AI Art Backlash

AI Art Backlash — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Fabric Connect

    Fabric Connect

    Fabric Connect, in computer networking usage, is the name used by Extreme Networks to market an extended implementation of the IEEE 802.1aq and IEEE 802.1ah-2008 standards. The Fabric Connect technology was originally developed by the Enterprise Solutions R&D department within Nortel Networks. In 2009, Avaya, Inc acquired Nortel Networks Enterprise Business Solutions; this transaction included the Fabric Connect intellectual property together with all of the Ethernet Switching platforms that supported it. Subsequently, the Fabric Connect technology became part of the Extreme Networks portfolio by virtue of their 2017 purchase of the Avaya Networking business and assets. It was during the Avaya era that this technology was promoted as the lead element of the Virtual Enterprise Network Architecture (VENA). == Technologies == === Fabric Connect === Fabric Connect's provides network-wide, end-to-end, multi-layer virtualization. A network virtualization capability, based on an enhanced implementation of the IEEE 802.1aq Shortest Path Bridging (SPB) standard, Fabric Connect offers the ability to create a simplified network that can dynamically virtualize elements to efficiently provision and utilize resources, thus reducing the strain on the network and personnel. Extreme Networks base the Fabric Connect technology on the SPB standard, including support for RFC 6329, and have integrated IP Routing and IP Multicast support; this unified technology allows for the replacement of multiple conventional protocols such as Spanning Tree, RIP and/or OSPF, ECMP, and PIM. === Fabric Attach === An adjunct to the Fabric Connect technology, Fabric Attach allows network operators to extend network virtualization directly into conventional wiring closets (using existing non-Fabric Ethernet switches) and automate the provisioning of devices to their appropriate virtual network. This is particularly relevant for the mass of unattended network end-point that are now appearing, such as IP Phones, Wireless Access Points, and IP Cameras. Fabric Attach standardized protocols such as 802.1AB LLDP to exchange credentials and obtain provisioning information that allows "Client" Switches to be automatically re-configured on the fly with parameters that let Traffic Flows Map through to Fabric Connect Edge Switches (aka "Backbone Edge Bridge" in SPB definition) functioning as a Fabric Attach "Server" Switch. This method is described by an IETF "Internet Draft", pending further standardization activity. Fabric Attach is typically used to automate Wiring Closet connectivity, but has the potential to be extensible for use in the Data Center, with Virtual Machines being able to dynamically request VLAN/VSN (Virtual Service Network) assignment based upon application requirements. == Hardware products == === Virtual Services Platform 9000 Series === A range of modular chassis-based products, featuring a carrier-grade Linux operation system, and designed for high-performance deployment scenarios that need to scale to multiple terabits of switching capacity and support 10 and 40 gigabit Ethernet connections, and is designed eventually to support 100 gigabit Ethernet. === Virtual Services Platform 8000 Series === A compact form-factor platform delivering high-density 10/40 gigabit Ethernet connectivity, and targeted at mid-market through to mid-size enterprise core switch applications. === Virtual Services Platform 7000 Series === A range of high-end 10 gigabit Ethernet stackable switches that extend fabric-based networking to the data center top-of-rack. They support 40 gigabit Ethernet via the MDA Slot. === Virtual Services Platform 4000 Series === A range of high-end gigabit Ethernet stackable switches that extend Fabric-based networking to branch and metro locations. === Ethernet Routing Switch 5000 Series === A range of high-end gigabit Ethernet stackable switches that provides enterprise-class desktop features, including PoE, and offers 10 Gbit/s uplink connections. Each Switch supports up to 144 Gbit/s of virtual backplane capacity, delivering up to 1.152 Tbit/s for a system of eight, creating a virtual backplane through a stacking configuration. === Ethernet Routing Switch 4000 Series === A range of gigabit Ethernet stackable switches that provide enterprise-class desktop features, including PoE/PoE+, and offer 1/10 Gbit/s uplink connections. Each switch supports up to 48 Gbit/s of virtual backplane capacity, delivering up to 384 Gbit/s for a system of 8, creating a virtual backplane through a stacking configuration. === Ethernet Routing Switch 3500 Series === These entry-level gigabit Ethernet stackable switches provide enterprise-class desktop features, including PoE/PoE+, and 1 Gbit/s uplink connections.

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  • Seeing AI

    Seeing AI

    Seeing AI is an artificial intelligence application developed by Microsoft for iOS. Seeing AI uses the device camera to identify people and objects, and then the app audibly describes those objects for visually impaired people. == Capabilities == Seeing AI is primarily used to describe short text, documents, products, people, currency scenery, colors, handwriting and light. The app can scan a barcode to describe a product and uses sounds to assist the user in focusing on the barcode. When the app describes people, it attempts to estimate the person's age, gender, and emotional status. Additionally, in a test run by German journalists in December 2019, Seeing AI apparently used some sort of facial recognition system to identify people on photographs by name. Some functions are performed on the device, however more complex functions such as describing a scene or recognizing handwriting require an Internet connection. In December 2017, Seeing AI introduced the ability for currency recognition for US and Canadian dollar, British pounds and Euros. In December 2019, Seeing AI added support for five more languages, Dutch, French, German, Japanese, Spanish. Seeing AI is available in 70 countries such as Brazil, Argentina, Australia, Canada, Egypt, Albania, Bhutan, etc. Supported on iPhone 5C, 5S and later best performance with iPhone 6S, SE and later models

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  • Lighthill report

    Lighthill report

    Artificial Intelligence: A General Survey, commonly known as the Lighthill report, is a scholarly article by James Lighthill, published in Artificial Intelligence: a paper symposium in 1973. It was compiled by Lighthill for the British Science Research Council as an evaluation of academic research in the field of artificial intelligence (AI). The report gave a very pessimistic prognosis for many core aspects of research in this field, stating that "In no part of the field have the discoveries made so far produced the major impact that was then promised". It "formed the basis for the decision by the British government to end support for AI research in most British universities", contributing to an AI winter in the United Kingdom. == Publication history == It was commissioned by the SRC in 1972 for Lighthill to "make a personal review of the subject [of AI]". Lighthill completed the report in July. The SRC discussed the report in September, and decided to publish it, together with some alternative points of view by Stuart Sutherland, Roger Needham, Christopher Longuet-Higgins, and Donald Michie. The SRC's decision to invite the report was partly a reaction to high levels of discord within the University of Edinburgh's Department of Artificial Intelligence, one of the earliest and biggest centres for AI research in the UK. On May 9, 1973, Lighthill debated several leading AI researchers (Donald Michie, John McCarthy, Richard Gregory) at the Royal Institution in London concerning the report. == Content == While the report was supportive of research into the simulation of neurophysiological and psychological processes, it was "highly critical of basic research in foundational areas such as robotics and language processing". The report stated that AI researchers had failed to address the issue of combinatorial explosion when solving problems within real-world domains. That is, the report states that whilst AI techniques may have worked within the scope of small problem domains, the techniques would not scale up well to solve more realistic problems. The report represents a pessimistic view of AI that began after early excitement in the field. The report divides AI research into three categories: Advanced Automation ("A"): applications of AI, such as optical character recognition, mechanical component design and manufacture, missile perception and guidance, etc. Computer-based Central Nervous System research ("C"): building computational models of human brains (neurobiology) and behavior (psychology). Bridge, or Building Robots ("B"): research that combines categories A and C. This category is intentionally vague. Projects in category A had had some success, but only in restricted domains where a large quantity of detailed knowledge was used in designing the program. This was disappointing to researchers who hoped for generic methods. Due to the issue of the combinatorial explosion, the amount of detailed knowledge required by the program quickly grew too large to be entered by hand, thus restricting projects to restricted domains. Projects in category C had had some measure of success. Artificial neural networks were successfully used to model neurobiological data. SHRDLU demonstrated that human use of language, even in fine details, depends on the semantics or knowledge, and is not purely syntactical. This was influential in psycholinguistics. Attempts to extend SHRDLU to larger domains of discourse was considered impractical, again due to the issue of the combinatorial explosion. Projects in category B were held to be failures. One important project, that of "programming and building a robot that would mimic human ability in a combination of eye-hand co-ordination and common-sense problem solving", was considered entirely disappointing. Similarly, chess playing programs were no better than human amateurs. Due to the combinatorial explosion, the run-time of general algorithms quickly grew impractical, requiring detailed problem-specific heuristics. The report stated that it was expected that within the next 25 years, category A would simply become applied technologies engineering, C would integrate with psychology and neurobiology, while category B would be abandoned.

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  • Qualification problem

    Qualification problem

    In philosophy and AI (especially, knowledge-based systems), the qualification problem is concerned with the impossibility of listing all the preconditions required for a real-world action to have its intended effect. It might be posed as how to deal with the things that prevent me from achieving my intended result. It is strongly connected to, and opposite the ramification side of, the frame problem. John McCarthy gives the following motivating example, in which it is impossible to enumerate all the circumstances that may prevent a robot from performing its ordinary function: [T]he successful use of a boat to cross a river requires, if the boat is a rowboat, that the oars and rowlocks be present and unbroken, and that they fit each other. Many other qualifications can be added, making the rules for using a rowboat almost impossible to apply, and yet anyone will still be able to think of additional requirements not yet stated.

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  • Audio inpainting

    Audio inpainting

    Audio inpainting (also known as audio interpolation) is an audio restoration task which deals with the reconstruction of missing or corrupted portions of a digital audio signal. Inpainting techniques are employed when parts of the audio have been lost due to various factors such as transmission errors, data corruption or errors during recording. The goal of audio inpainting is to fill in the gaps (i.e., the missing portions) in the audio signal seamlessly, making the reconstructed portions indistinguishable from the original content and avoiding the introduction of audible distortions or alterations. Many techniques have been proposed to solve the audio inpainting problem and this is usually achieved by analyzing the temporal and spectral information surrounding each missing portion of the considered audio signal. Classic methods employ statistical models or digital signal processing algorithms to predict and synthesize the missing or damaged sections. Recent solutions, instead, take advantage of deep learning models, thanks to the growing trend of exploiting data-driven methods in the context of audio restoration. Depending on the extent of the lost information, the inpainting task can be divided in three categories. Short inpainting refers to the reconstruction of few milliseconds (approximately less than 10) of missing signal, that occurs in the case of short distortions such as clicks or clipping. In this case, the goal of the reconstruction is to recover the lost information exactly. In long inpainting instead, with gaps in the order of hundreds of milliseconds or even seconds, this goal becomes unrealistic, since restoration techniques cannot rely on local information. Therefore, besides providing a coherent reconstruction, the algorithms need to generate new information that has to be semantically compatible with the surrounding context (i.e., the audio signal surrounding the gaps). The case of medium duration gaps lays between short and long inpainting. It refers to the reconstruction of tens of millisecond of missing data, a scale where the non-stationary characteristic of audio already becomes important. == Definition == Consider a digital audio signal x {\displaystyle \mathbf {x} } . A corrupted version of x {\displaystyle \mathbf {x} } , which is the audio signal presenting missing gaps to be reconstructed, can be defined as x ~ = m ∘ x {\displaystyle \mathbf {\tilde {x}} =\mathbf {m} \circ \mathbf {x} } , where m {\displaystyle \mathbf {m} } is a binary mask encoding the reliable or missing samples of x {\displaystyle \mathbf {x} } , and ∘ {\displaystyle \circ } represents the element-wise product. Audio inpainting aims at finding x ^ {\displaystyle \mathbf {\hat {x}} } (i.e., the reconstruction), which is an estimation of x {\displaystyle \mathbf {x} } . This is an ill-posed inverse problem, which is characterized by a non-unique set of solutions. For this reason, similarly to the formulation used for the inpainting problem in other domains, the reconstructed audio signal can be found through an optimization problem that is formally expressed as x ^ ∗ = argmin X ^ L ( m ∘ x ^ , x ~ ) + R ( x ^ ) {\displaystyle \mathbf {\hat {x}} ^{}={\underset {\hat {\mathbf {X} }}{\text{argmin}}}~L(\mathbf {m} \circ \mathbf {\hat {x}} ,\mathbf {\tilde {x}} )+R(\mathbf {\hat {x}} )} . In particular, x ^ ∗ {\displaystyle \mathbf {\hat {x}} ^{}} is the optimal reconstructed audio signal and L {\displaystyle L} is a distance measure term that computes the reconstruction accuracy between the corrupted audio signal and the estimated one. For example, this term can be expressed with a mean squared error or similar metrics. Since L {\displaystyle L} is computed only on the reliable frames, there are many solutions that can minimize L ( m ∘ x ^ , x ~ ) {\displaystyle L(\mathbf {m} \circ \mathbf {\hat {x}} ,\mathbf {\tilde {x}} )} . It is thus necessary to add a constraint to the minimization, in order to restrict the results only to the valid solutions. This is expressed through the regularization term R {\displaystyle R} that is computed on the reconstructed audio signal x ^ {\displaystyle \mathbf {\hat {x}} } . This term encodes some kind of a-priori information on the audio data. For example, R {\displaystyle R} can express assumptions on the stationarity of the signal, on the sparsity of its representation or can be learned from data. == Techniques == There exist various techniques to perform audio inpainting. These can vary significantly, influenced by factors such as the specific application requirements, the length of the gaps and the available data. In the literature, these techniques are broadly divided in model-based techniques (sometimes also referred as signal processing techniques) and data-driven techniques. === Model-based techniques === Model-based techniques involve the exploitation of mathematical models or assumptions about the underlying structure of the audio signal. These models can be based on prior knowledge of the audio content or statistical properties observed in the data. By leveraging these models, missing or corrupted portions of the audio signal can be inferred or estimated. An example of a model-based techniques are autoregressive models. These methods interpolate or extrapolate the missing samples based on the neighboring values, by using mathematical functions to approximate the missing data. In particular, in autoregressive models the missing samples are completed through linear prediction. The autoregressive coefficients necessary for this prediction are learned from the surrounding audio data, specifically from the data adjacent to each gap. Some more recent techniques approach audio inpainting by representing audio signals as sparse linear combinations of a limited number of basis functions (as for example in the Short Time Fourier Transform). In this context, the aim is to find the sparse representation of the missing section of the signal that most accurately matches the surrounding, unaffected signal. The aforementioned methods exhibit optimal performance when applied to filling in relatively short gaps, lasting only a few tens of milliseconds, and thus they can be included in the context of short inpainting. However, these signal-processing techniques tend to struggle when dealing with longer gaps. The reason behind this limitation lies in the violation of the stationarity condition, as the signal often undergoes significant changes after the gap, making it substantially different from the signal preceding the gap. As a way to overcome these limitations, some approaches add strong assumptions also about the fundamental structure of the gap itself, exploiting sinusoidal modeling or similarity graphs to perform inpainting of longer missing portions of audio signals. === Data-driven techniques === Data-driven techniques rely on the analysis and exploitation of the available audio data. These techniques often employ deep learning algorithms that learn patterns and relationships directly from the provided data. They involve training models on large datasets of audio examples, allowing them to capture the statistical regularities present in the audio signals. Once trained, these models can be used to generate missing portions of the audio signal based on the learned representations, without being restricted by stationarity assumptions. Data-driven techniques also offer the advantage of adaptability and flexibility, as they can learn from diverse audio datasets and potentially handle complex inpainting scenarios. As of today, such techniques constitute the state-of-the-art of audio inpainting, being able to reconstruct gaps of hundreds of milliseconds or even seconds. These performances are made possible by the use of generative models that have the capability to generate novel content to fill in the missing portions. For example, generative adversarial networks, which are the state-of-the-art of generative models in many areas, rely on two competing neural networks trained simultaneously in a two-player minmax game: the generator produces new data from samples of a random variable, the discriminator attempts to distinguish between generated and real data. During the training, the generator's objective is to fool the discriminator, while the discriminator attempts to learn to better classify real and fake data. In GAN-based inpainting methods the generator acts as a context encoder and produces a plausible completion for the gap only given the available information surrounding it. The discriminator is used to train the generator and tests the consistency of the produced inpainted audio. Recently, also diffusion models have established themselves as the state-of-the-art of generative models in many fields, often beating even GAN-based solutions. For this reason they have also been used to solve the audio inpainting problem, obtaining valid results. These models generate new data instances by inverting the

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  • Otterly.ai

    Otterly.ai

    Otterly.ai is an Austrian software company, founded in 2024, that provides tools for generative engine optimization, the practice of monitoring and optimizing results in large language models. == History == Otterly.ai was co-founded in 2024 by Thomas Peham, Klaus-M. Schremser and Josef Trauner. The concept for OtterlyAI was developed in response to the increasing use of generative AI tools in digital search and content discovery. The company announced a technology partnership with SEO platform Semrush in January 2025.

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  • Knowledge value chain

    Knowledge value chain

    A knowledge value chain is a sequence of intellectual tasks by which knowledge workers build their employer's unique competitive advantage and/or social and environmental benefit. As an example, the components of a research and development project form a knowledge value chain. Productivity improvements in a knowledge value chain may come from knowledge integration in its original sense of data systems consolidation. Improvements also flow from the knowledge integration that occurs when knowledge management techniques are applied to the continuous improvement of a business process or processes. The term first started coming into common use around 1999, appearing in management-related talks and papers. It was registered as a trademark in 2004 by TW Powell Co., a Manhattan company. Knowledge value chain processes Knowledge acquisition Knowledge storage Knowledge dissemination Knowledge application

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  • GOFAI

    GOFAI

    In the philosophy of artificial intelligence, GOFAI (good old-fashioned artificial intelligence) is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea. Haugeland coined the term to address two questions: Can GOFAI produce human-level artificial intelligence in a machine? Is GOFAI the primary method that brains use to display intelligence? AI founder Herbert A. Simon speculated in 1963 that the answers to both these questions was "yes". His evidence was the performance of programs he had co-written, such as Logic Theorist and the General Problem Solver, and his psychological research on human problem solving. AI research in the 1950s and 60s had an enormous influence on intellectual history: it inspired the cognitive revolution, led to the founding of the academic field of cognitive science, and was the essential example in the philosophical theories of computationalism, functionalism and cognitivism in ethics and the psychological theories of cognitivism and cognitive psychology. The specific aspect of AI research that led to this revolution was what Haugeland called "GOFAI". In AI development and technology, GOFAI is used to refer to programs that are built with deliberate, explicit instructions for a single task. This is in contrast to approaches that use machine learning. Examples of GOFAI applications include AlphaGo and Apple's initial Siri design. == Western rationalism == Haugeland places GOFAI within the rationalist tradition in western philosophy, which holds that abstract reason is the "highest" faculty, that it is what separates man from the animals, and that it is the most essential part of our intelligence. This assumption is present in Plato and Aristotle, in Shakespeare, Hobbes, Hume and Locke, it was central to the Enlightenment, to the logical positivists of the 1930s, and to the computationalists and cognitivists of the 1960s. As Shakespeare wrote: What a piece of work is a man, How noble in reason, how infinite in faculty ... In apprehension how like a god, The beauty of the world, The paragon of animals. Symbolic AI in the 1960s was able to successfully simulate the process of high-level reasoning, including logical deduction, algebra, geometry, spatial reasoning and means-ends analysis, all of them in precise English sentences, just like the ones humans used when they reasoned. Many observers, including philosophers, psychologists and the AI researchers themselves became convinced that they had captured the essential features of intelligence. This was not just hubris or speculation -- this was entailed by rationalism. If it was not true, then it brings into question a large part of the entire Western philosophical tradition. Continental philosophy, which included Nietzsche, Husserl, Heidegger and others, rejected rationalism and argued that our high-level reasoning was limited and prone to error, and that most of our abilities come from our intuitions, culture, and instinctive feel for the situation. Philosophers who were familiar with this tradition were the first to criticize GOFAI and the assertion that it was sufficient for intelligence, such as Hubert Dreyfus and Haugeland. == Haugeland's GOFAI == Critics and supporters of Haugeland's position, from philosophy, psychology, or AI research have found it difficult to define "GOFAI" precisely, and thus the literature contains a variety of interpretations. Drew McDermott, for example, finds Haugeland's description of GOFAI "incoherent" and argues that GOFAI is a "myth". Haugeland coined the term GOFAI in order to examine the philosophical implications of “the claims essential to all GOFAI theories”, which he listed as: 1. our ability to deal with things intelligently is due to our capacity to think about them reasonably (including sub-conscious thinking); and 2. our capacity to think about things reasonably amounts to a faculty for internal “automatic” symbol manipulation This is very similar to the sufficient side of the physical symbol systems hypothesis proposed by Herbert A. Simon and Allen Newell in 1963: "A physical symbol system has the necessary and sufficient means for general intelligent action." It is also similar to Hubert Dreyfus' "psychological assumption": "The mind can be viewed as a device operating on bits of information according to formal rules. " Haugeland's description of GOFAI refers to symbol manipulation governed by a set of instructions for manipulating the symbols. The "symbols" he refers to are discrete physical things that are assigned a definite semantics -- like and . They do not refer to signals, or unidentified numbers, or matrixes of unidentified numbers, or the zeros and ones of digital machinery. Thus, Haugeland's GOFAI does not include "good old fashioned" techniques such as cybernetics, perceptrons, dynamic programming or control theory or modern techniques such as neural networks or support vector machines. These questions ask if GOFAI is sufficient for general intelligence -- they ask if there is nothing else required to create fully intelligent machines. Thus GOFAI, for Haugeland, does not include systems that combine symbolic AI with other techniques, such as neuro-symbolic AI, and also does not include narrow symbolic AI systems that are designed only to solve a specific problem and are not expected to exhibit general intelligence. == Replies == === Replies from AI scientists === Russell and Norvig wrote, in reference to Dreyfus and Haugeland:The technology they criticized came to be called Good Old-Fashioned AI (GOFAI). GOFAI corresponds to the simplest logical agent design ... and we saw ... that it is indeed difficult to capture every contingency of appropriate behavior in a set of necessary and sufficient logical rules; we called that the qualification problem. Later symbolic AI work after the 1980's incorporated more robust approaches to open-ended domains such as probabilistic reasoning, non-monotonic reasoning, and machine learning. Currently, most AI researchers believe deep learning, and more likely, a synthesis of neural and symbolic approaches (neuro-symbolic AI), will be required for general intelligence.

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  • Dropbox Paper

    Dropbox Paper

    Dropbox Paper, or simply Paper, is a collaborative document-editing service developed by Dropbox. Originating from the company's acquisition of document collaboration company Hackpad in April 2014, Dropbox Paper was officially announced in October 2015, and launched in January 2017. It offers a web application, as well as mobile apps for Android and iOS. Dropbox Paper was described in the official announcement post as "a flexible workspace that brings people and ideas together. With Paper, teams can create, review, revise, manage, and organize — all in shared documents". Reception of Dropbox Paper has been mixed. Critics praised collaboration functionality, including content available immediately, the ability to mention specific collaborators, assign tasks, write comments, as well as editing attribution, and revision history. It received particular praise for its support for rich media from a variety of sources, with one reviewer noting that the Paper's support for rich media exceeds the capabilities of most of its competitors. However, it was criticized for a lack of formatting options and editing features. While the user interface was liked for being minimal, reviewers cited the lack of a fixed formatting bar and missing features present in competitors' products as making Dropbox Paper seem like a "light" tool. == History == Dropbox acquired document collaboration company Hackpad in April 2014. A year later, Dropbox launched a Dropbox Notes note-taking product in beta testing phase. Dropbox Paper was officially announced on October 15, 2015, followed by an open beta and release of mobile Android and iOS apps in August 2016. Dropbox Paper was officially released on January 30, 2017. == Reception == In a comparison between Dropbox Paper and Evernote, PC World's Michael Ansaldo wrote that "With its emphasis on document creation, you might expect formatting to be front and center in Dropbox Paper. That's not the case." Ansaldo noted the lack of a "fixed formatting toolbar as you'd find in Evernote or a word processor like Google Docs or Microsoft Word. Instead, the text editor appears as a floating ribbon only when you highlight selected text." The only formatting options available for emphasis were bolding, strikethrough, bulleted and numbered lists, and H1 and H2 tags. Users can also add links, convert text to checklists, and add comments. Ansaldo wrote that "Both Evernote and Dropbox Paper make it easy to add images to a document", but also noted that "Dropbox Paper doesn't support any image editing". Paper supports rich media, and users can "add rich content to your document just by pasting a link to the file. In addition to Dropbox, Paper supports media from a variety of popular services including YouTube, Spotify, Vimeo, SoundCloud, Facebook, and Google's productivity suite. Once the file appears, you can delete the link for a cleaner display." To start working with other people, Paper "allows you to invite people via email from within a document", with sharing options for who can view the link (anyone with the link or just the invited person), and action permissions (edit or only comment). Regarding collaboration, Ansaldo wrote that "Creative collaboration is Paper’s marquee feature, and it provides a variety of ways to work effectively with others in real time". Users can "make any content immediately visible and accessible to a specific collaborator with "@mentions"", and "You can also use @mentions to create and assign task lists within a document." Paper also "boasts essential collaboration tools including comments, editing attribution, and revision history." Writing for TechRadar, John Brandon wrote that Dropbox Paper "might be a 'light' tool for now without the extensive templates of Microsoft Office or the integration with other apps in the Zoho suite, but it does work well with the Dropbox storage service that's so popular with office workers these days." Kyle Wiggers of Digital Trends wrote that Paper is "all about minimizing distractions. Its interface is quite literally a big, blank canvas on which you tap out your agenda. You can organize notes by title and create to-do lists, but even basic formatting tools are obscured from view", noting Paper's "floating box above words and phrases highlighted by your cursor". Wiggers stated that "Paper is not a to-do organizer", but that it's "well suited to the purpose thanks to a bevy of labor-saving conveniences", highlighting that Paper "supports more media than most of its to-do and note-taking counterparts". He praised the collaboration tools, writing that they "are as extensive as you'd hope, and then some", citing its invitation system with permission controls, lists of changes and revision history, comment and chat support, and "perhaps best of all", the ability to assign tasks with a "@" mention. Business Insider's Alex Heath praised that "Paper's interface is spotless and friendly to write in. You don't feel overwhelmed with formatting options", but criticized the available features, writing that "Google Docs is much more full-featured in the formatting department, so Paper has some catching up to do if it wants to be on par with the competition". Writing for The Verge, Casey Newton praised Paper's handling of rich media, complimenting it for being "great", and added that "I imagine that creative types who work on teams will appreciate having rich media embedded in the documents they're working on rather than in a series of infinite tabs".

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  • Semantic data model

    Semantic data model

    A semantic data model (SDM) is a high-level semantics-based database description and structuring formalism (database model) for databases. This database model is designed to capture more of the meaning of an application environment than is possible with contemporary database models. An SDM specification describes a database in terms of the kinds of entities that exist in the application environment, the classifications and groupings of those entities, and the structural interconnections among them. SDM provides a collection of high-level modeling primitives to capture the semantics of an application environment. By accommodating derived information in a database structural specification, SDM allows the same information to be viewed in several ways; this makes it possible to directly accommodate the variety of needs and processing requirements typically present in database applications. The design of the present SDM is based on our experience in using a preliminary version of it. SDM is designed to enhance the effectiveness and usability of database systems. An SDM database description can serve as a formal specification and documentation tool for a database; it can provide a basis for supporting a variety of powerful user interface facilities, it can serve as a conceptual database model in the database design process; and, it can be used as the database model for a new kind of database management system. == In software engineering == A semantic data model in software engineering has various meanings: It is a conceptual data model in which semantic information is included. This means that the model describes the meaning of its instances. Such a semantic data model is an abstraction that defines how the stored symbols (the instance data) relate to the real world. It is a conceptual data model that includes the capability to express and exchange information which enables parties to interpret meaning (semantics) from the instances, without the need to know the meta-model. Such semantic models are fact-oriented (as opposed to object-oriented). Facts are typically expressed by binary relations between data elements, whereas higher order relations are expressed as collections of binary relations. Typically binary relations have the form of triples: Object-RelationType-Object. For example: the Eiffel Tower Paris. Typically the instance data of semantic data models explicitly include the kinds of relationships between the various data elements, such as . To interpret the meaning of the facts from the instances, it is required that the meaning of the kinds of relations (relation types) be known. Therefore, semantic data models typically standardize such relation types. This means that the second kind of semantic data models enables that the instances express facts that include their own meanings. The second kind of semantic data models are usually meant to create semantic databases. The ability to include meaning in semantic databases facilitates building distributed databases that enable applications to interpret the meaning from the content. This implies that semantic databases can be integrated when they use the same (standard) relation types. This also implies that in general they have a wider applicability than relational or object-oriented databases. == Overview == The logical data structure of a database management system (DBMS), whether hierarchical, network, or relational, cannot totally satisfy the requirements for a conceptual definition of data, because it is limited in scope and biased toward the implementation strategy employed by the DBMS. Therefore, the need to define data from a conceptual view has led to the development of semantic data modeling techniques. That is, techniques to define the meaning of data within the context of its interrelationships with other data, as illustrated in the figure. The real world, in terms of resources, ideas, events, etc., are symbolically defined within physical data stores. A semantic data model is an abstraction which defines how the stored symbols relate to the real world. Thus, the model must be a true representation of the real world. According to Klas and Schrefl (1995), the "overall goal of semantic data models is to capture more meaning of data by integrating relational concepts with more powerful abstraction concepts known from the Artificial Intelligence field. The idea is to provide high level modeling primitives as an integral part of a data model in order to facilitate the representation of real world situations". == History == The need for semantic data models was first recognized by the U.S. Air Force in the mid-1970s as a result of the Integrated Computer-Aided Manufacturing (ICAM) Program. The objective of this program was to increase manufacturing productivity through the systematic application of computer technology. The ICAM Program identified a need for better analysis and communication techniques for people involved in improving manufacturing productivity. As a result, the ICAM Program developed a series of techniques known as the IDEF (ICAM Definition) Methods which included the following: IDEF0 used to produce a “function model” which is a structured representation of the activities or processes within the environment or system. IDEF1 used to produce an “information model” which represents the structure and semantics of information within the environment or system. IDEF1X a semantic data modeling technique used to produce a graphical information model which represents the structure and semantics of information within an environment or system. Use of this standard permits the construction of semantic data models which may serve to support the management of data as a resource, the integration of information systems, and the building of computer databases. IDEF2 used to produce a “dynamics model” which represents the time varying behavioral characteristics of the environment or system. During the 1990s, the application of semantic modelling techniques resulted in the semantic data models of the second kind. An example of such is the semantic data model that is standardised as ISO 15926-2 (2002), which is further developed into the semantic modelling language Gellish (2005). The definition of the Gellish language is documented in the form of a semantic data model. Gellish itself is a semantic modelling language, that can be used to create other semantic models. Those semantic models can be stored in Gellish Databases, being semantic databases. == Applications == A semantic data model can be used to serve many purposes. Some key objectives include: Planning of data resources: A preliminary data model can be used to provide an overall view of the data required to run an enterprise. The model can then be analyzed to identify and scope projects to build shared data resources. Building of shareable databases: A fully developed model can be used to define an application independent view of data which can be validated by users and then transformed into a physical database design for any of the various DBMS technologies. In addition to generating databases which are consistent and shareable, development costs can be drastically reduced through data modeling. Evaluation of vendor software: Since a data model actually represents the infrastructure of an organization, vendor software can be evaluated against a company’s data model in order to identify possible inconsistencies between the infrastructure implied by the software and the way the company actually does business. Integration of existing databases: By defining the contents of existing databases with semantic data models, an integrated data definition can be derived. With the proper technology, the resulting conceptual schema can be used to control transaction processing in a distributed database environment. The U.S. Air Force Integrated Information Support System (I2S2) is an experimental development and demonstration of this kind of technology, applied to a heterogeneous type of DBMS environments.

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  • Rnn (software)

    Rnn (software)

    rnn is an open-source machine learning framework that implements recurrent neural network architectures, such as LSTM and GRU, natively in the R programming language, that has been downloaded over 100,000 times (from the RStudio servers alone). The rnn package is distributed through the Comprehensive R Archive Network under the open-source GPL v3 license. == Workflow == The below example from the rnn documentation show how to train a recurrent neural network to solve the problem of bit-by-bit binary addition. == sigmoid == The sigmoid functions and derivatives used in the package were originally included in the package, from version 0.8.0 onwards, these were released in a separate R package sigmoid, with the intention to enable more general use. The sigmoid package is a dependency of the rnn package and therefore automatically installed with it. == Reception == With the release of version 0.3.0 in April 2016 the use in production and research environments became more widespread. The package was reviewed several months later on the R blog The Beginner Programmer as "R provides a simple and very user friendly package named rnn for working with recurrent neural networks.", which further increased usage. The book Neural Networks in R by Balaji Venkateswaran and Giuseppe Ciaburro uses rnn to demonstrate recurrent neural networks to R users. It is also used in the r-exercises.com course "Neural network exercises". The RStudio CRAN mirror download logs show that the package is downloaded on average about 2,000 per month from those servers , with a total of over 100,000 downloads since the first release, according to RDocumentation.org, this puts the package in the 15th percentile of most popular R packages .

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  • IPO underpricing algorithm

    IPO underpricing algorithm

    IPO underpricing is the increase in stock value from the initial offering price to the first-day closing price. Many believe that underpriced IPOs leave money on the table for corporations, but some believe that underpricing is inevitable. Investors state that underpricing signals high interest to the market which increases the demand. On the other hand, overpriced stocks will drop long-term as the price stabilizes so underpricing may keep the issuers safe from investor litigation. == IPO underpricing algorithms == Underwriters and investors and corporations going for an initial public offering (IPO), issuers, are interested in their market value. There is always tension that results since the underwriters want to keep the price low while the companies want a high IPO price. Underpricing may also be caused by investor over-reaction causing spikes on the initial days of trading. The IPO pricing process is similar to pricing new and unique products where there is sparse data on market demand, product acceptance, or competitive response. Thus it is difficult to determine a clear price which is compounded by the different goals issuers and investors have. The problem with developing algorithms to determine underpricing is dealing with noisy, complex, and unordered data sets. Additionally, people, environment, and various environmental conditions introduce irregularities in the data. To resolve these issues, researchers have found various techniques from artificial intelligence that normalizes the data. == Evolutionary models == Evolutionary programming is often paired with other algorithms e.g. artificial neural networks to improve the robustness, reliability, and adaptability. Evolutionary models reduce error rates by allowing the numerical values to change within the fixed structure of the program. Designers provide their algorithms the variables, they then provide training data to help the program generate rules defined in the input space that make a prediction in the output variable space. In this approach, the solution is made an individual and the population is made of alternatives. However, the outliers cause the individuals to act unexpectedly as they try to create rules to explain the whole set. === Rule-based system === For example, Quintana first abstracts a model with 7 major variables. The rules evolved from the Evolutionary Computation system developed at Michigan and Pittsburgh: Underwriter prestige – Is the underwriter prestigious in role of lead manager? 1 for true, 0 otherwise. Price range width – The width of the non-binding reference price range offered to potential customers during the roadshow. This width can be interpreted as a sign of uncertainty regarding the real value of the company and a therefore, as a factor that could influence the initial return. Price adjustment – The difference between the final offer price and the price range width. It can be viewed as uncertainty if the adjustment is outside the previous price range. Offering price – The final offer price of the IPO Retained stock – Ratio of number of shares sold at the IPO divided by post-offering number of shares minus the number of shares sold at the IPO. Offering size – Logarithm of the offering size in millions of dollars excluding the over-allotment option Technology – Is this a technology company? 1 for true, 0 otherwise. Quintana uses these factors as signals that investors focus on. The algorithm his team explains shows how a prediction with a high-degree of confidence is possible with just a subset of the data. === Two-layered evolutionary forecasting === Luque approaches the problem with outliers by performing linear regressions over the set of data points (input, output). The algorithm deals with the data by allocating regions for noisy data. The scheme has the advantage of isolating noisy patterns which reduces the effect outliers have on the rule-generation system. The algorithm can come back later to understand if the isolated data sets influence the general data. Finally, the worst results from the algorithm outperformed all other algorithms' predictive abilities. == Agent-based modelling == Currently, many of the algorithms assume homogeneous and rational behavior among investors. However, there's an approach alternative to financial modeling, and it's called agent-based modelling (ABM). ABM uses different autonomous agents whose behavior evolves endogenously which lead to complicated system dynamics that are sometimes impossible to predict from the properties of individual agents. ABM is starting to be applied to computational finance. Though, for ABM to be more accurate, better models for rule-generation need to be developed.

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  • Non-human

    Non-human

    Non-human (also spelled nonhuman) is any entity displaying some, but not enough, human characteristics to be considered a human. The term has been used in a variety of contexts and may refer to objects that have been developed with human intelligence, such as robots or vehicles. == Organisms == === Animal rights and personhood === In the animal rights movement, it is common to distinguish between "human animals" and "non-human animals". Participants in the animal rights movement generally recognize that non-human animals have some similar characteristics to those of human persons. For example, various non-human animals have been shown to register pain, compassion, memory, and some cognitive function. Some animal rights activists argue that the similarities between human and non-human animals justify giving non-human animals rights that human society has afforded to humans, such as the right to self-preservation, and some even wish for all non-human animals or at least those that bear a fully thinking and conscious mind, such as vertebrates and some invertebrates such as cephalopods, to be given a full right of personhood. === The non-human in philosophy === Contemporary philosophers have drawn on the work of Henri Bergson, Gilles Deleuze, Félix Guattari, and Claude Lévi-Strauss (among others) to suggest that the non-human poses epistemological and ontological problems for humanist and post-humanist ethics, and have linked the study of non-humans to materialist and ethological approaches to the study of society and culture. == Software and robots == The term non-human has been used to describe computer programs and robot-like devices that display some human-like characteristics. In both science fiction and in the real world, computer programs and robots have been built to perform tasks that require human-computer interactions in a manner that suggests sentience and compassion. There is increasing interest in the use of robots in nursing homes and to provide elder care. Computer programs have been used for years in schools to provide one-on-one education with children. The Tamagotchi toy required children to provide care, attention, and nourishment to keep it "alive".

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  • Maia and Marco

    Maia and Marco

    Maia and Marco are artificial intelligence used by GMA Network. Unveiled in 2023, they are used to fulfill the role of sports newscasters. == Background == Maia and Marco are artificial intelligence (AI) which take the form of three-dimensional human avatars. Maia makes use of a female avatar while Marco uses a male likeness. They have aesthetic features that are typical to Filipino showbusiness personalities. Among the technologies used in making and operating the AI include image generation, text-to-speech AI voice synthesis/generation, and deep learning face animation. They are also demonstrated to be bilingual, being able to speak in English and Tagalog (Filipino). == Use == The AI pair was unveiled by GMA Network on September 24, 2023, for their coverage of Season 99 of the National Collegiate Athletic Association (NCAA). Fulfilling the role of sports newscasters, Maia and Marco would join GMA's courtside human reporters. The AI pair are scheduled to appear four times a month on GMA's digital media platforms. They will not appear in traditional television broadcast. == Reception == The launch of the Maia and Marco was met with strong reactions. Various journalists and other personalities across the Philippine media industry expressed concern that their employment be at risk with the introduction of AI. The quality of the AI ability to emulate human behavior was characterized by critics as "soulless". GMA responding to concerns has stated that the AI would complement rather than replace its live human journalists including sportscasters. The National Union of Journalists of the Philippines urged dialogue among its peers in the newsroom on policy on how to use AI, which the group acknowledge as "inevitable".

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  • Thinking Machines Lab

    Thinking Machines Lab

    Thinking Machines Lab Inc. is an American artificial intelligence (AI) startup founded by Mira Murati, the former chief technology officer of OpenAI. The company was founded in February 2025, and by July had completed an early-stage funding round led by Andreessen Horowitz, raising $2 billion at a valuation of $12 billion overall from investors such as Nvidia, AMD, Cisco, and Jane Street. The company is based in San Francisco and structured as a public benefit corporation. == History == By its launch in February 2025, Thinking Machines Lab was reported to have hired about 30 researchers and engineers from competitors including OpenAI, Meta AI, and Mistral AI. Its founding team members include Barret Zoph, former OpenAI VP of Research (Post-Training), Lilian Weng, former OpenAI VP, and OpenAI cofounder John Schulman, who joined after a brief stint at the lab's competitor Anthropic. In January 2026, it was reported that Barret Zoph and Luke Metz, departed the startup to return to OpenAI. Other former OpenAI employees who have been hired include Jonathan Lachman and Andrew Tulloch (although Tulloch departed after getting recruited for Meta Superintelligence Labs). Thinking Machines Lab's advisers include Bob McGrew, previously OpenAI's chief research officer, and Alec Radford, who was a lead researcher for OpenAI. On October 1, 2025, it announced Tinker, an API for fine-tuning language models. Users would submit jobs through the API for fine-tuning one of the various open-weight models supported. The Lab would run the jobs on its internal clusters and training infrastructure. == Business structure == Thinking Machines Lab grants Mira Murati a deciding vote on board matters, weighted to provide her with a majority decision-making capability. Additionally, founding shareholders possess votes weighted 100 times greater than those of regular shareholders. In July 2025, Andreessen Horowitz was reported to have led the company's initial funding round, raising "about $2 billion at a valuation of $12 billion". The government of Albania (Murati's country of origin) was also included in this round, making a $10 million investment which required an amendment to the country's 2025 budget. == Partnership == In March 2026, Thinking Machines Lab announced a strategic partnership with NVIDIA involving an undisclosed investment and a multi-year agreement to deploy one gigawatt of Vera Rubin computing capacity.

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