus it is not impossible that what is commonly referred to as "intellectual power" may be equivalent to "power of appropriate selection". Indeed, if a talking Black Box were to show high power of appropriate selection in such matters—so that, when given difficult problems it persistently gave correct answers—we could hardly deny that it was showing the 'behavioral' equivalent of "high intelligence".

If this is so, and as we know that power of selection can be amplified, it seems to follow that intellectual power, like physical power, can be amplified. Let no one say that it cannot be done, for the gene-patterns do it every time they form a brain that grows up to be something better than the gene-pattern could have specified in detail. What is new is that we can now do it synthetically, consciously, deliberately.

— W. Ross Ashby, An Introduction to Cybernetics, Chapman and Hall, London, UK, 1956. Reprinted, Methuen and Company, London, UK, 1964.

J. C. R. Licklider: Man-Computer Symbiosis

"Man-Computer Symbiosis" is a key speculative paper published in 1960 by psychologist/computer scientist J.C.R. Licklider, which envisions that mutually-interdependent, "living together", tightly-coupled human brains and computing machines would prove to complement each other's strengths to a high degree:

Man-computer symbiosis is a subclass of man-machine systems. There are many man-machine systems. At present, however, there are no man-computer symbioses. The purposes of this paper are to present the concept and, hopefully, to foster the development of man-computer symbiosis by analyzing some problems of interaction between men and computing machines, calling attention to applicable principles of man-machine engineering, and pointing out a few questions to which research answers are needed. The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today.

— J. C. R. Licklider, "Man-Computer Symbiosis", IRE Transactions on Human Factors in Electronics, vol. HFE-1, 4-11, March 1960.

In Licklider's vision, many of the pure artificial intelligence systems envisioned at the time by over-optimistic researchers would prove unnecessary. (This paper is also seen by some historians as marking the genesis of ideas about computer networks which later blossomed into the Internet).

Douglas Engelbart: Augmenting Human Intellect

Licklider's research was similar in spirit to his DARPA contemporary and protégé Douglas Engelbart. Both had a view of how computers could be used that was both at odds with the then-prevalent views (which saw them as devices principally useful for computations), and key proponents of the way in which computers are now used (as generic adjuncts to humans).

Engelbart reasoned that the state of our current technology controls our ability to manipulate information, and that fact in turn will control our ability to develop new, improved technologies. He thus set himself to the revolutionary task of developing computer-based technologies for manipulating information directly, and also to improve individual and group processes for knowledge-work. Engelbart's philosophy and research agenda is most clearly and directly expressed in the 1962 research report: Augmenting Human Intellect: A Conceptual Framework The concept of network augmented intelligence is attributed to Engelbart based on this pioneering work.

Increasing the capability of a man to approach a complex problem situation, to gain comprehension to suit his particular needs, and to derive solutions to problems.

Increased capability in this respect is taken to mean a mixture of the following: more-rapid comprehension, better comprehension, the possibility of gaining a useful degree of comprehension in a situation that previously was too complex, speedier solutions, better solutions, and the possibility of finding solutions to problems that before seemed insolvable. And by complex situations we include the professional problems of diplomats, executives, social scientists, life scientists, physical scientists, attorneys, designers--whether the problem situation exists for twenty minutes or twenty years.

We do not speak of isolated clever tricks that help in particular situations. We refer to a way of life in an integrated domain where hunches, cut-and-try, intangibles, and the human feel for a situation usefully co-exist with powerful concepts, streamlined terminology and notation, sophisticated methods, and high-powered electronic aids.

— Douglas Engelbart, Augmenting Human Intellect: A Conceptual Framework, Summary Report AFOSR-3233, Stanford Research Institute, Menlo Park, CA, October 1962.

In the same research report he addresses the term "Intelligence Amplification" as coined by Ashby, and reflects on how his proposed research relates.

Engelbart subsequently implemented these concepts in his Augmented Human Intellect Research Center at SRI International, developing essentially an intelligence amplifying system of tools (NLS) and co-evolving organizational methods, in full operational use by the mid-1960s within the lab. As intended, his R&D team experienced increasing degrees of intelligence amplification, as both rigorous users and rapid-prototype developers of the system. For a sampling of research results, see their 1968 Mother of All Demos.

Later contributions

Howard Rheingold worked at Xerox PARC in the 1980s and was introduced to both Bob Taylor and Douglas Engelbart; Rheingold wrote about "mind amplifiers" in his 1985 book, Tools for Thought. Andrews Samraj mentioned in "Skin-Close Computing and Wearable Technology" 2021, about Human augmentation by two varieties of cyborgs, namely, Hard cyborgs and Soft cyborgs. A humanoid walking machine is an example of the soft cyborg and a pace-maker is an example for augmenting human as a hard cyborg.

Arnav Kapur working at MIT wrote about human-AI coalescence: how AI can be integrated into human condition as part of "human self": as a tertiary layer to the human brain to augment human cognition. He demonstrates this using a peripheral nerve-computer interface, AlterEgo, which enables a human user to silently and internally converse with a personal AI.

In 2014 the technology of Artificial Swarm Intelligence was developed to amplify the intelligence of networked human groups using AI algorithms modeled on biological swarms. The technology enables small teams to make predictions, estimations and medical diagnoses at accuracy levels that significantly exceed natural human intelligence.

Shan Carter and Michael Nielsen introduce the concept of artificial intelligence augmentation (AIA): the use of AI systems to help develop new methods for intelligence augmentation. They contrast cognitive outsourcing (AI as an oracle, able to solve some large class of problems with better-than-human performance) with cognitive transformation (changing the operations and representations we use to think). A calculator is an example of the former; a spreadsheet of the latter.

Ron Fulbright describes human cognitive augmentation in human/cog ensembles involving humans working in collaborative partnership with cognitive systems (called cogs). By working together, human/cog ensembles achieve results superior to those obtained by the humans working alone or the cognitive systems working alone. The human component of the ensemble is therefore cognitively augmented. The degree of augmentation depends on the proportion of the total amount of cognition done by the human and that done by the cog. Six Levels of Cognitive Augmentation have been identified: 

In science fiction

Augmented intelligence has been a repeating theme in science fiction. A positive view of brain implants used to communicate with a computer as a form of augmented intelligence is seen in Algis Budrys 1976 novel Michaelmas. Fear that the technology will be misused by the government and military is an early theme. In the 1981 BBC serial The Nightmare Man the pilot of a high-tech mini submarine is linked to his craft via a brain implant but becomes a savage killer after ripping out the implant.

Perhaps the most well known writer exploring themes of intelligence augmentation is William Gibson, in work such as his 1981 story "Johnny Mnemonic", in which the title character has computer-augmented memory, and his 1984 novel Neuromancer, in which computer hackers interface through brain-computer interfaces to computer systems. Vernor Vinge, as discussed earlier, looked at intelligence augmentation as a possible route to the technological singularity, a theme which also appears in his fiction.

Flowers for Algernon is an early example of augmented intelligence in science fiction literature. First published as a short story in 1959, the plot concerns an intellectually disabled man who undergoes an experiment to increase his intelligence to genius levels. His rise and fall is detailed in his journal entries, which become more sophisticated as his intelligence increases.

Sentience

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Sentience ...