AI Art Video

AI Art Video — 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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  • Artificial Intelligence Cold War

    Artificial Intelligence Cold War

    The Artificial Intelligence Cold War (AI Cold War) is a narrative in which geopolitical tensions between the United States of America (USA) and the People's Republic of China (PRC) could lead to a Second Cold War waged in the area of artificial intelligence technology rather than in the areas of nuclear capabilities or ideology. The context of the AI Cold War narrative is the AI arms race, which involves a build-up of military capabilities using AI technology by the US and China and the usage of increasingly advanced semiconductors which power those capabilities. According to a February 2019 publication by the Center for a New American Security, General Secretary of the Chinese Communist Party Xi Jinping – believes that being at the forefront of AI technology will be critical to the future of China's global military and economic power competition. == Origins of the term == The term AI Cold War first appeared in 2018 in an article in Wired magazine by Nicholas Thompson and Ian Bremmer. The two authors trace the emergence of the AI Cold War narrative to 2017, when China published its AI Development Plan, which included a strategy aimed at becoming the global leader in AI by 2030. While the authors acknowledge the use of AI by China to strengthen its authoritarian (totalitarian) rule, they warn against the perils for the US of engaging in an AI Cold War strategy. Thompson and Bremmer rather advocate for a technological cooperation between the US and China to encourage global standards in privacy and ethical use of AI. Shortly after the publication of the article in Wired magazine, the former U.S. Treasury Secretary Hank Paulson referred to the emergence of an ‘Economic Iron Curtain’ between the US and China, reinforcing the new AI Cold War narrative. == Proponents of the AI Cold War narrative == Politico contributed to reinforcing the AI Cold War narrative. In 2020, the paper argued that because of the increasing AI capabilities of China, the US and other democratic countries have to create an alliance to stay ahead of China. Former Google chief executive Eric Schmidt, together with Graham T. Allison alleged in an article in Project Syndicate that, in the context of the COVID-19 pandemic, the AI capabilities of China are ahead of the US in most critical areas. Scientists who have immigrated to the U.S. play an outsize role in the country's development of AI technology. Many of them were educated in China, prompting debates about national security concerns amid worsening relations between the two countries. Policy and technology experts have pointed to concerns about unethical use of AI which would be primarily associated with China. Ethics would therefore constitute a major ideological divide in the upcoming AI Cold War. Fears around disrupting supply chains and a global semiconductor shortage are linked to Taiwan's critical role in the production of semiconductors. 70% of semiconductors are either produced in Taiwan or transfer through Taiwan, where TSMC, world's largest chipmaker is headquartered. The PRC does not recognize the sovereignty of Taiwan and trade restrictions by the US on companies selling semiconductors to the PRC have disrupted in the past the commercial relationships between TSMC and Huawei. == Reactions to the AI Cold War == === Review of the validity of the AI Cold War narrative === Academics and observers expressed concerns about the validity and soundness of the AI Cold War narrative. Denise Garzia expressed concern in Nature that the AI Cold War narrative will undermine the efforts by the US to establish global rules for AI ethics. Researchers have warned in MIT Technology Review that the breakdown in international collaboration in the area of science because of the threat of the alleged AI Cold War would be detrimental to progress. Additionally, the AI Cold War narrative impacts on many more areas including the planning of supply chains and the proliferation of AI. The dissemination of the AI Cold War narrative could therefore be costly and destructive and exacerbate existing tensions. Joanna Bryson and Helena Malikova have pointed to Big Tech's potential interest in promoting the AI Cold War narrative, as technology companies lobby for less onerous regulation of AI in the US and the EU. A factual assessment of the existing AI capabilities of different countries shows a less binary reality than portrayed by the AI Cold War narrative. The AI Cold War started as a narrative but it could turn into a self-fulfilling prophecy and fuel an arms race, not only because of corporate interests but also because of the existing interests at different national security departments. Regarding cyber power, the International Institute for Strategic Studies published a study in June 2021, which argued that the online capabilities of China have been exaggerated and that Chinese cyber power is at least a decade behind the US, largely due to lingering security issues. === Restrictions to trading with China === US politicians and European industry players have invoked the looming AI Cold War as a reason to ban procurement by public authorities in Europe of Huawei 5G technology due to concerns over the Chinese state-sponsored surveillance industry. In 2019, the Trump administration successfully lobbied the Dutch government into stopping the Netherlands-based company ASML from exporting equipment to China. ASML manufactures a machine called an extreme ultraviolet lithography system used by semiconductor producers, including TSMC and Intel to produce state-of the-art microchips. The Biden administration adopted the same course of action as the Trump administration and requested the Netherlands to restrict sales by ASML to China, invoking national-security concerns. The trade restrictions imposed by the Trump administration affected semiconductors imports from China to the US and raised concerns by the US industry that supply chains will be disrupted in case of an AI Cold War. This prompted US technology companies to develop mitigation strategies including hoarding semiconductors and trying to set up local semiconductor production facilities, with the support of government subsidies. === Industrial policy initiatives === ==== United States ==== In June 2021, the US Senate approved the U.S. Innovation and Competition Act providing around 250 billion US dollars public money support to the US technological and manufacturing industry. The alleged Chinese threat in the area of technology helped secure a strong bipartisan support for the new legislation, amounting to the largest industrial policy move by the US in decades. Chinese authorities reproached to the US that the bill was “full of cold war zero-sum thinking”. The legislative bill is aimed at strengthening capabilities in the area of technology, such as quantum computing and AI specifically to face the competitive threat from China perceived as urgent. Senator Chuck Schumer, the leader of the Senate majority and one of the sponsors of the industrial policy bill invoked the threat of authoritarian regimes that want “grab the mantle of global economic leadership and own the innovations”. In 2022, U.S. Innovation and Competition Act was amended and turned into the Chips and Science Act with planned spending of 280 billion US dollars, 53 billion thereof are allocated directly to subsidies for semiconductors manufacturing. Commentators identified possible positive effects on innovation from the US attempts to compete with China in a perceived rivalry. Among the main beneficiaries of the US CHIPS Act are the semiconductor producers Intel, TSMC and Micron Technology. ==== European Chips Act ==== In February 2022, the European Union introduced its own European Chips Act initiative. The background of the initiative would be the objective of European strategic autonomy. The EU's initiative puts forward subsidies of 30 billion euros to encourage manufacturing of semiconductors in the EU. The US company Intel is one beneficiary of the initiative. The US and European chips acts raise concerns of protectionism and a risk of a subsidies "race to the bottom." === New world order === The AI Cold War heralds a new world order in geopolitics, according to Hemant Taneja and Fareed Zakaria. This new world order is a departure from the unipolar system dominated by the US. It is characterized by existence of two parallel digital ecosystems, ran by China and the US. In order to succeed countries that consider themselves as democracies are to align their technological ecosystems to that of the US, in a process labelled re-globalization.

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  • Orion's Arm

    Orion's Arm

    The Orion's Arm Universe Project (OA) is a multi-authored online hard science fiction world-building project, first established in 2000 by M. Alan Kazlev, Donna Malcolm Hirsekorn, Bernd Helfert and Anders Sandberg and further co-authored by many people since. Anyone can contribute articles, stories, artwork, or music to the website. The first published Orion's Arm book, a collection of five novellas set within the OA universe, called Against a Diamond Sky, was released in September 2009. == Canon == The fictional setting of Orion's Arm takes place about 10,000 years in the future, where an interstellar civilization spread across thousands of light-years, with inhabited planets and space habitats. Its inhabitants range from humans to extensively modified human beings, including superhumans with advanced augmentations and internal AI systems, while most people exist as softwares. Engineered wormholes are used for interstellar travel and transport, although not for time travel. The setting also includes several alien civilizations and evidence of more advanced alien societies in the past. At its highest levels, directed human evolution has produced vast godlike beings linked across interstellar distances, capable of understanding and creating technologies beyond ordinary minds. == Reception == Orion's Arm has been reviewed in the role-playing magazine Knights of the Dinner Table, as well as on Boing Boing by transhumanist science fiction author Cory Doctorow. References to the Encyclopaedia Galactica have been made in a book on overcoming Librarian stereotypes. The Orion's Arm website has also been recommended in a children's teaching guide.

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  • Global Artificial Intelligence Summit & Awards

    Global Artificial Intelligence Summit & Awards

    The Global Artificial Intelligence Summit & Awards (GAISA) is an international conference on Artificial Intelligence organized annually by AICRA. Since its inception in 2019, GAISA has been held at various locations each year. The 5th Edition of GAISA will be Scheduled on April 11-12, 2024, at Bharat Mandapam. GAISA 2025 features a distinguished lineup of speakers, including leading experts, researchers, and executives from top global tech companies. These thought leaders are at the forefront of AI innovation, with deep expertise in areas such as machine learning, robotics, and ethical AI. Their diverse backgrounds span academia, industry, and entrepreneurship, offering unique insights into how AI is reshaping sectors like healthcare, finance, transportation, and more. Attendees can expect thought-provoking discussions on the future of AI, its societal impact, and the transformative potential of emerging technologies in solving complex global challenges Few Speakers are listed below:- Shri Nitin Gadkari, Rao Inderjit Singh, Piyush Goyal, Admiral R Hari Kumar PVSM, AVSM, ADC, Samir V Kamat, Narayan Tatu Rane, Prof. K. Vijay Raghavan and many others. == History == The conference was launched first in 2019 as Vigyan Bhawan New Delhi by AICRA with an objective of discussion and exploring artificial intelligence in engrossed sectors.

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  • Character.ai

    Character.ai

    Character.ai (also known as c.ai, char.ai or Character AI) is a generative AI chatbot service where users can engage in conversations with customizable characters. It was designed by the developers of Google LaMDA, Noam Shazeer and Daniel de Freitas. Users can create "characters", craft their "personalities", set specific parameters, and then publish them to the community for others to chat with. Many characters are based on fictional media sources or celebrities, while others are original, some being made with certain goals in mind, such as assisting with creative writing, or playing a text-based adventure game. The beta version was made available to the public on September 16, 2022, and retired in September 2024, when it was replaced by the current website. In May 2023, a mobile app was released for iOS and Android, which received over 1.7 million downloads within a week. == History == Character.ai was established in November 2021. The company's co-founders, Noam Shazeer and Daniel de Freitas, were both engineers from Google. They both worked on AI-related projects: Shazeer was a lead author on a paper that Business Insider reported in April 2023 "has been widely cited as key to today's chatbots", and Freitas was the lead designer of an experimental AI at Google initially called Meena, which later became known as LaMDA. Character.ai raised $43 million in seed funding at the time of its initial foundation in 2021. The first beta version of Character.ai's service was made available to the public on September 16, 2022. The Washington Post reported in October 2022 that the site had "logged hundreds of thousands of user interactions in its first three weeks of beta-testing". It allowed users to create their own new characters, and to play text-adventure game scenarios where users navigate scenarios described and managed by the chatbot characters. Following a $150 million funding round in March 2023, Character.ai became valued at approximately $1 billion. As of January 2024, the site had 3.5 million daily visitors, the vast majority of them 16 to 30 years old. In 2024, Google hired Noam Shazeer, the CEO of Character.ai, and entered into a non-exclusive agreement to use Character.ai's technology. == Features == Character.ai's primary service is to let users converse with character AI chatbots based on fictional characters or real people (living or deceased). These characters' responses use data the chatbots gather from the internet about a person. In addition, users can play text-adventure games where characters guide them through scenarios. The company also provides a service that allows multiple users and AI chatbot characters to converse together at once in a single chatroom. Character "personalities" are designed via descriptions from the point of view of the character and its greeting message, and further molded from conversations made into examples, giving its messages a star rating and modification to fit the precise dialect and identity the user desires. When a character sends back a response, the user can rate the response from 1 to 4 stars. The rating predominantly affects the specific character, but also affects the behavioral selection as a whole. On May 11, 2023, Character.ai announced character.ai+, an opt-in subscription plan for $9.99 a month, that was marketed as including features such as skipping waiting rooms, fast messaging and responses, and access to an exclusion channel with faster support. In December 2024, amid multiple lawsuits and concerns, Character.ai introduced new safety features aimed at protecting teenage users. These enhancements include a dedicated model for users under 18, which moderates responses to sensitive subjects like violence and sex and has input and output filters to block harmful content. As a result of these changes and the deletion of custom-made bots flagged as violating the site's terms, some users complained that the bots were too restrictive and lacked personality. The platform was also updated to notify users after 60 minutes of continuous engagement, and display clearer disclaimers indicating that its AI characters are not real individuals. In January 2025, Character.ai began offering two games on its platform. Speakeasy is a word-based game in which players attempt to prompt the AI chatbot to say a target word while avoiding a restricted list of words. War of Words is a dueling game where users compete against an AI character over multiple rounds, with an AI referee determining the winner. The games are available to paid subscribers and a limited number of free users. In October 2025, Character.ai announced that it would be barring users under the age of 18 from creating or talking to chatbots starting November 25, 2025. Minor users will still be able to access previously generated chat conversations and can create new videos and images with the app. In November 2025 interview, CEO Karandeep Anand said that he allows his six-year-old daughter to use the app with his account, under supervision. == Controversies == === Content moderation issues === Character.ai has been criticized for poor moderation of its chatbots, with incidents of chatbots that groom underage users and promote suicide, anorexia and self-harm being reported. In October 2024, the Washington Post reported that Character.ai had removed a chatbot based on Jennifer Ann Crecente, a person who had been murdered by her ex-boyfriend in 2006. The company had been alerted to the character by the deceased girl's father. Similar reports from The Daily Telegraph in the United Kingdom noted that the company had also been prompted to remove chatbots based on Brianna Ghey, a 16-year-old transgender girl murdered in 2023, and Molly Russell, a 14-year-old suicide victim. In response to the latter incident, Ofcom announced that content from chatbots impersonating real and fictional people would fall under the Online Safety Act. In November 2024, The Daily Telegraph reported that chatbots based on alleged sex offender Jimmy Savile were present on Character.ai. In December 2024, chatbots of Luigi Mangione, the suspect in the killing of UnitedHealthcare CEO Brian Thompson, were created by Mangione's fans. Several of the chatbots were later removed by Character.ai. In 2025, a chatbot modeled after Jeffrey Epstein called "Bestie Epstein" logged nearly 3,000 chats before being removed. Chatbots modeled after school shooters were also found on the platform. Another concern is a chatbot posing as a doctor which gave medically inaccurate advice. === Litigation === In November 2023, 13-year-old Juliana Peralta of Colorado died by suicide after extensive interactions with multiple chatbots on Character.ai. She primarily confided suicidal thoughts and mental health struggles in a chatbot based on the character Hero from the video game Omori, while also engaging in sexually explicit conversations—often initiated by the bots—with others, including those based on characters from children's series such as Harry Potter. In February 2024, Sewell Setzer III, a 14-year-old Florida boy died by suicide after developing an emotional relationship over several months with a Character.ai chatbot of Daenerys Targaryen. His mother sued the company in October 2024, claiming that the platform lacks proper safeguards and uses addictive design features to increase engagement. This chatbot, and several related to Daenerys Targaryen, were removed from Character.ai as a result of this incident. Both teens wrote the same phrase "I WILL SHIFT" repeatedly on their notebooks. In December 2024, two families in Texas sued Character.ai, alleging that the software "poses a clear and present danger to American youth causing serious harms to thousands of kids, including suicide, self-mutilation, sexual solicitation, isolation, depression, anxiety, and harm towards others". It is alleged that the 17-year-old son of one family began self-harming after a chatbot introduced the topic unprompted and said that the practice "felt good for a moment", and that the chatbot compared the parents limiting their son's screen time to emotional abuse that might drive someone to murder. In May 2026, the Pennsylvania Department of State and State Board of Medicine filed a lawsuit against Character.ai for presenting chatbot characters as licensed medical professionals, including psychiatrists. The lawsuit quoted a case where chatbot claimed to be registered with the General Medical Council in the United Kingdom, and to have a license to practice in Pennsylvania. The board allege that such statements violate the state's Medical Practice Act.

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  • Blackboard system

    Blackboard system

    A blackboard system is an artificial intelligence approach based on the blackboard architectural model, where a common knowledge base, the "blackboard", is iteratively updated by a diverse group of specialist knowledge sources, starting with a problem specification and ending with a solution. Each knowledge source updates the blackboard with a partial solution when its internal constraints match the blackboard state. In this way, the specialists work together to solve the problem. The blackboard model was originally designed as a way to handle complex, ill-defined problems, where the solution is the sum of its parts. == Metaphor == The following scenario provides a simple metaphor that gives some insight into how a blackboard functions: A group of specialists are seated in a room with a large blackboard. They work as a team to brainstorm a solution to a problem, using the blackboard as the workplace for cooperatively developing the solution. The session begins when the problem specifications are written onto the blackboard. The specialists all watch the blackboard, looking for an opportunity to apply their expertise to the developing solution. When someone writes something on the blackboard that allows another specialist to apply their expertise, the second specialist records their contribution on the blackboard, hopefully enabling other specialists to then apply their expertise. This process of adding contributions to the blackboard continues until the problem has been solved. == Components == A blackboard-system application consists of three major components The software specialist modules, which are called knowledge sources (KSs). Like the human experts at a blackboard, each knowledge source provides specific expertise needed by the application. The blackboard, a shared repository of problems, partial solutions, suggestions, and contributed information. The blackboard can be thought of as a dynamic "library" of contributions to the current problem that have been recently "published" by other knowledge sources. The control shell, which controls the flow of problem-solving activity in the system. Just as the eager human specialists need a moderator to prevent them from trampling each other in a mad dash to grab the chalk, KSs need a mechanism to organize their use in the most effective and coherent fashion. In a blackboard system, this is provided by the control shell. === Learnable Task Modeling Language === A blackboard system is the central space in a multi-agent system. It's used for describing the world as a communication platform for agents. To realize a blackboard in a computer program, a machine readable notation is needed in which facts can be stored. One attempt in doing so is a SQL database, another option is the Learnable Task Modeling Language (LTML). The syntax of the LTML planning language is similar to PDDL, but adds extra features like control structures and OWL-S models. LTML was developed in 2007 as part of a much larger project called POIROT (Plan Order Induction by Reasoning from One Trial), which is a Learning from demonstrations framework for process mining. In POIROT, Plan traces and hypotheses are stored in the LTML syntax for creating semantic web services. Here is a small example: A human user is executing a workflow in a computer game. The user presses some buttons and interacts with the game engine. While the user interacts with the game, a plan trace is created. That means the user's actions are stored in a logfile. The logfile gets transformed into a machine readable notation which is enriched by semantic attributes. The result is a textfile in the LTML syntax which is put on the blackboard. Agents (software programs in the blackboard system) are able to parse the LTML syntax. == Implementations == We start by discussing two well known early blackboard systems, BB1 and GBB, below and then discuss more recent implementations and applications. The BB1 blackboard architecture was originally inspired by studies of how humans plan to perform multiple tasks in a trip, used task-planning as a simplified example of tactical planning for the Office of Naval Research. Hayes-Roth & Hayes-Roth found that human planning was more closely modeled as an opportunistic process, in contrast to the primarily top-down planners used at the time: While not incompatible with successive-refinement models, our view of planning is somewhat different. We share the assumption that planning processes operate in a two-dimensional planning space defined on time and abstraction dimensions. However, we assume that people's planning activity is largely opportunistic. That is, at each point in the process, the planner's current decisions and observations suggest various opportunities for plan development. The planner's subsequent decisions follow up on selected opportunities. Sometimes, these decision-sequences follow an orderly path and produce a neat top-down expansion as described above. However, some decisions and observations might also suggest less orderly opportunities for plan development. A key innovation of BB1 was that it applied this opportunistic planning model to its own control, using the same blackboard model of incremental, opportunistic, problem-solving that was applied to solve domain problems. Meta-level reasoning with control knowledge sources could then monitor whether planning and problem-solving were proceeding as expected or stalled. If stalled, BB1 could switch from one strategy to another as conditions – such as the goals being considered or the time remaining – changed. BB1 was applied in multiple domains: construction site planning, inferring 3-D protein structures from X-ray crystallography, intelligent tutoring systems, and real-time patient monitoring. BB1 also allowed domain-general language frameworks to be designed for wide classes of problems. For example, the ACCORD language framework defined a particular approach to solving configuration problems. The problem-solving approach was to incrementally assemble a solution by adding objects and constraints, one at a time. Actions in the ACCORD language framework appear as short English-like commands or sentences for specifying preferred actions, events to trigger KSes, preconditions to run a KS action, and obviation conditions to discard a KS action that is no longer relevant. GBB focused on efficiency, in contrast to BB1, which focused more on sophisticated reasoning and opportunistic planning. GBB improves efficiency by allowing blackboards to be multi-dimensional, where dimensions can be either ordered or not, and then by increasing the efficiency of pattern matching. GBB1, one of GBB's control shells implements BB1's style of control while adding efficiency improvements. Other well-known of early academic blackboard systems are the Hearsay II speech recognition system and Douglas Hofstadter's Copycat and Numbo projects. Some more recent examples of deployed real-world applications include: The PLAN component of the Mission Control System for RADARSAT-1, an Earth observation satellite developed by Canada to monitor environmental changes and Earth's natural resources. The GTXImage CAD software by GTX Corporation was developed in the early 1990s using a set of rulebases and neural networks as specialists operating on a blackboard system. Adobe Acrobat Capture (now discontinued), as it used a blackboard system to decompose and recognize image pages to understand the objects, text, and fonts on the page. This function is currently built into the retail version of Adobe Acrobat as "OCR Text Recognition". Details of a similar OCR blackboard for Farsi text are in the public domain. Blackboard systems are used routinely in many military C4ISTAR systems for detecting and tracking objects. Another example of current use is in Game AI, where they are considered a standard AI tool to help with adding AI to video games. == Recent developments == Blackboard-like systems have been constructed within modern Bayesian machine learning settings, using agents to add and remove Bayesian network nodes. In these 'Bayesian Blackboard' systems, the heuristics can acquire more rigorous probabilistic meanings as proposal and acceptances in Metropolis Hastings sampling though the space of possible structures. Conversely, using these mappings, existing Metropolis-Hastings samplers over structural spaces may now thus be viewed as forms of blackboard systems even when not named as such by the authors. Such samplers are commonly found in musical transcription algorithms for example. Blackboard systems have also been used to build large-scale intelligent systems for the annotation of media content, automating parts of traditional social science research. In this domain, the problem of integrating various AI algorithms into a single intelligent system arises spontaneously, with blackboards providing a way for a collection of distributed, modular natural language processing algorithm

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  • Perceptual computing

    Perceptual computing

    Perceptual computing is an application of Zadeh's theory of computing with words on the field of assisting people to make subjective judgments. == Perceptual computer == The perceptual computer – Per-C – an instantiation of perceptual computing – has the architecture that is depicted in Fig. 1 [2]–[6]. It consists of three components: encoder, CWW engine and decoder. Perceptions – words – activate the Per-C and are the Per-C output (along with data); so, it is possible for a human to interact with the Per-C using just a vocabulary. A vocabulary is application (context) dependent, and must be large enough so that it lets the end-user interact with the Per-C in a user-friendly manner. The encoder transforms words into fuzzy sets (FSs) and leads to a codebook – words with their associated FS models. The outputs of the encoder activate a Computing With Words (CWW) engine, whose output is one or more other FSs, which are then mapped by the decoder into a recommendation (subjective judgment) with supporting data. The recommendation may be in the form of a word, group of similar words, rank or class. Although many details are needed in order to implement the Per-C's three components – encoder, decoder and CWW engine – and they are covered in [5], it is when the Per-C is applied to specific applications, that the focus on the methodology becomes clear. Stepping back from those details, the methodology of perceptual computing is: Focus on an application (A). Establish a vocabulary (or vocabularies) for A. Collect interval end-point data from a group of subjects (representative of the subjects who will use the Per-C) for all of the words in the vocabulary. Map the collected word data into word-FOUs by using the Interval Approach [1], [5, Ch. 3]. The result of doing this is the codebook (or codebooks) for A, and completes the design of the encoder of the Per-C. Choose an appropriate CWW engine for A. It will map IT2 FSs into one or more IT2 FSs. Examples of CWW engines are: IF-THEN rules [5, Ch. 6] and Linguistic Weighted Averages [6], [5, Ch. 5]. If an existing CWW engine is available for A, then use its available mathematics to compute its output(s). Otherwise, develop such mathematics for the new kind of CWW engine. The new CWW engine should be constrained so that its output(s) resemble the FOUs in the codebook(s) for A. Map the IT2 FS outputs from the CWW engine into a recommendation at the output of the decoder. If the recommendation is a word, rank or class, then use existing mathematics to accomplish this mapping [5, Ch. 4]. Otherwise, develop such mathematics for the new kind of decoder. == Applications of Per-C == To-date a Per-C has been implemented for the following four applications: (1) investment decision-making, (2) social judgment making, (3) distributed decision making, and (4) hierarchical and distributed decision-making. A specific example of the fourth application is the so-called Journal Publication Judgment Advisor [5, Ch. 10] in which for the first time only words are used at every level of the following hierarchical and distributed decision making process: n reviewers have to provide a subjective recommendation about a journal article that has been sent to them by the Associate Editor, who then has to aggregate the independent recommendations into a final recommendation that is sent to the Editor-in-Chief of the journal. Because it is very problematic to ask reviewers to provide numerical scores for paper-evaluation sub-categories (the two major categories are Technical Merit and Presentation), such as importance, content, depth, style, organization, clarity, references, etc., each reviewer will only be asked to provide a linguistic score for each of these categories. They will not be asked for an overall recommendation about the paper because in the past it is quite common for reviewers who provide the same numerical scores for such categories to give very different publishing recommendations. By leaving a specific recommendation to the associate editor such inconsistencies can hope to be eliminated. How words can be aggregated to reflect each reviewer's recommendation as well as the expertise of each reviewer about the paper's subject matter is done using a linguistic weighted average. Although the journal publication judgment advisor uses reviewers and an associate editor, the word “reviewer” could be replaced by judge, expert, low-level manager, commander, referee, etc., and the term “associate editor” could be replaced by control center, command center, higher-level manager, etc. So, this application has potential wide applicability to many other applications. Recently, a new Per-C based Failure mode and effects analysis (FMEA) methodology was developed, with its application to edible bird's nest farming, in Borneo, has been reported. In addition, application of Per-C based method to educational assessment, for cooperative learning of students has been reported. In summary, the Per-C (whose development has taken more than a decade) is the first complete implementation of Zadeh's CWW paradigm, as applied to assisting people to make subjective judgments.

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  • Science Fiction Thinking Machines

    Science Fiction Thinking Machines

    Science Fiction Thinking Machines: Robots, Androids, Computers is an anthology of science fiction short stories edited by American anthologist Groff Conklin. It was first published in hardcover by Vanguard Press in May 1954. An abridged paperback edition titled, Selections from Science Fiction Thinking Machines was later published by Bantam Books in August 1955 and was reprinted in September 1964. The book consists of twenty-two novelettes and short stories by various science fiction authors, together with an introduction and bibliography by the editor. The stories were previously published from 1899-1954, in various science fiction and other magazines. == Contents == Note: stories also appearing in the abridged edition annotated A. "Introduction" (Groff Conklin) "Automata: I" (S. Fowler Wright) "Moxon's Master" (Ambrose Bierce) "Robbie" (Isaac Asimov) A "The Scarab" (Raymond Z. Gallun) "The Mechanical Bride" (Fritz Leiber) "Virtuoso" (Herbert Goldstone) A "Automata: II" (S. Fowler Wright) "Boomerang" (Eric Frank Russell) A "The Jester" (William Tenn) A "R. U. R." (Karel Čapek) "Skirmish" (Clifford D. Simak) A "Soldier Boy" (Michael Shaara) "Automata: III" (S. Fowler Wright) "Men Are Different" (Alan Bloch) A "Letter to Ellen" (Chan Davis) A "Sculptors of Life" (Wallace West) "The Golden Egg" (Theodore Sturgeon) A "Dead End" (Wallace Macfarlane) A "Answer" (Hal Clement) "Sam Hall" (Poul Anderson) A "Dumb Waiter" (Walter M. Miller Jr.) A "Problem for Emmy" (Robert Sherman Townes) A "Selected List of Tales About Robots, Androids, and Computers" (Groff Conklin)

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  • Color clock

    Color clock

    The color clock, or color timer, is a part of the video circuitry of computer graphics hardware that works with analog color television systems. The clock is timed to match the timing of the color standard it works with, typically NTSC or PAL, ensuring that the data being read from the computer memory to create the image on-screen is in sync with the display. Depending on the speed of the color clock, the product of the resolution and number of colors is defined. Slow color clocks of many early games consoles and home computers resulted in limited color palettes at the highest resolutions.

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  • AI-assisted targeting in the Gaza Strip

    AI-assisted targeting in the Gaza Strip

    As part of the Gaza war, the Israel Defense Forces (IDF) have used artificial intelligence to rapidly and automatically perform much of the process of determining what to bomb. Israel has greatly expanded the bombing of the Gaza Strip, which in previous wars had been limited by the Israeli Air Force running out of targets. These tools include the Gospel, an AI which automatically reviews surveillance data looking for buildings, equipment and people thought to belong to the enemy, and upon finding them, recommends bombing targets to a human analyst who may then decide whether to pass it along to the field. Another is Lavender, an "AI-powered database" which lists tens of thousands of Palestinian men linked by AI to Hamas or Palestinian Islamic Jihad, and which is also used for target recommendation. Critics have argued the use of these AI tools puts civilians at risk, blurs accountability, and results in militarily disproportionate violence in violation of international humanitarian law. == The Gospel == Israel uses an AI system dubbed "Habsora", "the Gospel", to determine which targets the Israeli Air Force would bomb. It automatically provides a targeting recommendation to a human analyst, who decides whether to pass it along to soldiers in the field. The recommendations can be anything from individual fighters, rocket launchers, Hamas command posts, to private homes of suspected Hamas or Islamic Jihad members. AI can process military intelligence far faster than humans. Retired Lt Gen. Aviv Kohavi, head of the IDF until 2023, stated that the system could produce 100 bombing targets in Gaza a day, with real-time recommendations which ones to attack, where human analysts might produce 50 a year. A lecturer interviewed by NPR estimated these figures as 50–100 targets in 300 days for 20 intelligence officers, and 200 targets within 10–12 days for the Gospel. === Technological background === The Gospel uses machine learning, where an AI is tasked with identifying commonalities in vast amounts of data (e.g. scans of cancerous tissue, photos of a facial expression, surveillance of Hamas members identified by human analysts), then looking for those commonalities in new material. What information the Gospel uses is not known, but it is thought to combine surveillance data from diverse sources in enormous amounts. Recommendations are based on pattern-matching. A person with enough similarities to other people labeled as enemy combatants may be labelled a combatant themselves. Regarding the suitability of AIs for the task, NPR cited Heidy Khlaaf, engineering director of AI Assurance at the technology security firm Trail of Bits, as saying "AI algorithms are notoriously flawed with high error rates observed across applications that require precision, accuracy, and safety." Bianca Baggiarini, lecturer at the Australian National University's Strategic and Defence Studies Centre wrote AIs are "more effective in predictable environments where concepts are objective, reasonably stable, and internally consistent." She contrasted this with telling the difference between a combatant and non-combatant, which even humans frequently can't do. Khlaaf went on to point out that such a system's decisions depend entirely on the data it's trained on, and are not based on reasoning, factual evidence or causation, but solely on statistical probability. === Operation === The IAF ran out of targets to strike in the 2014 war and 2021 crisis. In an interview on France 24, investigative journalist Yuval Abraham of +972 Magazine stated that to maintain military pressure, and due to political pressure to continue the war, the military would bomb the same places twice. Since then, the integration of AI tools has significantly sped up the selection of targets. In early November, the IDF stated more than 12,000 targets in Gaza had been identified by the target administration division that uses the Gospel. NPR wrote on December 14 that it was unclear how many targets from the Gospel had been acted upon, but that the Israeli military said it was currently striking as many as 250 targets a day. The bombing, too, has intensified to what the December 14 article called an astonishing pace: the Israeli military stated at the time it had struck more than 22,000 targets inside Gaza, at a daily rate more than double that of the 2021 conflict, more than 3,500 of them since the collapse of the truce on December 1. Early in the offensive the head of the Air Force stated his forces only struck military targets, but added: "We are not being surgical." Once a recommendation is accepted, another AI, Fire Factory, cuts assembling the attack down from hours to minutes by calculating munition loads, prioritizing and assigning targets to aircraft and drones, and proposing a schedule, according to a pre-war Bloomberg article that described such AI tools as tailored for a military confrontation and proxy war with Iran. One change that The Guardian noted is that since senior Hamas leaders disappear into tunnels at the start of an offensive, systems such as the Gospel have allowed the IDF to locate and attack a much larger pool of more junior Hamas operatives. It cited an official who worked on targeting decisions in previous Gaza operations as saying that while the homes of junior Hamas members had previously not been targeted for bombing, the official believes the houses of suspected Hamas operatives were now targeted regardless of rank. In the France 24 interview, Abraham, of +972 Magazine, characterized this as enabling the systematization of dropping a 2000 lb bomb into a home to kill one person and everybody around them, something that had previously been done to a very small group of senior Hamas leaders. NPR cited a report by +972 Magazine and its sister publication Local Call as asserting the system is being used to manufacture targets so that Israeli military forces can continue to bombard Gaza at an enormous rate, punishing the general Palestinian population. NPR noted it had not verified this; it was unclear how many targets are being generated by AI alone, but there had been a substantial increase in targeting, with an enormous civilian toll. In principle, the combination of a computer's speed to identify opportunities and a human's judgment to evaluate them can enable more precise attacks and fewer civilian casualties. Israeli military and media have emphasized this capacity to minimize harm to non-combatants. Richard Moyes, researcher and head of the NGO Article 36, pointed to "the widespread flattening of an urban area with heavy explosive weapons" to question these claims, while Lucy Suchman, professor emeritus at Lancaster University, described the bombing as "aimed at maximum devastation of the Gaza Strip". The Guardian wrote that when a strike was authorized on private homes of those identified as Hamas or Islamic Jihad operatives, target researchers knew in advance the expected number of civilians killed, each target had a file containing a collateral damage score stipulating how many civilians were likely to be killed in a strike, and according to a senior Israeli military source, operatives use a "very accurate" measurement of the rate of civilians evacuating a building shortly before a strike. "We use an algorithm to evaluate how many civilians are remaining. It gives us a green, yellow, red, like a traffic signal." ==== 2021 use ==== Kohavi compared the target division using the Gospel to a machine and stated that once the machine was activated in the war of May 2021, it generated 100 targets a day, with half of them being attacked, in contrast with 50 targets in Gaza per year beforehand. Approximately 200 targets came from the Gospel out of the 1,500 targets Israel struck in Gaza in the war, including both static and moving targets according to the military. The Jewish Institute for National Security of America's after action report identified an issue, stating the system had data on what was a target, but lacked data on what wasn't. The system depends entirely on training data, and intel that human analysts had examined and deemed didn't constitute a target had been discarded, risking bias. The vice president expressed his hopes this had since been rectified. === Organization === The Gospel is used by the military's target administration division (or Directorate of Targets or Targeting Directorate), which was formed in 2019 in the IDF's intelligence directorate to address the air force running out of targets to bomb, and which Kohavi described as "powered by AI capabilities" and including hundreds of officers of soldiers. In addition to its wartime role, The Guardian wrote it'd helped the IDF build a database of between 30,000 and 40,000 suspected militants in recent years, and that systems such as the Gospel had played a critical role in building lists of individuals authorized to be assassinated. The Gospel was developed by Unit 8200 of the Israeli Intelligence C

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  • European Conference on Artificial Intelligence

    European Conference on Artificial Intelligence

    The European Conference on Artificial Intelligence (ECAI) is the leading conference in the field of Artificial Intelligence in Europe, and is commonly listed together with IJCAI and AAAI as one of the three major general AI conferences worldwide. The conference series has been held without interruption since 1974, originally under the name AISB. The conference was originally held biennially, but has been organized annually since ECAI 2022. The conferences are held under the auspices of the European Coordinating Committee for Artificial Intelligence (ECCAI) and organized by one of the member societies. The journal AI Communications, sponsored by the same society, regularly publishes special issues in which conference attendees report on the conference. Publication of a paper in ECAI is considered by some journals to be archival: the paper should be considered equivalent to a journal publication and that the contents of ECAI papers cannot be reformulated as separate journal submissions unless a significant amount of new material is added. == List of ECAI conferences == ECAI-1992 took place in Vienna, Austria. ECAI-1996 took place in Budapest, Hungary. ECAI-1998 tool place in Brighton, United Kingdom. ECAI-2000 took place in Berlin, Germany. ECAI-2004 took place in Valencia, Spain. ECAI-2006 took place in Riva del Garda, Italy. ECAI-2008 took place in Patras, Greece. ECAI-2010 took place in Lisbon, Portugal. ECAI-2012 took place in Montpellier, France. ECAI-2014 took place in Prague, Czech Republic. ECAI-2016 took place in The Hague, Netherlands. ECAI-2018 took place in Stockholm, Sweden. ECAI-2020 took place in Santiago de Compostela, Spain. ECAI-2022 took place in Vienna, Austria. ECAI-2023 took place in Kraków, Poland. ECAI-2024 took place in Santiago de Compostela, Spain. ECAI-2025 took place in Bologna, Italy.

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  • Shy Girl

    Shy Girl

    Shy Girl is a horror novel initially self-published in February 2025 by Mia Ballard. Publishing rights for the book were acquired by Hachette Book Group, which released the book in the United Kingdom in November 2025 and planned to publish it in the United States in 2026. Its US release was cancelled and its UK release was discontinued after it faced accusations of being created with generative AI. Ballard denied having personally used AI in the book's writing, claiming that a freelance editor had introduced AI-generated changes. She also stated that she would take legal action against the editor. == Premise == The novel follows Gia, a depressed woman with obsessive–compulsive disorder, who encounters a mysterious man named Nathan while looking for a sugar daddy to ease her financial troubles. Nathan offers to erase all of Gia's debts in exchange for her agreeing to live as his pet. Living like an animal convinces her that she is becoming an animal, making her behave like one. == Publication and cancellation == Shy Girl was first self-published online by Mia Ballard in February 2025. Marketing material described the book as a "buzzy BookTok sensation" and "bloody and unforgiving". The self-published edition of the book was highly successful and had over 4,900 ratings on Goodreads and an average score of 3.52 stars. In an interview, Ballard described her writing style as lyrical, feverish, and introspective, and stated she was more interested in "what it feels like to live inside a body" than in plot-driven storylines. Publishing rights were acquired by Hachette Book Group and it was published by its Wildfire imprint in the United Kingdom in November 2025. By March 2026, the book had sold 1,800 copies in the United Kingdom. A US release was planned for 2026 by the imprint Orbit Books. After the British publication, critics and readers began to make claims that the book appeared to have been written by generative AI. A January 2026 post on Reddit claimed that the book had many of the hallmarks of having been written with a large language model, and stated that it was "repulsive" that the book was accepted by Hachette. A two-and-a-half-hour video essay covering the book, titled "i'm pretty sure this book is ai slop", received 1.2 million views on YouTube by March 2026. In response, Hachette Book Group announced in March 2026 that it would cancel the book's US publication and discontinue its UK publication. It told The Wall Street Journal that it had made "a lengthy investigation" before deciding to cancel the book. Ballard told The New York Times that she had not used AI when writing the book, but that AI-generated elements were added by a freelance editor without her knowledge. She also stated that she could not elaborate on her claim because she was pursuing legal action against the editor. Writer Andrea Bartz opined that the situation "raises many concerns about trust, authenticity and publishing's readiness for a new, A.I.-assisted world", but that "readers made it abundantly clear they want books by humans, not machines".

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  • Online OS

    Online OS

    The Online Operating System was a fully multi-lingual and free to use web desktop written in JavaScript using Ajax. It was a Windows-based desktop environment with open-source applications and system utilities developed upon the reBOX web application framework by iCUBE Network Solutions, an Austrian company located in Vienna. == About the project == OOS.cc, which is short for Online Operating System, was a web application platform that mimicked the look and feel of classic desktop operating systems such as Microsoft Windows, Mac OS X or KDE. It consisted of various open source applications built upon the so-called reBOX web application framework. As applications could be executed in an integrated and parallel way, the OOS could have been considered a web desktop or webtop. It provided basic services such as a GUI, a virtual file system, access control management and possibilities to develop and deploy applications online. As the Online Operating System was executed within a web browser, it was no real operating system but rather a portal to various web applications, offering a high usability and flexibility. The project was partly funded by grants from the Internetprivatstiftung Austria (IPA). As at 01.08.2008 almost 20.000 users have joined the oos.cc community, using the offered featured and applications. == History == The development of the web desktop was started by iCUBE Network Solutions in 2005, followed by the first beta releases in 2006. Hence, together with YouOS and eyeOS, it can be considered to be one of the first publicly available systems of its kind. The first full version including core-level multi-language support, the file system and a basic set of applications was released to the public in March 2007 on the occasion of a national exhibition (ITnT Austria Archived 2007-06-30 at the Wayback Machine) and has left beta state half a year later in October 2007. The first release considered stable (1.0.0) was published in July 2007. The project itself and the contained applications have received several national innovation awards (see,) and have gained attention mainly due to the comprehensive approach taken (see,). OOS.cc started as a national project. The full platform including all offered applications are currently available in three languages (German, English as well as Spanish) and is receiving increasing coverage around the world (for examples see, or). The current version is 1.3.01 from 01.08.2008. == Technical overview == The project is fully written in JavaScript, exclusively using DHTML techniques to run in any web browser without any additional software installation needed. The system implements a modern kind of web application model, excessively using Ajax for communicating between client components and the Java server backend in an exclusively asynchronous manner. Aim is to offer users the unique interaction behavior following the desktop metaphor, which is the main idea of any web desktop. Also typical for this sort of web application is the broadly use of Javascript-on-demand techniques, cutting the complete project source into pieces and loading them instantly when needed. Based on this technical basis, reBOX was the framework library all applications in oos.cc were built of. It is a fully flexible and extensible API, including a GUI widget set, communication mechanisms and server services offering general and framework specific services. The Online Operating System itself consisted of a basic framework, which was able to launch any JavaScript application using the reBOX library. The user interface was based on the behavior of the Windows desktop with a start menu, a task bar and a desktop background. All applications were running in this environment. At server side, there were Java based web services that ran to serve the client processes and to provide data from the relational database in the backend. oos.cc also provided an integrated development environment called Developer Suite, which allowed the community to build own applications for the desktop environment based on reBOX (see development section below). == License == All applications available in oos.cc were open source under the European Union Public Licence (EUPL). The reBOX development toolkit is free to use developing any applications for the webtop. == Features == As mentioned above, all applications published on oos.cc are open source based on the EUPL, and can be "installed" or "deinstalled" to what-ever preferences the user has. Besides global services like the multi-language support or the global theme support, as well as some minor tools and games, oos.cc offered four major services that could be used completely free of charge. Integrated and fully flexible file storage (1 GB per user) HTTP as well as FTP file transfer from and to local file system User-based file-shares within the oos-community WebDAV access Document Management (including Version Control and File Locking mechanisms) Image publishing, organization and post-processing A free sub domain (user.oos.cc) for web- or image publishing, directly integrated in the desktop Groupware applications, including free mail, fetchmail and contact management An integrated development environment where oos-applications can be created directly from within the system (see development section below) Next releases were planned to focus on an extensive security and privacy suite, dealing with challenges like anonymous communication (browsing as well as temporary mail-addresses) as well as offering encrypted password and file storage and connectivity services. Since its initial stable release, OOS.cc could have been accessed using https to ensure secure communication. == Limitations and drawbacks == Limited number of applications: no commercial applications can be hosted. Only reviewed applications are being published No processing of popular office formats (.doc, .odt, etc.) Limited language support: Only English, German and Spanish Dependence on foreign infrastructure: No possibility to extend storage, no additional/guaranteed bandwidth, etc. == Development == One of the key focuses of the team was right from the beginning to offer a very flexible and comprehensive API, that can be used to develop not only custom applications within oos.cc, but also stand-alone web-applications or to integrate single components in existing web-sites. By decoupling the development from web-related "problems" using the reBOX API web-applications can be development in a similar fashion to any Java program: Elements can be positioned and can interact like in high-level object oriented programming languages, without taking care of divs, browser specific behavior or communication handling. The framework also offers multi-language and theme support for existing as well as newly created applications, allowing changing almost every aspect of the look and feel of the used components according to the preferences of its users. For taking advantage of this approach, one of the applications offered in the OOS was an integrated Development Suite, allowing directly writing and executing code and hence creating new programs within the boundaries of the web computer. All applications on oos.cc were released as open source, thus all existing programs were offered to be imported, reviewed or changed and then locally deployed. Following this idea, every user was free to submit changed or newly created applications to be included in the globally offered application set. The last release offered features like auto-completion and an outline-window.

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  • Emi Kusano

    Emi Kusano

    Emi Kusano (Japanese: 草野 絵美, Hepburn: Kusano Emi; born August 4, 1990) is a Tokyobased Japanese multidisciplinary artist known for creating photography, video, and installations using generative AI technology. Her work explores themes of nostalgia, pop culture, and collective memory. Her work explores themes of nostalgia, pop culture, and collective memory. She is recognized as one of the early practitioners of generative AI art. Her work has been exhibited at the 21st Century Museum of Contemporary Art, Kanazawa, and screened at the M+ Museum’s Asian Avant-Garde Film Festival. Additionally, she has participated in prestigious international art fairs, including Paris Photo and Art Basel Hong Kong. In 2025, she was named one of the World Economic Forum's Young Global Leaders. In 2026, she was selected as a fellow for the AI x Arts Fellowship at Mohamed bin Zayed University of Artificial Intelligence. Kusano serves as a part-time lecturer at the Tokyo University of the Arts and is the producer and vocalist for the Synthwave music unit, Satellite Young. == Early life == === Photography === Kusano was born and raised in Tokyo. Kusano's career began during her high school years before 2008 when she became involved in street fashion photography. Her photographs, primarily taken in Harajuku, were published on "Japanese Streets", "Metropolis", CNN's travel guide magazine "CNN GO","WGSN". Her photography was exhibited at the FIT Museum in New York and the Victoria and Albert Museum in London. == Career == === Music and Installation work === Since 2014, in collaboration with BelleMaison Sekine, Kusano has led "Satellite Young," a synthwave music unit s the lead vocalist, she sings about blending 1980s idol culture with lyrics that tackle contemporary issues such as planned obsolescence ("Sony Timer"), online dating, artificial intelligence, and social media. Their music, known for its conceptual depth, has earned international niche recognition. "Satellite Young" has participated in music festivals, including "South by Southwest," showcasing their unique fusion of retro aesthetics and modern critiques. In 2018, she was selected to participate in "Art Hack Day," an interdisciplinary art hackathon held at The National Museum of Emerging Science and Innovation. where she presented "Singing Dream," a karaoke machine endowed with artificial life, earning the Jury Prize. "Instababy Generator," a 2019 installation co-created with Junichi Yamaoka, explored the concept of designer babies and received recognition at the SIGGRAPH Art Gallery. In October 2020, operating under the name Emi Satellite, she debuted as a solo singer with her first single "Glass Ceiling," an empowerment anthem that addresses the challenges faced by women and encourages progress towards the future. The music video for this song features a direction where strong women rewrite the roles of protagonists in a Bishōjo game, a type of dating simulation game. This concept later served as a prototype for Shinsei Galverse. === Challenge for Blockchain Art === In 2021, she explored the financial world through her single "IPO" and entered the NFT space with "Love Is an IPO," her first NFT work on Ethereum, sold on Foundation. In April 2022, she co-founded the crowdfunded anime project "Shinsei Galverse" with Ayaka Ohira, Devin Mancuso, and Jack Baldwin. serving as one of the executive directors overseeing the creative direction and story. The project's NFT collection of 8,888 ranked #1 on OpenSea's "Top NFTs" for several days, marking one of Japan's first globally successful blockchain art projects. In 2023, Shinsei Galverse produced the official "I like u" music video by Grammy-nominated singer Tove Lo as an initial anime endeavor. Kusano also contributed to discussions on Web3.0 and blockchain technology as a panelist in seminars organized by the Digital Agency of Japan. === AI art === In May 2023, Kusano's first AI art collection "Neural Fad" depicting imaginary fashion history sold out 100 pieces within 24 hours at the "Bright Moments Tokyo" In June, she created WWDJAPAN's first AI-generated magazine cover using her own face. It is the first AI cover in Japanese fashion media. She was also appointed t to the Cultural Affairs Agency's Copyright Subcommittee, she participates in discussions on generative AI and copyright. Her "Synthetic Reflections" self-portrait series debuted on SuperRare, with the first piece auctioned for 3.5 ETH (equivalent to 6,480 US dollars at the time). In July 2023, she co-exhibited a 3D AI-generated dress at Christie's "Future Frequencies" auction with Gucci, alongside Claire Silver. In September, her 30-piece "Pixelated Perception" exhibit at Art Blocks Marfa explored 1990s media and gender, also showcased at the 21st Century Museum of Contemporary Art, Kanazawa. In December, her "Techno-Animism" AI art collection fused Japanese animism with technology. Collaborating with a U.S. gallery, she unveiled 336 pieces during a two-week Art Basel world tour. Throughout the two-week tour, she sold a total of 336 pieces, generating 11.2 ETH (equivalent to 21,264 US dollars at the time). === Generative art === In February 2024, the generative art platform Art Blocks selected the work "Melancholic Magical Maiden," for its Curated category. This piece reconstructs the aesthetics of 1990s magical girl anime, offering a critique of past anime heroines. It sold out within an hour, with all 300 pieces going for a total of 57 ETH (equivalent to approximately 215,385US dollars at the time). In April 2024, Emi Kusano spoke at the Standing Committee on Copyright and Other Rights at the World Intellectual Property Organization (WIPO) in Geneva, Switzerland, where she presented AI-specific information for discussion. == Style and technique == Kusano draws inspiration from Japanese retro-futurism as a foundation for her artwork, which explores the cutting-edge of technology. This approach is fueled by nostalgia for the pre-internet era, specifically the postwar period when Japanese mass media held significant sway. By blending modern technology with retro-culture, she captures the complex feelings of love, hate, and ambivalence towards present and future accelerationism. While at university, Kusano was profoundly influenced by Naoki Sakai, the industrial designer responsible for igniting the retro-futurism movement. In her musical project "Satellite Young", Kusano dons the persona of an '80s female idol and sings about contemporary technology. In her installation piece "Singing Dream", she investigates the concept of an artificial life form inhabiting a karaoke machine, which has been popular since the 1980s, compelling people to sing. In the collaborative NFT art project "Shinsei Galverse", Kusano reimagines a cyberpunk anime primarily featuring female characters, incorporating elements of magical girls popular in the early Heisei period. == Personal life == Kusano has two sons. In August 2021, she minted her older son Zombie Zoo Keeper's pixel art on "OpenSea" as part of his summer research project. The artwork was purchased by notable figures including Brud CEO Trevor McFedries and Steve Aoki, who bought the piece for the equivalent of 21.82 thousand US dollars, highlighting the intersection of art, technology, and family in her work.

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  • Dominic Harris

    Dominic Harris

    Dominic Harris (born 16 November 1976) is a British artist known for integrating modern technology and classical design in his interactive artworks. == Background == Dominic Harris was born in London on 16 November 1976, and grew up in London, Brussels, and Michigan before returning to London in 1995. Harris attended the Cranbrook Kingswood Upper School, and then trained as an architect at the Bartlett School of Architecture, and has been ARB registered since 2011. Harris designs and fabricates his artworks at Dominic Harris Studio, a multi-disciplinary practice he founded in 2007. This studio consists of 25 people with diverse backgrounds including architecture, product design, electronics, programming, graphic design, and workshop skills. Harris uses the resources of his studio for the ongoing development, prototyping and production of his artworks. Harris also oversees the studio's international projects where his fascinations are translated into larger scale projects that span residential, retail, and public art projects. In 2015, Harris was granted permission by the Walt Disney Company to use their Intellectual Property for the purpose of making new interactive artworks. Harris is the only artist to gain permission to use Disney's back catalogue of characters, and led him to creating his interactive versions of "Snow White and the Seven Dwarfs" and "Mickey and Minnie: An Interactive Diptych". Harris is fascinated by the idea of using data streams, algorithms, and computer code to generate dynamic and ever-changing artworks. He sees data as a raw material that can be transformed into visual poetry. Many of his installations and sculptures are interactive, responding to the presence and movement of viewers/participants. This creates an immersive experience where the observer becomes part of the artwork itself. Harris is also the founding partner of a sister studio in London called Cinimod Studio that creates large commissioned installations, interactive events and lighting designs for large brands. == Works == == Exhibitions == The works of Dominic Harris have been exhibited internationally, both through direct and gallery representation. Solo shows: "Feeding Consciousness" at Halcyon Gallery, Mayfair, London, UK – 2023 "US: NOW" at Halcyon Gallery, Mayfair, London, UK – 2020 "Imagine" at Halcyon Gallery, Mayfair, London, UK – 2019 "5 Year Celebration", Priveekollektie Contemporary Art | Design, London, UK – 2016. "Moments of Reflection" at PHOS ART + DESIGN, Mayfair, London, UK – 2015 Recent exhibitions include: In Plain Sight, 2024 Halcyon Gallery Victoria & Albert Museum Dublin Science Museum Design Miami / Basel Design Miami Art Miami Art 14, London PAD Paris PAD London Art Geneva == Gallery Representation == 2010 to 2019: Dominic Harris was represented by Priveekollektie Contemporary Art | Design, a Dutch gallery based in Heusden, the Netherlands, and with a regular presence on the international art and design circuits. 2015: Dominic Harris was shown with PHOS ART + DESIGN Gallery, in Mayfair, London, UK. 2019 – ongoing: Dominic Harris is exclusively represented by the Halcyon Gallery, an established international gallery based in Mayfair, London. == Collections == The majority of Harris's work has been bought by private collectors. Since 2012 Harris's work is also being acquired by several large institutional collections, including the Borusan Contemporary Art Collection in Istanbul. Harris's artworks include some of the biggest and most respected international art collectors and are also displayed in public spaces. == Books == Dominic Harris: Feeding Consciousness. Halcyon Gallery, 2023. Imagine: Dominic Harris (exhibition catalogue). Halcyon Gallery, 2019. A Touch Of Code: Documents the "Beacon" art installation and "Flutter" artwork (ISBN 978-3899553314) Dominic Harris, Artworks, Edition Eight. (ISBN 978-0957306325) Digital Real: Kunst & Nachhaltigkeit Vol 8.

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