AI Analytics For Retail

AI Analytics For Retail — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • NASA AI Assisted-Air Quality Monitoring Project

    NASA AI Assisted-Air Quality Monitoring Project

    The NASA Expert-System Ion Trap Mass Spectrometer (ES-ITMS) Project was a public-private partnership to develop an artificial intelligence assisted, air quality monitoring system and was qualified for use on the Space Shuttle. The partnership was also the first cost and intellectual property shared public-partnership implemented by NASA, which used the commercial Research and Development Limited Partnership (RDLP) model that had been adopted by the Reagan Administration for Department of Defense semiconductor development, and recommended for use by NASA for space commercialization. The project partners included NASA, the University of Florida and Finnigan MAT Corporation, was organized and administered by the NASA Joint Enterprise Institute (subsequently NASA Joint Sponsored Program) and ran from 1988 through 1990. The partnership concluded final testing in 1991, generating four patents, expert system software and application protocol reports. The system was space qualified for use on the Shuttle and elements of the ES-ITMS system were integrated into the product Improvements for Finnigan MAT corporation. The success of the partnership lead NASA to create a pilot program to develop partnership business models as an ongoing management practice. == Purpose and objectives == The need to monitor air quality in confined spaces represented an increasing challenge for NASA's planned space missions and private sector facility managers facing the increased scrutiny of possible air contaminants. Up to the early 1980's, air quality monitors generally required large spaces and human technicians to interpret readings. This created a need for miniaturized air quality monitors that could generate reliable and accurate analytic results without on-site technician presence. NASA initiated projects to develop..."mobile and/or portable mass spectrometers" that evaluated the "tradeoff between instrumentation capabilities and space, weight and power considerations." NASA selected a "commercial ITMS instrument capable of generating electron ionization, chemical ionization and mass spectrometry data", to develop a linked expert system to accomplish analysis without human intervention. The commercial instrumentation was from Finnigan MAT corporation while the scientific expertise to support expert system development was available at the University of Florida. The project managers at NASA Ames created a single, integrated project using the RDLP model with objectives to: Develop AI/expert system software for instrument control (NASA's role) Expand sensitivity, selectivity and speed of the spectrometer (Univ Florida role) Expand the spectrometer analytic capability and automate the screening (Finnigan role) == Membership == The partnership included seven specialists from five member organizations: Federal Government National Aeronautics and Space Administration (NASA) NASA Ames Research Center (ARC) NASA Kennedy Space Center (KSC) Commercial Finnigan MAT Corporation (Thermo-Fisher Scientific) TGS Technology, Inc. Research Management University of Florida == Organization, management and administration == The technical project was organized into two development teams, one located in at the NASA Ames Research Center covering expert systems and analytic capabilities and one in Florida covering improved sensitivity and testing. The partnership management and administration was provided by a non-profit, partnership support organization: the Joint Enterprise Institute operating through San Francisco State University Foundation (SFSUF) with a NASA employee liaison, Syed Shariq. == Public-private partnership == The partnership structure was as a prototype test of a pilot NASA program to develop public-private partnership business models. The pilot program was known as the NASA Joint Sponsored Research Program (JSRP), which operated as the NASA Joint Enterprise Institute between 1988 and 1991. The partnership was the first public-private, research and development partnership implemented by NASA in response to national policy shifts to increase technology transfer and space commercialization. The partnership structure included a two year technology development and testing plan that cost $610,000, of which NASA funded $310,000, Finnigan $175,000 and the University of Florida $95,000. == Results and commercialization == The project generated patents (4), software (2) and application protocol reports (8). NASA gained use of the patents and jointly development software while Finnigan received commercial utilization rights. The results were commercialized within eighteen months of project completion. == Recognition == NASA recognized the project as a space qualified instrument. Its achievements were reported to the NASA Administrator, directly leading to establishment of the agency-wide Joint Sponsored Research Program.

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  • TD-Gammon

    TD-Gammon

    TD-Gammon is a computer backgammon program developed in the 1990s by Gerald Tesauro at IBM's Thomas J. Watson Research Center. Its name comes from the fact that it is an artificial neural net trained by a form of temporal-difference learning, specifically TD-Lambda. It explored strategies that humans had not pursued and led to advances in the theory of correct backgammon play. In 1993, TD-Gammon (version 2.1) was trained with 1.5 million games of self-play, and achieved a level of play just slightly below that of the top human backgammon players of the time. In 1998, during a 100-game series, it was defeated by the world champion by a mere margin of 8 points. Its unconventional assessment of some opening strategies had been accepted and adopted by expert players. TD-gammon is commonly cited as an early success of reinforcement learning and neural networks, and was cited in, for example, papers for deep Q-learning and AlphaGo. == Algorithm for play and learning == During play, TD-Gammon examines on each turn all possible legal moves and all their possible responses (lookahead search), feeds each resulting board position into its evaluation function, and chooses the move that leads to the board position that got the highest score. In this respect, TD-Gammon is no different than almost any other computer board-game program. TD-Gammon's innovation was in how it learned its evaluation function. TD-Gammon's learning algorithm consists of updating the weights in its neural net after each turn to reduce the difference between its evaluation of previous turns' board positions and its evaluation of the present turn's board position—hence "temporal-difference learning". The score of any board position is a set of four numbers reflecting the program's estimate of the likelihood of each possible game result: White wins normally, Black wins normally, White wins a gammon, Black wins a gammon. For the final board position of the game, the algorithm compares with the actual result of the game rather than its own evaluation of the board position. The core of TD-gammon is a neural network with 3 layers. The input layer has two types of neurons. One type codes for the board position. They are non-negative integers ranging from 0 to 15, indicating the number of White or Black checkers at each board location. There are 99 input neurons for each, totaling 198 neurons. Another type codes for hand-crafted features previously used in Neurogammon. These features encoded standard concepts used by human experts, such as "advanced anchor," "blockade strength," "home board strength" and the probability of a "blot" (single checker) being hit. The hidden layer contains hidden neurons. Later versions had more of these. The output layer contains 4 neurons, representing the network's estimate of the probability ("equity") that the current board would lead to. The 4 neurons code for: White normal win, White gammon win, Black normal win, Black gammon win. Backgammon win is so rare that Tesauro opted to not represent it. After each turn, the learning algorithm updates each weight in the neural net according to the following rule: w t + 1 − w t = α ( Y t + 1 − Y t ) ∑ k = 1 t λ t − k ∇ w Y k {\displaystyle w_{t+1}-w_{t}=\alpha (Y_{t+1}-Y_{t})\sum _{k=1}^{t}\lambda ^{t-k}\nabla _{w}Y_{k}} where: It was found that picking small λ {\displaystyle \lambda } offered performance roughly equally good, and large λ {\displaystyle \lambda } degraded performance. Because of this, after 1992, TD-Gammon was trained with λ = 0 {\displaystyle \lambda =0} , degenerating into standard TD-learning. This saved compute by a factor of 2. == Development history == Version 1.0 used simple 1-ply search: every next move is scored by the neural net, and the highest-scoring move is selected. Versions 2.0 and 2.1 used 2-ply search: Make a 1-ply analysis to remove unlikely moves ("forward pruning"). Make a 2-play minimax analysis for only the likely moves. Pick the best move, probability-weighted by each of the opponent's 21 possible dice rolls (weighting non-doubles twice as much as doubles). Versions 3.0 and 3.1 used 3-ply search, using 21 2 = 441 {\displaystyle 21^{2}=441} possible dice rolls instead of 21. The last version, 3.1, was trained specifically for an exhibition match against Malcolm Davis at the 1998 AAAI Hall of Champions. It lost at -8 points, mainly due to one blunder, where TD-Gammon opted to double and got gammoned at -32 points. == Experiments and stages of training == Unlike previous neural-net backgammon programs such as Neurogammon (also written by Tesauro), where an expert trained the program by supplying the "correct" evaluation of each position, TD-Gammon was at first programmed "knowledge-free". In early experimentation, using only a raw board encoding with no human-designed features, TD-Gammon reached a level of play comparable to Neurogammon: that of an intermediate-level human backgammon player. Even though TD-Gammon discovered insightful features on its own, Tesauro wondered if its play could be improved by using hand-designed features like Neurogammon's. Indeed, the self-training TD-Gammon with expert-designed features soon surpassed all previous computer backgammon programs. It stopped improving after about 1,500,000 games (self-play) using a three-layered neural network, with 198 input units encoding expert-designed features, 80 hidden units, and one output unit representing predicted probability of winning. == Advances in backgammon theory == TD-Gammon's exclusive training through self-play (rather than imitation learning) enabled it to explore strategies that humans previously had not considered or had ruled out erroneously. Its success with unorthodox strategies had a significant impact on the backgammon community. Late 1991, Bill Robertie, Paul Magriel, and Malcolm Davis, were invited to play against TD-Gammon (version 1.0). A total of 51 games were played, with TD-Gammon losing at -0.25 ppg. Robertie found TD-Gammon to be at the level of a competent advanced player, and better than any previous backgammon program. Robertie subsequently wrote about the use of TD-Gammon for backgammon study. For example, on the opening play, the conventional wisdom was that given a roll of 2-1, 4-1, or 5-1, White should move a single checker from point 6 to point 5. Known as "slotting", this technique trades the risk of a hit for the opportunity to develop an aggressive position. TD-Gammon found that the more conservative play of splitting 24-23 was superior. Tournament players began experimenting with TD-Gammon's move, and found success. Within a few years, slotting had disappeared from tournament play, replaced by splitting, though in 2006 it made a reappearance for 2-1. Backgammon expert Kit Woolsey found that TD-Gammon's positional judgement, especially its weighing of risk against safety, was superior to his own or any human's. TD-Gammon's excellent positional play was undercut by occasional poor endgame play. The endgame requires a more analytical approach, sometimes with extensive lookahead. TD-Gammon's limitation to two-ply lookahead put a ceiling on what it could achieve in this part of the game. TD-Gammon's strengths and weaknesses were the opposite of symbolic artificial intelligence programs and most computer software in general: it was good at matters that require an intuitive "feel" but bad at systematic analysis. It is also poor at doubling strategies. This is likely due to the fact that the neural network is trained without the doubling cube, with the doubling added by feeding the neural network's cubeless equity estimates into theoretically-based heuristic formulae. This was particularly the case in the 1998 exhibition match, where it played 100 games against Malcolm Davis. A single doubling blunder lost the match. TD-gammon was never commercialized or released to the public in some other form, but it inspired commercial backgammon programs based on neural networks, such as JellyFish (1994) and Snowie (1998).

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  • Richard S. Sutton

    Richard S. Sutton

    Richard Stuart Sutton (born 1957 or 1958) is a Canadian computer scientist. He is a professor of computing science at the University of Alberta, fellow & Chief Scientific Advisor at the Alberta Machine Intelligence Institute, and a research scientist at Keen Technologies. Sutton is considered one of the founders of modern computational reinforcement learning. In particular, he contributed to temporal difference learning and policy gradient methods. He received the 2024 Turing Award with Andrew Barto. == Education and early life == Richard Sutton was born in either 1957 or 1958 in Toledo, Ohio, and grew up in Oak Brook, Illinois, a suburb of Chicago, United States. Sutton received his Bachelor of Arts (BA) degree in psychology from Stanford University in 1978 before taking a Master of Science (1980) and PhD (1984) in computer science from the University of Massachusetts Amherst supervised by Andrew Barto. His doctoral dissertation introduced actor-critic architectures and temporal credit assignment. He was influenced by Harry Klopf's work in the 1970s, which proposed that supervised learning is insufficient for AI or explaining intelligent behavior, and trial-and-error learning, driven by "hedonic aspects of behavior", is necessary. This focused his interest to reinforcement learning. == Career and research == Sutton held a postdoctoral research position at the University of Massachusetts Amherst in 1984. He worked at GTE Laboratories in Waltham, Massachusetts as principal member of technical staff from 1985 to 1994, then returned to the University of Massachusetts Amherst as a senior research scientist. He joined AT&T Labs Shannon Laboratory in Florham Park, New Jersey as principal technical staff member from 1998 to 2002. He has been a professor of computing science at the University of Alberta since 2003, where he helped establish the Reinforcement Learning and Artificial Intelligence Laboratory. In 2017 he became a distinguished research scientist with Google DeepMind and helped launch DeepMind Alberta in Edmonton, a research office operated in close collaboration with the University of Alberta. 1984: Postdoctoral researcher, University of Massachusetts Amherst (Amherst, Massachusetts) 1985–1994: Principal member of technical staff, Computer and Intelligent Systems Laboratory, GTE Laboratories (Waltham, Massachusetts) 1995–1998: Senior research scientist, University of Massachusetts Amherst (Amherst, Massachusetts) 1998–2002: Principal technical staff member, Artificial Intelligence Department, AT&T Labs Shannon Laboratory (Florham Park, New Jersey) 2003–present: Professor of computing science, University of Alberta (Edmonton, Alberta) 2017–2023: Distinguished research scientist, DeepMind Alberta, Google DeepMind (Edmonton, Alberta) 2024–Present: Research scientist, Keen Technologies === Reinforcement learning === Sutton joined Andrew Barto in the early 1980s at UMass, trying to explore the behavior of neurons in the human brain as the basis for human intelligence, a concept that had been advanced by computer scientist A. Harry Klopf. Sutton and Barto used mathematics toward furthering the concept and using it as the basis for artificial intelligence. This concept became known as reinforcement learning and went on to becoming a key part of artificial intelligence techniques. Barto and Sutton used Markov decision processes (MDP) as the mathematical foundation to explain how agents (algorithmic entities) made decisions when in a stochastic or random environment, receiving rewards at the end of every action. Traditional MDP theory assumed the agents knew all information about the MDPs in their attempt toward maximizing their cumulative rewards. Barto and Sutton's reinforcement learning techniques allowed for both the environment and the rewards to be unknown, and thus allowed for these category of algorithms to be applied to a wide array of problems. Sutton returned to Canada in the 2000s and continued working on the topic which continued to develop in academic circles until one of its first major real world applications saw Google's AlphaGo program built on this concept defeating the then prevailing human champion. Barto and Sutton have widely been credited and accepted as pioneers of modern reinforcement learning, with the technique itself being foundational to the AI boom. In a 2019 essay, Sutton proposed the "bitter lesson", which criticized the field of AI research for failing to learn that "building in how we think we think does not work in the long run", arguing that "70 years of AI research [had shown] that general methods that leverage computation are ultimately the most effective, and by a large margin", beating efforts building on human knowledge about specific fields like computer vision, speech recognition, chess or Go. Sutton argues that large language models aren’t capable of learning on-the-job, and so new model architectures are required to enable continual learning. Sutton further argues that a special training phase will be unnecessary — the agent will learn on-the-fly, rendering large language models obsolete. In 2023, Sutton and John Carmack announced a partnership for the development of artificial general intelligence (AGI). === Awards and honors === Sutton has been a Fellow of the Association for the Advancement of Artificial Intelligence (AAAI) since 2001; his nomination read: "For significant contributions to many topics in machine learning, including reinforcement learning, temporal difference techniques, and neural networks." In 2003, he received the President's Award from the International Neural Network Society and in 2013, the Outstanding Achievement in Research award from the University of Massachusetts Amherst. He received the 2024 Turing Award from the Association for Computing Machinery together with Andrew Barto; the citation of the award read: "For developing the conceptual and algorithmic foundations of reinforcement learning." In 2016, Sutton was elected Fellow of the Royal Society of Canada. In 2021, he was elected Fellow of the Royal Society (FRS) of London. === Research === Sutton introduced temporal-difference methods for prediction and control, establishing convergence properties and practical algorithms. He proposed integrated learning and planning through the Dyna architecture. He co-developed the options framework for temporal abstraction in reinforcement learning. He co-authored the first modern policy gradient formulation with function approximation. Sutton's essay The Bitter Lesson argued that general methods that scale with computation dominate domain-specific approaches in the long run. His former doctoral students include David Silver and Doina Precup. === Selected publications === His publications include: == Personal life == Sutton became a Canadian citizen in 2015, and his renunciation of US citizenship was reported in 2017.

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  • TensorFlow

    TensorFlow

    TensorFlow is a software library for machine learning and artificial intelligence. It can be used across a range of tasks, but is used mainly for training and inference of neural networks. It is one of the most popular deep learning frameworks, alongside others such as PyTorch. It is free and open-source software released under the Apache License 2.0. It was developed by the Google Brain team for Google's internal use in research and production. The initial version was released under the Apache License 2.0 in 2015. Google released an updated version, TensorFlow 2.0, in September 2019. TensorFlow can be used in a wide variety of programming languages, including Python, JavaScript, C++, and Java, facilitating its use in a range of applications in many sectors. == History == === DistBelief === Starting in 2011, Google Brain built DistBelief as a proprietary machine learning system based on deep learning neural networks. Its use grew rapidly across diverse Alphabet companies in both research and commercial applications. Google assigned multiple computer scientists, including Jeff Dean, to simplify and refactor the codebase of DistBelief into a faster, more robust application-grade library, which became TensorFlow. In 2009, the team, led by Geoffrey Hinton, had implemented generalized backpropagation and other improvements, which allowed generation of neural networks with substantially higher accuracy, for instance a 25% reduction in errors in speech recognition. === TensorFlow === TensorFlow is Google Brain's second-generation system. Version 1.0.0 was released on February 11, 2017. While the reference implementation runs on single devices, TensorFlow can run on multiple CPUs and GPUs (with optional CUDA and SYCL extensions for general-purpose computing on graphics processing units). TensorFlow is available on 64-bit Linux, macOS, Windows, and mobile computing platforms including Android and iOS. Its flexible architecture allows for easy deployment of computation across a variety of platforms (CPUs, GPUs, TPUs), and from desktops to clusters of servers to mobile and edge devices. TensorFlow computations are expressed as stateful dataflow graphs. The name TensorFlow derives from the operations that such neural networks perform on multidimensional data arrays, which are referred to as tensors. During the Google I/O Conference in June 2016, Jeff Dean stated that 1,500 repositories on GitHub mentioned TensorFlow, of which only 5 were from Google. In March 2018, Google announced TensorFlow.js version 1.0 for machine learning in JavaScript. In Jan 2019, Google announced TensorFlow 2.0. It became officially available in September 2019. In May 2019, Google announced TensorFlow Graphics for deep learning in computer graphics. === Tensor processing unit (TPU) === In May 2016, Google announced its Tensor processing unit (TPU), an application-specific integrated circuit (ASIC, a hardware chip) built specifically for machine learning and tailored for TensorFlow. A TPU is a programmable AI accelerator designed to provide high throughput of low-precision arithmetic (e.g., 8-bit), and oriented toward using or running models rather than training them. Google announced they had been running TPUs inside their data centers for more than a year, and had found them to deliver an order of magnitude better-optimized performance per watt for machine learning. In May 2017, Google announced the second-generation, as well as the availability of the TPUs in Google Compute Engine. The second-generation TPUs deliver up to 180 teraflops of performance, and when organized into clusters of 64 TPUs, provide up to 11.5 petaflops. In May 2018, Google announced the third-generation TPUs delivering up to 420 teraflops of performance and 128 GB high bandwidth memory (HBM). Cloud TPU v3 Pods offer 100+ petaflops of performance and 32 TB HBM. In February 2018, Google announced that they were making TPUs available in beta on the Google Cloud Platform. === Edge TPU === In July 2018, the Edge TPU was announced. Edge TPU is Google's purpose-built ASIC chip designed to run TensorFlow Lite machine learning (ML) models on small client computing devices such as smartphones known as edge computing. === TensorFlow Lite === In May 2017, Google announced TensorFlow Lite as a software stack to support machine learning models for mobile and embedded devices, and in November 2017, provided the developer preview. In January 2019, the TensorFlow team released a developer preview of the mobile GPU inference engine with OpenGL ES 3.1 Compute Shaders on Android devices and Metal Compute Shaders on iOS devices. In May 2019, Google announced that their TensorFlow Lite Micro (also known as TensorFlow Lite for Microcontrollers) and ARM's uTensor would be merging. It was renamed as LiteRT in 2024. === TensorFlow 2.0 === As TensorFlow's market share among research papers was declining to the advantage of PyTorch, the TensorFlow Team announced a release of a new major version of the library in September 2019. TensorFlow 2.0 introduced many changes, the most significant being TensorFlow eager, which changed the automatic differentiation scheme from the static computational graph to the "Define-by-Run" scheme originally made popular by Chainer and later PyTorch. Other major changes included removal of old libraries, cross-compatibility between trained models on different versions of TensorFlow, and significant improvements to the performance on GPU. == Features == === AutoDifferentiation === AutoDifferentiation is the process of automatically calculating the gradient vector of a model with respect to each of its parameters. With this feature, TensorFlow can automatically compute the gradients for the parameters in a model, which is useful to algorithms such as backpropagation which require gradients to optimize performance. To do so, the framework must keep track of the order of operations done to the input Tensors in a model, and then compute the gradients with respect to the appropriate parameters. === Eager execution === TensorFlow includes an "eager execution" mode, which means that operations are evaluated immediately as opposed to being added to a computational graph which is executed later. Code executed eagerly can be examined step-by step-through a debugger, since data is augmented at each line of code rather than later in a computational graph. This execution paradigm is considered to be easier to debug because of its step by step transparency. === Distribute === In both eager and graph executions, TensorFlow provides an API for distributing computation across multiple devices with various distribution strategies. This distributed computing can often speed up the execution of training and evaluating of TensorFlow models and is a common practice in the field of AI. === Losses === To train and assess models, TensorFlow provides a set of loss functions (also known as cost functions). Some popular examples include mean squared error (MSE) and binary cross entropy (BCE). === Metrics === In order to assess the performance of machine learning models, TensorFlow gives API access to commonly used metrics. Examples include various accuracy metrics (binary, categorical, sparse categorical) along with other metrics such as Precision, Recall, and Intersection-over-Union (IoU). === TF.nn === TensorFlow.nn is a module for executing primitive neural network operations on models. Some of these operations include variations of convolutions (1/2/3D, Atrous, depthwise), activation functions (Softmax, RELU, GELU, Sigmoid, etc.) and their variations, and other operations (max-pooling, bias-add, etc.). === Optimizers === TensorFlow offers a set of optimizers for training neural networks, including ADAM, ADAGRAD, and Stochastic Gradient Descent (SGD). When training a model, different optimizers offer different modes of parameter tuning, often affecting a model's convergence and performance. == Usage and extensions == === TensorFlow === TensorFlow serves as a core platform and library for machine learning. TensorFlow's APIs use Keras to allow users to make their own machine-learning models. In addition to building and training their model, TensorFlow can also help load the data to train the model, and deploy it using TensorFlow Serving. TensorFlow provides a stable Python Application Program Interface (API), as well as APIs without backwards compatibility guarantee for JavaScript, C++, and Java. Third-party language binding packages are also available for C#, Haskell, Julia, MATLAB, Object Pascal, R, Scala, Rust, OCaml, and Crystal. Bindings that are now archived and unsupported include Go and Swift. === TensorFlow.js === TensorFlow also has a library for machine learning in JavaScript. Using the provided JavaScript APIs, TensorFlow.js allows users to use either Tensorflow.js models or converted models from TensorFlow or TFLite, retrain the given models, and run on the web. === LiteRT === LiteRT, formerly known as Te

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  • Linguatec

    Linguatec

    The Linguatec Sprachtechnologien GmbH is a language technology provider, specialized in the field of machine translation, speech synthesis and speech recognition. Linguatec was founded in Munich in 1996 and its headquarters are in Pasing. Linguatec has won the European Information Society Technologies Prize three times. On their website, they are now using the online service Voice Reader Web, so that the information can be read out in every language by means of a text-to-speech function. == Core areas == Machine translation The different versions of Personal Translator (seven language pairs) can be used "for home use" or for professional business use in the company network. In addition to this, specialist dictionaries are offered to broaden standard vocabulary. Speech synthesis The Voice Reader text-to-speech program reads in twelve languages: German, British English, American English, French, Quebec French, Spanish, Mexican Spanish, Italian, Dutch, Portuguese, Czech, Chinese. Speech recognition Voice Pro is based on ViaVoice technology from IBM. There are special software programs for doctors and lawyers. == Patents == 2005 pending patent application for a newly developed hybrid technology that uses the intelligence of neural networks for machine translation. == Awards == 2004 European IT Prize for Beyond Babel 2004 test winner Stiftung Warentest – best voice recognition 1998 European IT Prize – applied voice recognition 1996 European IT Prize – automated translation == Studies == 2005 University of Regensburg: Voice Reader user test 2002 Fraunhofer Institute for Industrial Engineering and Organization IAO: user study on the efficiency of machine translation

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  • Responsible AI Safety and Education Act

    Responsible AI Safety and Education Act

    The Responsible AI Safety and Education Act (RAISE Act) is a New York State law that imposes transparency, safety, and reporting requirements on developers of large frontier artificial intelligence models. The law was signed by Governor Kathy Hochul on December 19, 2025. It was sponsored by State Senator Andrew Gounardes and Assemblymember Alex Bores. The RAISE Act is the second U.S. state law to regulate frontier AI model developers, following California's Transparency in Frontier Artificial Intelligence Act (TFAIA), which was signed in September 2025. Hochul signed the bill on the condition that the legislature would pass chapter amendments to bring the law closer to the California model. The amending bills (A9449/S8828) were introduced in January 2026; as of February 2026 they remain in committee, though the Governor's office and legal commentators treat the agreed-upon amendments as representing the final form of the law. == Provisions == The following describes the RAISE Act as it is expected to operate after the agreed-upon chapter amendments take effect. The law is expected to take effect on January 1, 2027. === Scope === The law applies to "large frontier developers," defined as companies with annual revenues exceeding $500 million that develop "frontier models," which are foundation models trained using more than 1026 floating-point operations (FLOPs). The version passed by the legislature in June 2025 had instead defined large developers based on having spent over $100 million in aggregate compute costs, and also included a provision prohibiting deployment of frontier models posing "unreasonable risk of critical harm"; both were removed as part of the negotiations between Hochul and the legislature. Accredited colleges and universities engaged in academic research are exempt, as is the state's Empire AI consortium. === Safety and transparency framework === Large frontier developers must write, implement, and publicly publish a "frontier AI framework" describing how they assess and mitigate catastrophic risks, secure unreleased model weights against unauthorized access, use third-party evaluators, govern internal use of frontier models, and respond to safety incidents. The framework must describe these measures "in detail," a requirement that goes beyond the California TFAIA's requirement to describe a developer's "approach." The framework must be reviewed at least annually, and material modifications must be published with justification within 30 days. Before or concurrently with deploying a new or substantially modified frontier model, developers must publish a transparency report including the model's release date, supported languages and output modalities, intended uses, and any restrictions on use. Large frontier developers must additionally include summaries of catastrophic risk assessments and the extent of third-party involvement. === Catastrophic risk and incident reporting === The law defines "catastrophic risk" as a foreseeable and material risk that a frontier model will contribute to the death of or serious injury to more than 50 people, or more than $1 billion in property damage, arising from a frontier model providing expert-level assistance in creating chemical, biological, radiological, or nuclear weapons; engaging in cyberattacks or conduct equivalent to crimes such as murder, assault, or theft without meaningful human oversight; or evading the control of its developer or user. Loss of equity value is explicitly excluded from the definition of property damage. "Critical safety incidents" include unauthorized access to model weights resulting in death or injury, materialization of a catastrophic risk, loss of control of a frontier model causing death or injury, and a model using deceptive techniques to subvert developer controls outside of an evaluation context in a manner that increases catastrophic risk. Frontier developers must report critical safety incidents within 72 hours, or within 24 hours if the incident poses an imminent risk of death or serious physical injury. === Enforcement === The chapter amendments establish a new office within the New York State Department of Financial Services to oversee compliance, receive incident reports, and publish annual reports on AI safety beginning in 2028. Large frontier developers must file disclosure statements with this office and pay pro rata assessments to fund its operations. The New York Attorney General may bring civil actions, with penalties of up to $1 million for a first violation and $3 million for subsequent violations. The version passed by the legislature in June 2025 had set penalties at up to $10 million and $30 million respectively. The law does not create a private right of action. == Legislative history == The bill was introduced in the Assembly on March 5, 2025, by Assemblymember Alex Bores, and in the Senate on March 27, 2025, by Senator Andrew Gounardes. After a series of amendments, the legislature passed the bill in June 2025. Governor Hochul did not immediately sign the bill, using nearly all the time available under New York law before acting; had she not signed by the end of 2025, the bill would have been pocket vetoed. The tech industry lobbied against the bill during this period, and Hochul initially proposed a near-complete rewrite modeled on California's TFAIA. Legislators resisted the extent of the changes, and the two sides ultimately agreed on a version that used the California law as a base but preserved several provisions that went beyond it, including the 72-hour incident reporting timeline and the creation of a dedicated enforcement office. Hochul signed the original bill (S6953-B/A6453-B) on December 19, 2025, with the legislature committing to pass chapter amendments formalizing the agreed changes in the January 2026 session. The amending bills (A9449 in the Assembly, S8828 in the Senate) were introduced on January 6 and January 8, 2026. OpenAI and Anthropic expressed support for the law. Anthropic's head of external affairs Sarah Heck said the two state laws "should inspire Congress to build on them." The super PAC network Leading the Future, backed by Andreessen Horowitz and OpenAI president Greg Brockman, subsequently announced plans to challenge Bores in a future election. == Federal preemption debate == Hochul signed the RAISE Act eight days after President Donald Trump issued an executive order on December 11, 2025, directing the Department of Justice to challenge state AI laws deemed to conflict with a "minimally burdensome" national AI policy. On January 9, 2026, the Department of Justice announced the establishment of an AI Litigation Task Force as called for by the executive order. The executive order also threatened states with loss of certain federal broadband funding if their AI laws were found to be onerous. Legal commentators have noted several potential avenues for federal challenge, including arguments that the law constitutes compelled speech, violates the dormant Commerce Clause by creating a patchwork of state regulations, or is preempted by federal AI policy. == Comparison with California's TFAIA == The RAISE Act was designed to align with California's Transparency in Frontier Artificial Intelligence Act, signed on September 29, 2025. Both laws use the same 1026 FLOP threshold to define frontier models and the same $500 million revenue threshold to define large developers. Both require public safety frameworks, transparency reports, and incident reporting. The RAISE Act's 72-hour incident reporting window is stricter than the TFAIA's 15-day window, though both require faster reporting for incidents posing imminent physical risk (24 hours under the RAISE Act, immediate under the TFAIA). The RAISE Act establishes a dedicated enforcement office within the Department of Financial Services, whereas California routes reports through the Office of Emergency Services. The RAISE Act requires developers to describe their safety measures "in detail" and how they "handle" various risks, whereas the TFAIA requires developers to describe their "approach."

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  • John F. Sowa

    John F. Sowa

    John Florian Sowa (born 1940) is an American computer scientist, an expert in artificial intelligence and computer design, and the inventor of conceptual graphs. == Biography == Sowa received a BS in mathematics from Massachusetts Institute of Technology in 1962, an MA in applied mathematics from Harvard University in 1966, and a PhD in computer science from the Vrije Universiteit Brussel in 1999 with a dissertation titled "Knowledge Representation: Logical, Philosophical, and Computational Foundations". Sowa spent most of his professional career at IBM, starting in 1962 at IBM's applied mathematics group. Over the decades he has researched and developed emerging fields of computer science from compilers, programming languages, and system architecture to artificial intelligence and knowledge representation. In the 1990s Sowa was associated with the IBM Educational Center in New York. Over the years he taught courses at the IBM Systems Research Institute, Binghamton University, Stanford University, the Linguistic Society of America and the Université du Québec à Montréal. He is a fellow of the Association for the Advancement of Artificial Intelligence. After early retirement at IBM, Sowa in 2001 cofounded VivoMind Intelligence, Inc. with Arun K. Majumdar. With this company he was developing data-mining and database technology, more specifically high-level "ontologies" for artificial intelligence and automated natural language understanding. Currently Sowa is working with Kyndi Inc., also founded by Majumdar. John Sowa is married to the philologist Cora Angier Sowa, and they live in Croton-on-Hudson, New York. == Work == Sowa's research interests since the 1970s were in the field of artificial intelligence, expert systems and database query linked to natural languages. In his work he combines ideas from numerous disciplines and eras modern and ancient, for example, applying ideas from Aristotle, the medieval scholastics to Alfred North Whitehead and including database schema theory, and incorporating the model of analogy of Islamic scholar Ibn Taymiyyah in his works. === Conceptual graph === Sowa invented conceptual graphs, a graphic notation for logic and natural language, based on the structures in semantic networks and on the existential graphs of Charles S. Peirce. He introduced the concept in the 1976 article "Conceptual graphs for a data base interface" in the IBM Journal of Research and Development. He elaborated upon it in the 1983 book Conceptual structures: information processing in mind and machine. In the 1980s, this theory had "been adopted by a number of research and development groups throughout the world. International conferences on conceptual structures (ICCS) have been held since 1993, following a series of conceptual graph workshops that began in 1986. === Sowa's law of standards === In 1991, Sowa first stated his Law of Standards: "Whenever a major organization develops a new system as an official standard for X, the primary result is the widespread adoption of some simpler system as a de facto standard for X." Like Gall's law, The Law of Standards is essentially an argument in favour of underspecification. Examples include: The introduction of PL/I resulting in COBOL and FORTRAN becoming the de facto standards for business and scientific programming respectively The introduction of Algol-68 resulting in Pascal becoming the de facto standard for academic programming The introduction of the Ada language resulting in C becoming the de facto standard for US Department of Defense programming The introduction of OS/2 resulting in Windows becoming the de facto standard for desktop OS The introduction of X.400 resulting in SMTP becoming the de facto standard for electronic mail The introduction of X.500 resulting in LDAP becoming the de facto standard for directory services == Publications == 1984. Conceptual Structures - Information Processing in Mind and Machine. The Systems Programming Series, Addison-Wesley 1991. Principles of Semantic Networks. Morgan Kaufmann. Mineau, Guy W; Moulin, Bernard; Sowa, John F, eds. (1993). Conceptual Graphs for Knowledge Representation. LNCS. Vol. 699. doi:10.1007/3-540-56979-0. ISBN 978-3-540-56979-4. S2CID 32275791. 1994. International Conference on Conceptual Structures (2nd : 1994 : College Park, Md.) Conceptual structures, current practices : Second International Conference on Conceptual Structures, ICCS'94, College Park, Maryland, USA, August 16–20, 1994 : proceedings. William M. Tepfenhart, Judith P. Dick, John F. Sowa, eds. Ellis, Gerard; Levinson, Robert; Rich, William; Sowa, John F, eds. (1995). Conceptual Structures: Applications, Implementation and Theory. LNCS. Vol. 954. doi:10.1007/3-540-60161-9. ISBN 978-3-540-60161-6. S2CID 27300281. Lukose, Dickson; Delugach, Harry; Keeler, Mary; Searle, Leroy; Sowa, John, eds. (1997). Conceptual Structures: Fulfilling Peirce's Dream. LNCS. Vol. 1257. doi:10.1007/BFb0027865. ISBN 3-540-63308-1. S2CID 1934069. 2000. Knowledge representation : logical, philosophical, and computational foundations, Brooks Cole Publishing Co., Pacific Grove Articles, a selection Sowa, J. F. (July 1976). "Conceptual Graphs for a Data Base Interface". IBM Journal of Research and Development. 20 (4): 336–357. doi:10.1147/rd.204.0336. Sowa, J. F.; Zachman, J. A. (1992). "Extending and formalizing the framework for information systems architecture". IBM Systems Journal. 31 (3): 590–616. doi:10.1147/sj.313.0590. 1992. "Conceptual Graph Summary"; In: T.E. Nagle et al. (Eds.). Conceptual Structures: Current Research and Practice. Chichester: Ellis Horwood. 1995. "Top-level ontological categories." in: International journal of human-computer studies. Vol. 43, Iss. 5–6, Nov. 1995, pp. 669–685 2006. "Semantic Networks". In: Encyclopedia of Cognitive Science.. John Wiley & Sons.

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  • Sasha Stiles

    Sasha Stiles

    Sasha Stiles (born 1980) is an American artist and poet. After discovering natural language processing, she created the 2021 poetry collection Technelegy through an eponymous AI model, before presenting the 2025–2026 installation A Living Poem at the Museum of Modern Art. In addition to artificial intelligence, binary code and non-fungible tokens have been important aspects of her work. == Biography == Stiles was born in 1980 in Pasadena, California, to documentary filmmaker parents whose work includes Cosmos: A Personal Voyage. She was interested in science fiction during her youth, particularly how they addressed human-machine collaboration and posthumanism. She graduated magna cum laude from Harvard University with a Bachelor of Arts in 2002 and she graduated with high honors from the University of Oxford with a Master of Studies in 2004. Originally, Stiles's poetry focused on technology. In 2017, she discovered natural language processing, piquing her interest in its ability to process thoughts and words comparably to its human counterparts. Despite lacking a technological background, she managed to channel people like Gwern Branwen, Ross Goodwin, and Allison Parrish as inspirations for her AI work, and in 2019, she started training an AI model named Technelegy. In 2021, Black Spring Press published her poetry collection Technelegy, where she combines AI-generated content produced by the titular AI model with her own traditionally-created work; the AI-generated content was produced by processing Stiles's own poetry onto GPT-2 and GPT-3. She and Technelegy later co-created A Living Poem, which ran at the Museum of Modern Art's Hyundai Card Digital Wall from September 2025 to March 2026. Stiles also has used non-fungible tokens as a platform for her poetry, having been inspired to go into blockchain by her experiences working with a metaverse exhibition curated by Jess Conatser. She has used Christie's and SuperRare to sell several of her poems as tokenized real-world assets, including Daughter of E.V.E. (Ex-Vivo Uterine Environment), a 2021 single-channel video using freeze-frame shots to hide poetry. In 2021, she co-founded TheVerseVerse (stylized as theVERSEverse), a non-fungible token gallery specializing in poetry. She later created Four Core Texts: Humanifesto and Other Poems, involving four NFT videos of poetry written in looping handwriting and powered by Technelegy. Stiles uses binary code as an inspiration for her work, citing in part its "quite antagonistic system of a binary 'EITHER / OR'", which she connected to several dichotomies pitting humanity and the present against technology and the future. In 2018, she started Analog Binary Code, where she creates sculptures by arranging objects in binary code ciphers. She also created Cursive Binary, where she combines binary with cursive handwriting, after writing zeros and ones on a steamed wall while showering. Stiles and the robot BINA48 co-created the 2020 ArtYard exhibition A Valentine for the Future. She was part of the 2021 group exhibition Computational Poetics at the Beall Center for Art and Technology. From February 24 to March 18, 2023, she held her solo show Binary Odes (stylized as B1NARY 0DES) at Annka Kultys Gallery. By 2024, her work had appeared in places such as Gucci storefronts and Times Square billboards. She designed Words Beyond Words, the official poster for Art Basel in Basel 2025. Stiles is based in Milford, New Jersey, where she lives with her husband, musician Kris Bones. She has also lived in Jersey City and Bucks County, Pennsylvania. She is Kalmyk-American on her mother's side, and she has also announced plans to create a version of Technelegy in her ancestral language Kalmyk.

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  • Microsoft Teams

    Microsoft Teams

    Microsoft Teams is a team collaboration platform developed by Microsoft as part of the Microsoft 365 suite. It offers features such as workspace chat, video conferencing, file storage, and integration with both Microsoft and third-party applications and services. Teams gradually replaced earlier Microsoft messaging and collaboration platforms, including Skype for Business, Skype, Flip, and Microsoft Classroom. The platform saw significant growth during the COVID-19 pandemic, alongside competitors such as Zoom, Slack, and Google Meet, as organizations shifted to remote work and virtual meetings. As of January 2023, Microsoft reported approximately 280 million monthly active users. == History == On August 29, 2007, Microsoft acquired Parlano, the developer of the persistent group chat tool MindAlign. Years later, on March 4, 2016, Microsoft considered acquiring Slack for $8 billion. However, the proposal was reportedly opposed by Bill Gates, who advocated for focusing on enhancing Skype for Business instead. Lu Qi, then executive vice president of Applications and Services, had led the initiative to pursue the Slack acquisition. Following Lu's departure later that year, Microsoft announced Microsoft Teams on November 2, 2016, at an event in New York City, positioning it as a direct competitor to Slack. Teams launched worldwide on March 14, 2017. The service was initially led by corporate vice president Brian MacDonald. In response to the launch, Slack published a full-page advertisement in The New York Times welcoming the competition and outlining its product philosophy. Although Slack was used by 28 companies in the Fortune 100, The Verge wrote that executives would question paying for the service if Teams provides a similar function in their company's existing Office 365 subscription. However, ZDNET noted that the platforms initially served different markets, as Teams did not support external users, making it less appealing to small businesses and freelancers, a limitation Microsoft later addressed. In response to Teams' announcement, Slack deepened in-product integration with Google services. In May 2017, Microsoft announced that Teams would replace Microsoft Classroom in Office 365 Education. A free version of Teams was released on July 12, 2018, offering most core features at no cost, albeit with limits on users and storage. In January 2019, Microsoft introduced updates targeting "Firstline Workers" to improve Teams’ performance across shared or limited-access devices. In September 2019, Microsoft announced the retirement of Skype for Business in favor of Teams, which took effect on July 31, 2021. In early 2020, Microsoft introduced a push-to-talk "Walkie Talkie" feature aimed at firstline workers using smartphones and tablets over Wi-Fi or cellular networks. The COVID-19 pandemic significantly boosted usage of Teams. On March 19, 2020, Microsoft reported 44 million daily active users. In April, the platform logged 4.1 billion meeting minutes in a single day. A public preview of Microsoft Teams for Linux was released in December 2019, but the Linux client was discontinued in 2022. In July 2020, Microsoft shut down its video game livestreaming platform Mixer, and announced that some of its technologies would be repurposed for use in Teams. On February 28, 2025, Microsoft announced that Skype would be fully retired on May 5, 2025, with users given options to export their data or transition to Microsoft Teams. In October 2025, together with other Microsoft 365 suite apps, Teams had its logo updated. == Usage == == Underlying software == Microsoft Teams, as part of the Microsoft 365 suite, utilizes SharePoint and Exchange Online. Each Team, Shared Channel, and Private Channel has its own Microsoft 365 Group and SharePoint Site used for file storage. Messages are stored in Cosmos DB and are journaled to Exchange Online mailboxes. Private messages, including messages in Private Channels, are journaled to the sender and recipients' mailboxes. Public Channel messages are journaled to their corresponding Team's group mailbox, whereas, messages from Shared Channels are journaled to their own mailboxes. Contacts and voicemail are stored in Exchange Online. Microsoft Teams client is a web-based desktop app, originally developed on top of the Electron framework which combines the Chromium rendering engine and the Node.js JavaScript platform. Version 2.0 client was rebuilt using the Evergreen version of Microsoft Edge WebView2 in place of Electron. == Features == === Chats === Teams allows users to communicate in two-way persistent chats with one or multiple participants. Participants can message using text, emojis, stickers and gifs, as well as sharing links and files. In August 2022, the chat feature was updated for "chat with yourself"; allowing for the organization of files, notes, comments, images, and videos within a private chat tab. === Teams === Teams allows communities, groups, or teams to contribute in a shared workspace where messages and digital content on a specific topic are shared. Team members can join through an invitation sent by a team administrator or owner or sharing of a specific URL. Teams for Education allows admins and teachers to set up groups for classes, professional learning communities (PLCs), staff members, and everyone. === Channels === Channels allow team members to communicate without the use of email or group SMS (texting). Users can reply to posts with text, images, GIFs, and image macros. Direct messages send private messages to designated users rather than the entire channel. Connectors can be used within a channel to submit information contacted through a third-party service. Connectors include Mailchimp, Facebook Pages, Twitter, Power BI and Bing News. === Group conversations === Ad-hoc groups can be created to share instant messaging, audio calls (VoIP), and video calls inside the client software. === Telephone replacement === A feature on one of the higher cost licencing tiers allows connectivity to the public switched telephone network (PSTN) telephone system. This allows users to use Teams as if it were a telephone, making and receiving calls over the PSTN, including the ability to host "conference calls" with multiple participants. === Meeting === Meetings can be scheduled with multiple participants able to share audio, video, chat and presented content with all participants. Multiple users can connect via a meeting link. Automated minutes are possible using the recording and transcript features. Teams has a plugin for Microsoft Outlook to schedule a Teams Meeting in Outlook for a specific date and time and invite others to attend. If a meeting is scheduled within a channel, users visiting the channel are able to see if a meeting is in progress. ==== Teams Live Events ==== Teams Live Events replaces Skype Meeting Broadcast for users to broadcast to 10,000 participants on Teams, Yammer, or Microsoft Stream. ==== Breakout Rooms ==== Breakout rooms split a meeting into small groups. This is often utilized for collaboration during trainings or any environment where having all participants speak at once could be disruptive or unfeasible. Breakout rooms can be set by the hosts to a certain length of time, after which all participants will automatically rejoin the main meeting room. ==== Front Row ==== Front Row adjusts the layout of the viewer's screen, placing the speaker or content in the center of the gallery with other meeting participant's video feeds reduced in size and located below the speaker. === Education === Microsoft Teams for Education allows teachers to distribute, provide feedback, and grade student assignments turned in via Teams using the Assignments tab through Office 365 for Education subscribers. Quizzes can also be assigned to students through an integration with Office Forms. === Protocols === Microsoft Teams is based on a number of Microsoft-specific protocols. Video conferences are realized over the protocol MNP24, known from the Skype consumer version. VoIP and video conference clients based on SIP and H.323 need special gateways to connect to Microsoft Teams servers. With the help of Interactive Connectivity Establishment (ICE), clients behind Network address translation routers and restrictive firewalls are also able to connect, if peer-to-peer is not possible. === Integrations === Microsoft Teams has integrations through Microsoft AppSource, its integration marketplace. In 2020, Microsoft partnered with KUDO, a cloud-based solution with language interpretation, to allow integrated language meeting controls. In June 2022, an update was released using AI to improve call audio through the elimination of background feedback loops and cancelling non-vocal audio. == Anti-trust controversy == In July 2023, the European Commission opened an anti-trust investigation into the possibility that Microsoft unfairly used its office suite market power to increase sales of Teams and hurt

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  • Computer Power and Human Reason

    Computer Power and Human Reason

    Computer Power and Human Reason: From Judgment to Calculation is a 1976 nonfiction book by German-American computer scientist Joseph Weizenbaum in which he contends that while artificial intelligence may be possible, we should never allow computers to make important decisions, as they will always lack human qualities such as compassion and wisdom. == Background == Before writing Computer Power and Human Reason, Weizenbaum had garnered significant attention for creating the ELIZA program, an early milestone in conversational computing. His firsthand observation of people attributing human-like qualities to a simple program prompted him to reflect more deeply on society's readiness to entrust moral and ethical considerations to machines. == Reception and legacy == Computer Power and Human Reason sparked scholarly debate on the acceptable scope of AI applications, particularly in fields where human welfare and ethical considerations are paramount. Early academic reviews highlighted that Weizenbaum's stance pushed readers to recognize that even as computers grow more capable, they lack the intrinsic moral compass and empathy required for certain kinds of judgment. The book caused disagreement with, and separation from, other members of the artificial intelligence research community, a status the author later said he'd come to take pride in.

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  • Alec Radford

    Alec Radford

    Alec Radford is an American artificial intelligence researcher. == Biography == Radford grew up in Texas. He graduated from Cistercian Preparatory School in 2011, where he became an Eagle Scout, and dropped out of Olin College in August 2014, where he and fellow students Slater Victoroff, Diana Yuan, and Madison May had formed the startup Indico in their dorm room. In 2015, the quartet were joined by Luke Metz and the firm and the Facebook AI research lab in New York used generative adversarial networks to create realistic low pixel images. A demonstration of Indico's technology was used without proper attribution in an April 2016 demonstration by Nvidia chief executive Jensen Huang. Radford joined OpenAI around 2016, where he worked on natural-language processing. The following year, Radford trained a neural network on Amazon reviews. The model was fairly basic, with layers which allowed for human understanding. Upon exploring it, he saw that it had a special neuron linked to the sentiment of the reviews, which it had created on its own. This was a drastic improvement from previous neural networks that had analysed sentiment, because they had to be told to do so and specially trained on data that was explicitly labeled according to sentiment. This development made OpenAI chief scientist Ilya Sutskever consider that a future model, using more diverse language data, could map far more structures of meaning, eventually becoming a "learned core module" for superintelligence. In 2018, Radford was the lead author on OpenAI's seminal research paper on generative pre-trained transformers, which form the foundation of ChatGPT. At OpenAI, he worked on early GPT models, Whisper, a speech recognition model, and the image generator DALL-E. He left OpenAI in December 2024 to pursue independent research. Around March 2025, Radford joined Thinking Machines Lab as an advisor. He joined along with Bob McGrew who was previously the chief research officer of OpenAI. In April 2026, Radford, Nick Levine, and David Duvenaud released Talkie, an AI model trained on books, newspapers, scientific journals, patents, and case law published before December 31, 1930. When asked about the state of the world in 2026, it stated that one billion people would live in Europe, that London and New York would be connected by steamships that transit between the two in ten days, and "winter will be passed in Paris, and the summer in London."

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  • AirSim

    AirSim

    AirSim (Aerial Informatics and Robotics Simulation) is an open-source, cross-platform simulator for drones, ground vehicles such as cars and various other objects, built on Epic Games’ proprietary Unreal Engine 4 as a platform for AI research. It is developed by Microsoft and can be used to experiment with deep learning, computer vision and reinforcement learning algorithms for autonomous vehicles. This allows testing of autonomous solutions without worrying about real-world damage. AirSim provides some 12 kilometers of roads with 20 city blocks and APIs to retrieve data and control vehicles in a platform independent way. The APIs are accessible via a variety of programming languages, including C++, C#, Python and Java. AirSim supports hardware-in-the-loop with driving wheels and flight controllers such as PX4 for physically and visually realistic simulations. The platform also supports common robotic platforms, such as Robot Operating System (ROS). It is developed as an Unreal plug-in that can be dropped into any Unreal environment. An experimental release for a Unity plug-in is also available. On December 15, 2023 Microsoft has shutdown the development of the project.

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  • SAP StreamWork

    SAP StreamWork

    SAP StreamWork is an enterprise collaboration tool from SAP SE released in March 2010, and discontinued in December 2015. StreamWork allowed real-time collaboration like Google Wave, but focused on business activities such as analyzing data, planning meetings, and making decisions. It incorporated technology from Box.net and Evernote to allow users to connect to online files and documents, and document-reader technology from Scribd allowed users to view documents directly within its environment. StreamWork supported the OpenSocial set of application programming interfaces (APIs), allowing it to connect to tools built by third-party developers, such as Google Docs. A version of StreamWork intended for large enterprises used a virtual appliance based on Novell's SUSE Linux Enterprise to connect it to business systems, including those from SAP.

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  • Computer Science Ontology

    Computer Science Ontology

    The Computer Science Ontology (CSO) is an automatically generated taxonomy of research topics in the field of Computer Science. It was produced by the Open University in collaboration with Springer Nature by running an information extraction system over a large corpus of scientific articles. Several branches were manually improved by domain experts. The current version (CSO 3.2) includes about 14K research topics and 160K semantic relationships. CSO is available in OWL, Turtle, and N-Triples. It is aligned with several other knowledge graphs, including DBpedia, Wikidata, YAGO, Freebase, and Cyc. New versions of CSO are regularly released on the CSO Portal. CSO is mostly used to characterise scientific papers and other documents according to their research areas, in order to enable different kinds of analytics. The CSO Classifier is an open-source python tool for automatically annotating documents with CSO. == Applications == Recommender Systems. Computing the semantic similarity of documents. Extracting metadata from video lecture subtitles. Performing bibliometrics analysis.

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  • Kinect

    Kinect

    Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control. Kinect was originally developed as a motion controller peripheral for Xbox video game consoles, distinguished from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) by not requiring physical controllers. The first-generation Kinect was based on technology from Israeli company PrimeSense, and unveiled at E3 2009 as a peripheral for Xbox 360 codenamed "Project Natal". It was first released on November 4, 2010, and would go on to sell eight million units in its first 60 days of availability. The majority of the games developed for Kinect were casual, family-oriented titles, which helped to attract new audiences to Xbox 360, but did not result in wide adoption by the console's existing, overall userbase. As part of the 2013 unveiling of Xbox 360's successor, Xbox One, Microsoft unveiled a second-generation version of Kinect with improved tracking capabilities. Microsoft also announced that Kinect would be a required component of the console, and that it would not function unless the peripheral is connected. The requirement proved controversial among users and critics due to privacy concerns, prompting Microsoft to backtrack on the decision. However, Microsoft still bundled the new Kinect with Xbox One consoles upon their launch in November 2013. A market for Kinect-based games still did not emerge after the Xbox One's launch; Microsoft would later offer Xbox One hardware bundles without Kinect included, and later revisions of the console removed the dedicated ports used to connect it (requiring a powered USB adapter instead). Microsoft ended production of Kinect for Xbox One in October 2017. Kinect has also been used as part of non-game applications in academic and commercial environments, as it was cheaper and more robust than other depth-sensing technologies at the time. While Microsoft initially objected to such applications, it later released software development kits (SDKs) for the development of Microsoft Windows applications that use Kinect. In 2020, Microsoft released Azure Kinect as a continuation of the technology integrated with the Microsoft Azure cloud computing platform. Part of the Kinect technology was also used within Microsoft's HoloLens project. Microsoft discontinued the Azure Kinect developer kits in October 2023. == History == === Development === The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on. In 2005, Israeli company PrimeSense was founded by mathematicians and engineers to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006 Game Developers Conference, where Microsoft's Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacture the units at scale was required. PrimeSense spent the next few years working at these improvements. Nintendo released the Wii in November 2006. The Wii's central feature was the Wii Remote, a handheld device that was detected by the Wii through a motion sensor bar mounted onto a television screen to enable motion controlled games. Microsoft felt pressure from the Wii, and began looking into depth-sensing in more detail with PrimeSense's hardware, but could not get to the level of motion tracking they desired. While they could determine hand gestures, and sense the general shape of a body, they could not do skeletal tracking. A separate path within Microsoft looked to create an equivalent of the Wii Remote, considering that this type of unit may become standardized similar to how two-thumbstick controllers became a standard feature. However, it was still ultimately Microsoft's goal to remove any device between the player and the Xbox. Kudo Tsunoda and Darren Bennett joined Microsoft in 2008, and began working with Kipman on a new approach to depth-sensing aided by machine learning to improve skeletal tracking. They internally demonstrated this and established where they believed the technology could be in a few years, which led to the strong interest to fund further development of the technology; this has also occurred at a time that Microsoft executives wanted to abandon the Wii-like motion tracking approach, and favored the depth-sensing solution to present a product that went beyond the Wii's capabilities. The project was greenlit by late 2008 with work started in 2009. The project was codenamed "Project Natal" after the Brazilian city Natal, Kipman's birthplace. Additionally, Kipman recognized the Latin origins of the word "natal" to mean "to be born", reflecting the new types of audiences they hoped to draw with the technology. Much of the initial work was related to ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months. During hardware development, Microsoft engaged with software developers to use Kinect. Microsoft wanted to make games that would be playable by families since Kinect could sense multiple bodies in front of it. One of the first internal titles developed for the device was the pack-in game Kinect Adventures developed by Good Science Studio that was part of Microsoft Studios. One of the game modes of Kinect Adventures was "Reflex Ridge", based on the Japanese Brain Wall game where players attempt to contort their bodies in a short time to match cutouts of a wall moving at them. This type of game was a key example of the type of interactivity they wanted with Kinect, and its development helped feed into the hardware improvements. Another development was Project Milo, a prototype game developed by Lionhead Studios led by Peter Molyneux where the player could interact with a virtual avatar through motion controls and voice recognition. Lionhead had developed the project based on original capabilities of the Kinect, but according to Molyneux, Microsoft had found that a consumer-grade version of the Kinect would cost thousands of dollars, so they scaled back the device and refocused the role of games for the Kinect to be more casual games as seen on the Wii. As a result, Project Milo no longer fit Microsoft's portfolio and was cancelled. Nearing the planned release, there was a problem of widespread testing of Kinect in various room types and different bodies accounting for age, gender, and race among other factors, while keeping the details of the unit confidential. Microsoft engaged in a company-wide program offering employees to take home Kinect units to test them. Microsoft also brought other non-gaming divisions, including its Microsoft Research, Microsoft Windows, and Bing teams to help complete the system. Microsoft established its own large-scale manufacturing facility to bulk product Kinect units and test them. === Introduction === Kinect was first announced to the public as "Project Natal" on June 1, 2009, during Microsoft's press conference at E3 2009; film director Steven Spielberg joined Microsoft's Don Mattrick to introduce the technology and its potential. Three demos were presented during the conference—Microsoft's Ricochet and Paint Party, and Lionhead Studios' Milo & Kate created by Peter Molyneux—while a Project Natal-enabled version of Criterion Games' Burnout Paradise was shown during the E3 exhibition. By E3 2009, the skeletal mapping technology was capable of simultaneously tracking four people, with a feature extraction of 4

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