AI Art Tattoo

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  • Paint.NET

    Paint.NET

    Paint.NET (sometimes stylized as paint.net) is a freeware general-purpose raster graphics editor program for Microsoft Windows, developed with the .NET platform. Paint.NET was originally created by Rick Brewster as a Washington State University student project, and has evolved from a simple replacement for the Microsoft Paint program into a program for editing mainly graphics, with support for plugins. == History == Paint.NET originated as a computer science senior design project by Rick Brewster during spring 2004 at Washington State University. Version 1.0 consisted of 36,000 lines of code and was written in four months. In contrast, version 3.35 has approximately 162,000 lines of code. The Paint.NET project continued over the summer and into the autumn 2004 semester for both the version 1.1 and 2.0 releases. Development continued with one programmer who worked on previous versions of Paint.NET while he was a student at WSU. As of May 2006 the program had been downloaded at least 2 million times, at a rate of about 180,000 per month. Initially, Paint.NET was released under a modified version of the MIT License, with the exclusion of the installer, text, and graphics. However, citing issues with the open source code being plagiarized by others that had rebranded the software as their own and bundled user content without their permission, the availability of the source code was restricted, in December 2007 Brewster announced his intent to restrict access to components of the program (including its installer, resources, and user interface). In November 2009, the software was made proprietary, restricting the sale or creation of derivative works of the software. Starting with version 4.0.18, Paint.NET is published in two editions: A classic edition remains freeware, similar to all other versions since 3.5. Another edition, however, is published to Microsoft Store under a trialware license and is available to purchase for US$14.99. According to the developer, this was done to enable the users to contribute to the development with more convenience, even though the old avenue of donation was not closed. In May 2026, Brewster revealed that he obtained the paint.net domain after attempting to do so for 22 years. Historically, the editor was hosted on getpaint.net, and according to Brewster, the previous owners of paint.net would not sell the domain and asked for "lots and lots of money". In December of the previous year, paint.net began hosting content that impersonated Paint.NET, therefore becoming a clear case of trademark infringement and domain squatting. Brewster stated that he was able to obtain the domain afterwards with the help of a lawyer. == Overview == Paint.NET is primarily programmed in the C# programming language. Its native image format, .PDN, is a compressed representation of the application's internal object format, which preserves layering and other information. == Plugins == Paint.NET supports plugins, which add image adjustments, effects, and support for additional file types. They can be programmed using any .NET Framework programming language, though they are most commonly written in C#. These are created by volunteer coders on the program's discussion board, the Paint.NET Forum. Though most are simply published via the discussion board, some have been included with a later release of the program. For instance, a DirectDraw Surface file type plugin, (originally by Dean Ashton) and an Ink Sketch and Soften Portrait effect (originally by David Issel) were added to Paint.NET in version 3.10. Hundreds of plugins have been produced; such as Shape3D, which renders a 2D drawing into a 3D shape. Some plugins expand on the functionality that comes with Paint.NET, such as Curves+ and Sharpen+, which extend the included tools Curves and Sharpen, respectively. Examples of file type plugins include an Animated Cursor and Icon plugin and an Adobe Photoshop file format plugin. Several of these plugins are based on existing open source software, such as a raw image format plugin that uses dcraw and a PNG optimization plugin that uses OptiPNG. == Forks == === paint-mono === Paint.NET was created exclusively for Windows and has no native support for other operating systems. Due to its former open-source licensing, the development of alternative versions was possible. In May 2007, Miguel de Icaza officially started a porting project called paint-mono. This project had partially ported Paint.NET 3.0 to Mono, an open-source implementation of the Common Language Infrastructure on which the .NET Framework is based. This allowed Paint.NET to be run on Mono-supported platforms, such as Linux. This port is no longer maintained and has not been updated since March 2009. Newer Mono runtime 6 versions are able to run original Paint.NET releases up to 3.5.11 with only minor issues. === Pinta === In 2010, developer Jonathan Pobst started a project called Pinta, describing it as a clone of Paint.NET for Mono and Gtk#. Pinta reused the adjustments and effects code from Paint.NET but otherwise is original code.

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  • General Regionally Annotated Corpus of Ukrainian

    General Regionally Annotated Corpus of Ukrainian

    General Regionally Annotated Corpus of the Ukrainian Language (GRAC, Ukrainian: Генеральний регіонально анотований корпус української мови, romanized: Heneralnyi rehionalno anotovanyi korpus ukrainskoi movy, ГРАК, Ukrainian грак for rook) is a text corpus of the Ukrainian language comprising more than 2 billion tokens, intended for linguistic research in grammar, vocabulary, and the history of the Ukrainian literary language, as well as for use in compiling dictionaries and grammars. The corpus can be used for language study and also for preparing teaching materials, textbooks, learner’s dictionaries, and exercises using examples from real texts, taking into account frequency and collocational patterns, and so on. The corpus is not a model of standard Ukrainian: it may contain words and combinations that do not match current norms of the literary language. The corpus covers the period from 1816 to 2025, and as of 29 November 2025 it contains more than 812,000 texts by about 35,000 authors. == Composition of the corpus == In the 10th version of the corpus, available for searching from 20 October 2020, 35% consists of fiction. Some fiction genres are highlighted separately: children’s literature, folklore, dramatic works, and scripts. Among non-fiction texts: journalistic writing, including newspaper collections from 1888–1893, 1905, 1913–1918, 1919–1943, modern newspapers from different regions, and texts from online news/information sites; memoirs, letters, and diaries, including a sizeable corpus of Facebook texts representing blogs by people from all regions of Ukraine and the diaspora; scholarly and educational texts: monographs, dissertations, academic articles, textbooks; large subcorpora of academic literature in history, ethnography, philosophy, and law are singled out separately; religious texts, including two Ukrainian translations of the Bible; speeches and interviews. Some dictionaries that include phrasal examples and phraseology have also been incorporated, including the Ukrainian dictionary by Borys Hrinchenko and the Russian-Ukrainian idiomatic dictionary by I. Vyrhan and M. Pylynska. Using the corpus tools, these dictionaries can be searched not only for words, but also for lexico-grammatical patterns within examples and phraseological expressions. About 20% of the texts in the corpus are translations. The corpus includes translations from more than 80 languages, most of all from English and Russian. == Dating == Texts in the corpus are dated by the year of writing, or by the latest year in which a work could have been written; translated texts are dated by the year the translation was produced. A publication year may also be indicated, corresponding to the edition from which the text is taken. == Regional annotation == The corpus’s regional annotation is based on the modern administrative division of Ukraine. The corpus includes texts from all oblasts of Ukraine and from Crimea. A single text may belong to several regional subcorpora (if the author or translator was born, studied, or lived for a long time in different regions). In addition to regional subcorpora, there are subcorpora of works by authors of the Ukrainian diaspora (USA, Canada, Poland, Germany, the United Kingdom, France, etc.). These are mostly texts by emigrants of the 1940s, and to a lesser extent of 1917–1920s. == Morphological annotation == GRAC is based on the morphological analysis system nlp_uk, developed by specialists from the r2u group. The program analyzes the text and, for each word form, determines the lemma (lexeme) and tags (grammatical features). == Research based on the corpus == Research on the Ukrainian language has been carried out using the corpus, including studies of the historical dynamics of language norms, and letter and letter-combination frequencies for font development.

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  • Nondeterministic finite automaton

    Nondeterministic finite automaton

    In automata theory, a finite-state machine is called a deterministic finite automaton (DFA), if each of its transitions is uniquely determined by its source state and input symbol, and reading an input symbol is required for each state transition. A nondeterministic finite automaton (NFA), or nondeterministic finite-state machine, does not need to obey these restrictions. In particular, every DFA is also an NFA. Sometimes the term NFA is used in a narrower sense, referring to an NFA that is not a DFA, but not in this article. Using the subset construction algorithm, each NFA can be translated to an equivalent DFA; i.e., a DFA recognizing the same formal language. Like DFAs, NFAs only recognize regular languages. NFAs were introduced in 1959 by Michael O. Rabin and Dana Scott, who also showed their equivalence to DFAs. NFAs are used in the implementation of regular expressions: Thompson's construction is an algorithm for compiling a regular expression to an NFA that can efficiently perform pattern matching on strings. Conversely, Kleene's algorithm can be used to convert an NFA into a regular expression (whose size is generally exponential in the input automaton). NFAs have been generalized in multiple ways, e.g., nondeterministic finite automata with ε-moves, finite-state transducers, pushdown automata, alternating automata, ω-automata, and probabilistic automata. Besides the DFAs, other known special cases of NFAs are unambiguous finite automata (UFA) and self-verifying finite automata (SVFA). == Informal introduction == There are at least two equivalent ways to describe the behavior of an NFA. The first way makes use of the nondeterminism in the name of an NFA. For each input symbol, the NFA transitions to a new state until all input symbols have been consumed. In each step, the automaton nondeterministically "chooses" one of the applicable transitions. If there exists at least one "lucky run", i.e. some sequence of choices leading to an accepting state after completely consuming the input, it is accepted. Otherwise, i.e. if no choice sequence at all can consume all the input and lead to an accepting state, the input is rejected. In the second way, the NFA consumes a string of input symbols, one by one. In each step, whenever two or more transitions are applicable, it "clones" itself into appropriately many copies, each one following a different transition. If no transition is applicable, the current copy is in a dead end, and it "dies". If, after consuming the complete input, any of the copies is in an accept state, the input is accepted, else, it is rejected. == Formal definition == For a more elementary introduction of the formal definition, see automata theory. === Automaton === An NFA is represented formally by a 5-tuple, ( Q , Σ , δ , q 0 , F ) {\displaystyle (Q,\Sigma ,\delta ,q_{0},F)} , consisting of a finite set of states Q {\displaystyle Q} , a finite set of input symbols called the alphabet Σ {\displaystyle \Sigma } , a transition function δ {\displaystyle \delta } : Q × Σ → P ( Q ) {\displaystyle Q\times \Sigma \rightarrow {\mathcal {P}}(Q)} , an initial (or start) state q 0 ∈ Q {\displaystyle q_{0}\in Q} , and a set of accepting (or final) states F ⊆ Q {\displaystyle F\subseteq Q} . Here, P ( Q ) {\displaystyle {\mathcal {P}}(Q)} denotes the power set of Q {\displaystyle Q} . === Recognized language === Given an NFA M = ( Q , Σ , δ , q 0 , F ) {\displaystyle M=(Q,\Sigma ,\delta ,q_{0},F)} , its recognized language is denoted by L ( M ) {\displaystyle L(M)} , and is defined as the set of all strings over the alphabet Σ {\displaystyle \Sigma } that are accepted by M {\displaystyle M} . Loosely corresponding to the above informal explanations, there are several equivalent formal definitions of a string w = a 1 a 2 . . . a n {\displaystyle w=a_{1}a_{2}...a_{n}} being accepted by M {\displaystyle M} : w {\displaystyle w} is accepted if a sequence of states, r 0 , r 1 , . . . , r n {\displaystyle r_{0},r_{1},...,r_{n}} , exists in Q {\displaystyle Q} such that: r 0 = q 0 {\displaystyle r_{0}=q_{0}} r i + 1 ∈ δ ( r i , a i + 1 ) {\displaystyle r_{i+1}\in \delta (r_{i},a_{i+1})} , for i = 0 , … , n − 1 {\displaystyle i=0,\ldots ,n-1} r n ∈ F {\displaystyle r_{n}\in F} . In words, the first condition says that the machine starts in the start state q 0 {\displaystyle q_{0}} . The second condition says that given each character of string w {\displaystyle w} , the machine will transition from state to state according to the transition function δ {\displaystyle \delta } . The last condition says that the machine accepts w {\displaystyle w} if the last input of w {\displaystyle w} causes the machine to halt in one of the accepting states. In order for w {\displaystyle w} to be accepted by M {\displaystyle M} , it is not required that every state sequence ends in an accepting state, it is sufficient if one does. Otherwise, i.e. if it is impossible at all to get from q 0 {\displaystyle q_{0}} to a state from F {\displaystyle F} by following w {\displaystyle w} , it is said that the automaton rejects the string. The set of strings M {\displaystyle M} accepts is the language recognized by M {\displaystyle M} and this language is denoted by L ( M ) {\displaystyle L(M)} . Alternatively, w {\displaystyle w} is accepted if δ ∗ ( q 0 , w ) ∩ F ≠ ∅ {\displaystyle \delta ^{}(q_{0},w)\cap F\not =\emptyset } , where δ ∗ : Q × Σ ∗ → P ( Q ) {\displaystyle \delta ^{}:Q\times \Sigma ^{}\rightarrow {\mathcal {P}}(Q)} is defined recursively by: δ ∗ ( r , ε ) = { r } {\displaystyle \delta ^{}(r,\varepsilon )=\{r\}} where ε {\displaystyle \varepsilon } is the empty string, and δ ∗ ( r , x a ) = ⋃ r ′ ∈ δ ∗ ( r , x ) δ ( r ′ , a ) {\displaystyle \delta ^{}(r,xa)=\bigcup _{r'\in \delta ^{}(r,x)}\delta (r',a)} for all x ∈ Σ ∗ , a ∈ Σ {\displaystyle x\in \Sigma ^{},a\in \Sigma } . In words, δ ∗ ( r , x ) {\displaystyle \delta ^{}(r,x)} is the set of all states reachable from state r {\displaystyle r} by consuming the string x {\displaystyle x} . The string w {\displaystyle w} is accepted if some accepting state in F {\displaystyle F} can be reached from the start state q 0 {\displaystyle q_{0}} by consuming w {\displaystyle w} . === Initial state === The above automaton definition uses a single initial state, which is not necessary. Sometimes, NFAs are defined with a set of initial states. There is an easy construction that translates an NFA with multiple initial states to an NFA with a single initial state, which provides a convenient notation. == Example == The following automaton M, with a binary alphabet, determines if the input ends with a 1. Let M = ( { p , q } , { 0 , 1 } , δ , p , { q } ) {\displaystyle M=(\{p,q\},\{0,1\},\delta ,p,\{q\})} where the transition function δ {\displaystyle \delta } can be defined by this state transition table (cf. upper left picture): State Input 0 1 p { p } { p , q } q ∅ ∅ {\displaystyle {\begin{array}{|c|cc|}{\bcancel {{}_{\text{State}}\quad {}^{\text{Input}}}}&0&1\\\hline p&\{p\}&\{p,q\}\\q&\emptyset &\emptyset \end{array}}} Since the set δ ( p , 1 ) {\displaystyle \delta (p,1)} contains more than one state, M is nondeterministic. The language of M can be described by the regular language given by the regular expression (0|1)1. All possible state sequences for the input string "1011" are shown in the lower picture. The string is accepted by M since one state sequence satisfies the above definition; it does not matter that other sequences fail to do so. The picture can be interpreted in a couple of ways: In terms of the above "lucky-run" explanation, each path in the picture denotes a sequence of choices of M. In terms of the "cloning" explanation, each vertical column shows all clones of M at a given point in time, multiple arrows emanating from a node indicate cloning, a node without emanating arrows indicating the "death" of a clone. The feasibility to read the same picture in two ways also indicates the equivalence of both above explanations. Considering the first of the above formal definitions, "1011" is accepted since when reading it M may traverse the state sequence ⟨ r 0 , r 1 , r 2 , r 3 , r 4 ⟩ = ⟨ p , p , p , p , q ⟩ {\displaystyle \langle r_{0},r_{1},r_{2},r_{3},r_{4}\rangle =\langle p,p,p,p,q\rangle } , which satisfies conditions 1 to 3. Concerning the second formal definition, bottom-up computation shows that δ ∗ ( p , ε ) = { p } {\displaystyle \delta ^{}(p,\varepsilon )=\{p\}} , hence δ ∗ ( p , 1 ) = δ ( p , 1 ) = { p , q } {\displaystyle \delta ^{}(p,1)=\delta (p,1)=\{p,q\}} , hence δ ∗ ( p , 10 ) = δ ( p , 0 ) ∪ δ ( q , 0 ) = { p } ∪ { } {\displaystyle \delta ^{}(p,10)=\delta (p,0)\cup \delta (q,0)=\{p\}\cup \{\}} , hence δ ∗ ( p , 101 ) = δ ( p , 1 ) = { p , q } {\displaystyle \delta ^{}(p,101)=\delta (p,1)=\{p,q\}} , and hence δ ∗ ( p , 1011 ) = δ ( p , 1 ) ∪ δ ( q , 1 ) = { p , q } ∪ { } {\displaystyle \delta ^{}(p,1011)=\delta (p,1)\cup \delta (q,1)=\{p,q\}\cup \{\}} ; since that set is

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  • Alexander Gammerman

    Alexander Gammerman

    Alexander Gammerman (born 2 November 1944) is a British computer scientist, and professor at Royal Holloway University of London. He is the co-inventor of conformal prediction. He is the founding director of the Centre for Machine Learning at Royal Holloway, University of London, and a Fellow of the Royal Statistical Society. == Career == Gammerman's academic career has been pursued in the Soviet Union and the United Kingdom. He started working as a Research Fellow in the Agrophysical Research Institute, St. Petersburg. In 1983, he emigrated to the United Kingdom and was appointed as a lecturer in the Computer Science Department at Heriot-Watt University, Edinburgh. Together with Roger Thatcher, Gammerman published several articles on Bayesian inference. In 1993, he was appointed to the established chair in Computer Science at University of London tenable at Royal Holloway and Bedford New College, where he served as the Head of Computer Science department from 1995 to 2005. In 1998, the Centre for Reliable Machine Learning was established, and Gammerman became the first director of the centre. Gammerman has written 7 books. == Honours and awards == In 1996, Gammerman received the P.W. Allen Award from the Forensic Science Society. In 2006, he became an Honorary Professor, at University College London. In 2009, he became a Distinguished Professor at Complutense University of Madrid, Spain. In 2019, he received a research grant funded by the energy company Centrica about predicting the time to the next failure of equipment. In 2020, he received the Amazon Research Award for the project titled Conformal Martingales for Change-Point Detection == Selected books == Measures of Complexity (2016), Springer, ISBN 3319357786. Algorithmic Learning in a Random World (2005), Springer, ISBN 0387001522. Causal Models and Intelligent Data Management (1999), Springer, ISBN 978-3-642-58648-4. Probabilistic Reasoning and Bayesian Belief Networks (1998), Nelson Thornes Ltd, ISBN 1872474268. Computational Learning and Probabilistic Reasoning (1996), Wiley, ISBN 0471962791.

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  • Slopaganda

    Slopaganda

    Slopaganda is a portmanteau of "AI slop" and "propaganda", referring to AI-generated content designed to manipulate beliefs, emotions, and political decision-making at scale. The term is credited to Michał Klincewicz, an assistant professor in the Department of Computational Cognitive Science at Tilburg University, in 2025. == Definition == Slopaganda is distinguished from traditional propaganda by three features: scale, scope, and speed. Generative AI makes it possible to produce large volumes of content quickly and at low cost, allows for highly personalised and targeted messaging to specific sub-audiences, and leverages the hyper-connectivity of social networks to accelerate dissemination beyond what conventional media could achieve. Unlike traditional propaganda, which delivers a uniform message to all recipients, slopaganda can be micro-targeted — tailored to individuals based on estimated prior beliefs to reinforce political biases or emotional associations. The authors note that it need not aim at literal deception: much slopaganda is expressive rather than truth-apt, designed to create emotional associations rather than false factual beliefs. == Relation to AI slop == Slopaganda is a subset of AI slop — low-quality, mass-produced AI-generated content — distinguished by intent. Where AI slop may be produced indifferently for commercial or engagement-farming purposes, slopaganda is deployed with a deliberate political or ideological goal. == Notable examples == Examples discussed by the term's originators include Donald Trump's prolific use of AI in Truth Social posts and Iranian Lego-themed music videos. AI-generated videos posted by the White House mixing real military footage with clips from films and video games; and deepfake audio imitating political candidates during the 2024 US presidential campaign have also been given the label slopaganda.

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  • Gary B. Fogel

    Gary B. Fogel

    Gary Bryce Fogel (born 1968) is an American biologist and computer scientist. He is the Chief Executive Officer of Natural Selection, Inc. He is most known for his applications of computational intelligence and machine learning to bioinformatics, computational biology, and industrial optimization. == Education and Research == Fogel was born and raised in La Jolla, California, graduating from La Jolla High School. He received a B.A. in biology with a minor in earth sciences from the University of California, Santa Cruz in 1991 and a Ph.D. in biology from the University of California, Los Angeles in 1998. Fogel has published over 150 peer-reviewed publications in conferences and journals, 2 edited books, and 11 patents. As CEO of Natural Selection, Inc., his research focuses on the application of computational intelligence, machine learning, and predictive analytics in areas not limited to: Viral evolution, cellular differentiation, drug discovery, RNA structure, cis-regulatory elements, cancer, and evolutionary game theory as well as the development of evolutionary algorithms and other approaches. == Service == Between 2008–2018 Gary Fogel was editor-in-chief of the Elsevier journal BioSystems. He has served previously as an associate editor for IEEE Transactions on Artificial Intelligence, IEEE Computational Intelligence Magazine (2005–2010), IEEE Transactions on Evolutionary Computation (2001–2013), IEEE Transactions on Emerging Topics in Computational Intelligence (2016–2018), IEEE/ACM Transactions on Computational Biology and Bioinformatics (2004–2008), International Journal of Bioinformatics Research and Applications (2004–2007), International Journal of Data Mining and Bioinformatics (2005–2007), as a consulting editor for the Journal of Computational Intelligence in Bioinformatics (2006–2007), and as an editorial board member of Ecological Informatics (2005–2009) and BMC Big Data Analytics (2015–2020). Within the IEEE Computational Intelligence Society, Fogel founded the Bioinformatics and Bioengineering Technical Committee and established the IEEE Computational Intelligence in Bioinformatics and Computational Biology conference series, chairing the first two meetings in 2004 and 2005 in San Diego. He co-founded the IEEE Conference on Artificial Intelligence in 2023. Fogel served on the IEEE Computational Intelligence Society Administrative Committee (2004–2009, 2014–2022) and served as IEEE CIS Vice President of Conferences (2010–2013, 2019). == Teaching == Gary Fogel also serves as adjunct faculty at San Diego State University in the department of aerospace engineering as well as in the Computational Science Research Center. He has authored four books and numerous articles on the history of early aviation focusing on motorless flight. He is an associate fellow of the American Institute of Aeronautics and Astronautics and serves on the AIAA History Committee. == Awards == 2023 – Outstanding Contribution to Aerospace Education Award, AIAA San Diego Section 2022 – Elected Fellow of the Asia-Pacific Artificial Intelligence Association 2019 – Top 100 AI Leaders in Drug Discovery and Advanced Healthcare by Deep Knowledge Analytics 2019 – Outstanding Contribution to Aerospace Education Award, AIAA San Diego Section 2016 – Meritorious Service Award, IEEE Computational Intelligence Society 2016 – Outstanding Contribution to the Community Award, AIAA San Diego Section 2015 – Outstanding Enhancement of the Image of the Aerospace Profession Award, AIAA San Diego Section 2012 – Medal for Significant Achievement, San Diego Chapter of Sigma Xi 2012 – Fellow of the Institute of Electrical and Electronics Engineers for contributions to computational intelligence and its application to biology, chemistry, and medicine. == Aeromodeling == Gary Fogel has established national and world records for model aircraft. He helped establish the National Model Aviation Heritage program for the Academy of Model Aeronautics. He is a leader member, contest director, and fellow of the Academy of Model Aeronautics, and was inducted into the Academy of Model Aeronautics Hall of Fame in 2025.

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  • AI Customer-support Bots: Free vs Paid (2026)

    AI Customer-support Bots: Free vs Paid (2026)

    Curious about the best AI customer-support bot? An AI customer-support bot is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI customer-support bot slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Hanna Hajishirzi

    Hanna Hajishirzi

    Hannaneh Hajishirzi is an Iranian-American computer scientist specializing in natural language processing. She is Torode Family Professor in Computer Science & Engineering in the Paul G. Allen School of Computer Science and Engineering at the University of Washington, head of the H2Lab in the Allen School, and a senior director of natural language processing in the Allen Institute for AI. == Education and career == After a bachelor's degree from the Sharif University of Technology, Hajishirzi completed her Ph.D. in computer science in 2011, at the University of Illinois Urbana-Champaign. Her dissertation, Action-Centered Reasoning for Probabilistic Dynamic Systems, was supervised by Eyal Amir. After postdoctoral research at Disney Research in Pittsburgh, Hajishirzi joined the University of Washington in 2012, as a research scientist in electrical engineering. In 2015 she became a research assistant professor in electrical engineering. She obtained a regular-rank assistant professorship in 2018, at the same time becoming an AI Fellow in the Allen Institute for AI, where she became a senior director of research in 2021. She was promoted to associate professor in 2022 and to full professor in 2025. == Recognition == Hajishirzi was named as a Fellow of the Association for Computational Linguistics in 2025, "for significant contributions to question answering, scientific applications, multimodal artificial intelligence, and fully open language models". == Personal life == Hajishirzi is married to Ali Farhadi, the CEO of the Allen Institute for AI.

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  • Realization (linguistics)

    Realization (linguistics)

    In linguistics, realization is the process by which some kind of surface representation is derived from its underlying representation; that is, the way in which some abstract object of linguistic analysis comes to be produced in actual language. Phonemes are often said to be realized by speech sounds. The different sounds that can realize a particular phoneme are called its allophones. Realization is also a subtask of natural language generation, which involves creating an actual text in a human language (English, French, etc.) from a syntactic representation. There are a number of software packages available for realization, most of which have been developed by academic research groups in NLG. The remainder of this article concerns realization of this kind. == Example == For example, the following Java code causes the simplenlg system [2] to print out the text The women do not smoke.: In this example, the computer program has specified the linguistic constituents of the sentence (verb, subject), and also linguistic features (plural subject, negated), and from this information the realiser has constructed the actual sentence. == Processing == Realisation involves three kinds of processing: Syntactic realisation: Using grammatical knowledge to choose inflections, add function words and also to decide the order of components. For example, in English the subject usually precedes the verb, and the negated form of smoke is do not smoke. Morphological realisation: Computing inflected forms, for example the plural form of woman is women (not womans). Orthographic realisation: Dealing with casing, punctuation, and formatting. For example, capitalising The because it is the first word of the sentence. The above examples are very basic, most realisers are capable of considerably more complex processing. == Systems == A number of realisers have been developed over the past 20 years. These systems differ in terms of complexity and sophistication of their processing, robustness in dealing with unusual cases, and whether they are accessed programmatically via an API or whether they take a textual representation of a syntactic structure as their input. There are also major differences in pragmatic factors such as documentation, support, licensing terms, speed and memory usage, etc. It is not possible to describe all realisers here, but a few of the emerging areas are: Simplenlg [3]: a document realizing engine with an api which intended to be simple to learn and use, focused on limiting scope to only finding the surface area of a document. KPML [4]: this is the oldest realiser, which has been under development under different guises since the 1980s. It comes with grammars for ten different languages. FUF/SURGE [5]: a realiser which was widely used in the 1990s, and is still used in some projects today OpenCCG [6]: an open-source realiser which has a number of nice features, such as the ability to use statistical language models to make realisation decisions.

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  • Adam Tauman Kalai

    Adam Tauman Kalai

    Adam Tauman Kalai is an American computer scientist who specializes in artificial intelligence and works at OpenAI. == Education and career == Kalai graduated from Harvard University in 1996 with a BA in computer science and received a MA and PhD, both in computer science, from Carnegie Mellon University in 1999 and 2001, respectively. His doctoral advisor was Avrim Blum. After graduation, Kalai did his postdoctoral research at Massachusetts Institute of Technology under Santosh Vempala until 2003. Kalai became a faculty member at the Toyota Technological Institute at Chicago from 2003 to 2006, followed by a stint as an assistant professor at Georgia Institute of Technology from 2007 to 2008. He joined Microsoft Research in 2008 and subsequently moved to OpenAI in 2023. == Contributions == Kalai is known for his algorithm for generating random factored numbers (see Bach's algorithm), for co-inventing the cooperative-competitive value (coco value), for efficiently learning learning mixtures of Gaussians, for the Blum-Kalai-Wasserman algorithm for learning parity with noise, and for the intractability of the folk theorem in game theory. More recently, Kalai is known for identifying and reducing gender bias in word embeddings, which are a representation of words commonly used in AI systems. In 2026, he coauthored a Nature paper on hallucinations in large language models. == Personal life == Kalai is the son of game theorist Ehud Kalai and is married to cryptographer Yael Tauman Kalai.

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  • Max Welling

    Max Welling

    Max Welling (born 1968) is a Dutch computer scientist in machine learning at the University of Amsterdam. In August 2017, the university spin-off Scyfer BV, co-founded by Welling, was acquired by Qualcomm. He has since then served as a Vice President of Technology at Qualcomm Netherlands. He is also a Distinguished Scientist at Microsoft Research AI4Science, based in Amsterdam. Welling received his PhD in physics with a thesis on quantum gravity under the supervision of Nobel laureate Gerard 't Hooft (1998) at the Utrecht University. He has published over 250 peer-reviewed articles in machine learning, computer vision, statistics and physics, and has most notably invented variational autoencoders (VAEs), together with Diederik P Kingma. In 2025 Welling was elected member of the Royal Netherlands Academy of Arts and Sciences.

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  • Top 10 AI Website Builders Compared (2026)

    Top 10 AI Website Builders Compared (2026)

    Curious about the best AI website builder? An AI website builder is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI website builder slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Software engine

    Software engine

    A software engine is a core component of a complex software system. The word "engine" is a metaphor of a car's engine. Thus a software engine is a complex subsystem; not unlike how a car engine functions. Software engines work in conjunction with other components of a process or system. They typically have an input and an output, and the productivity is usually linear to running speed. There is no formal guideline for what should be called an engine, but the term has become widespread in the software industry. == Notable examples == === Multi-engine systems === Mainstream web browsers have both a browser engine and a JavaScript engine. Video games are often based on a game engine. Some of these also have specialized physics or graphics engines.

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  • Best AI Image Generators in 2026

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