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  • Camfecting

    Camfecting

    In computer security, camfecting is the process of attempting to hack into a person's webcam and activate it without the webcam owner's permission. The remotely activated webcam can be used to watch anything within the webcam's field of vision, sometimes including the webcam owner themselves. Camfecting is most often carried out by infecting the victim's computer with a virus that can provide the hacker access to their webcam. This attack is specifically targeted at the victim's webcam, and hence the name camfecting, a portmanteau of the words camera and infecting. Typically, a webcam hacker or a camfecter sends his victim an innocent-looking application which has a hidden Trojan software through which the camfecter can control the victim's webcam. The camfecter virus installs itself silently when the victim runs the original application. Once installed, the camfecter can turn on the webcam and capture pictures/videos. The camfecter software works just like the original webcam software present in the victim computer, the only difference being that the camfecter controls the software instead of the webcam's owner. == Notable cases == Marcus Thomas, former assistant director of the FBI's Operational Technology Division in Quantico, said in a 2013 story in The Washington Post that the FBI had been able to covertly activate a computer's camera—without triggering the light that lets users know it is recording—for several years. In November 2013, American teenager Jared James Abrahams pleaded guilty to hacking over 100-150 women and installing the highly invasive malware Blackshades on their computers in order to obtain nude images and videos of them. One of his victims was Miss Teen USA 2013 Cassidy Wolf. Researchers from Johns Hopkins University have shown how to covertly capture images from the iSight camera on MacBook and iMac models released before 2008, by reprogramming the microcontroller's firmware. == Prevention == A computer that does not have an up-to-date webcam software or any anti-virus (or firewall) software installed and operational may be at increased risk for camfecting from different types of malware. Softcams may nominally increase this risk, if not maintained or configured properly. Although a person cannot protect themselves from zero-day exploits that could potentially activate a camera unknowingly, such as Pegasus is able to do on smartphones. The only way to truly avoid being watched through your own camera is by blocking it physically, since software blocks can be overriden by advanced persistent threats. A simple piece of tape is more commonly used to offuscate the feed of the camera. With even Mark Zuckerberg doing so on his personal laptop that appeared during a presentation. And it being the way Snowden, an ex-contractor for the NSA, is portrayed to do so to prevent camfecting in the biopic Snowden. There is now a market for the manufacture and sale of sliding lens covers that allow users to physically block their computer's camera and, in some cases, microphone. A number of phone and laptop manufacturers tried to implement pop-up cameras that can only be opened manually by the user. But the trend did not become mainstream because of the engineering it took to keep the mechanisms up to date, aswell as the fragility and durability of the cameras.

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  • Oriented energy filters

    Oriented energy filters

    Oriented energy filters are used to grant sight to intelligent machines and sensors. The light comes in and is filtered so that it can be properly computed and analyzed by the computer allowing it to “perceive” what it is measuring. These energy measurements are then calculated to take a real time measurement of the oriented space time structure. 3D Gaussian filters are used to extract orientation measurements. They were chosen due to their ability to capture a broad spectrum and easy and efficient computations. The use of these vision systems can then be used in smart room, human interface and surveillance applications. The computations used can tell more than the standalone frame that most perceived motion devices such as a television frame. The objects captured by these devices would tell the velocity and energy of an object and its direction in relation to space and time. This also allows for better tracking ability and recognition.

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  • Mars Plus

    Mars Plus

    Mars Plus is a 1994 science fiction novel by American writer Frederik Pohl and Thomas T. Thomas. It is the sequel to Pohl's 1976 novel Man Plus, which is about a cyborg, Roger Torraway, who is designed to operate in the harsh Martian environment, so that humans can start to colonize Mars. Mars Plus is set fifty years after the first novel. Young Demeter Coghlan travels to Mars, now settled by humans and cyborgs, and finds herself amidst a rebellion by the colonists. == Plot == In Man Plus, set in the not-too-distant future, with threat of the Cold War becoming a fighting war, people plan for the colonization of Mars to escape the seemingly-inevitable Armageddon. The American government begins a cyborg program to create a being capable of surviving the harsh Martian environment: a "Man Plus" called Roger Torraway who is converted from man to cyborg. While his cyborg body is adapted to Mars, he feels strange at first. As more nations develop cyborgs, the computer networks of Earth become sentient. Mars Plus is set fifty years after the first novel, when Mars is settled by humans and cyborgs. The cyborg Torroway is in the novel, but he is not the main character. The protagonist is Demeter Coghlan, a young woman from Earth who travels to Mars. Demeter is seeking information about a canyon that she believes may be significant if the colonists begin to convert Mars to an Earth-like planet. Amidst a backdrop of spies and newly dispatched Earth diplomats, the inexperienced Demeter senses that tensions are rising on the planet. She is further disoriented due to recovering from an accident. Despite the risks in the region, Demeter has intense sexual encounters with some of the local colonists. When the locals rebel against the surveillance set up by the computer network, Demeter is kidnapped by the computer network. == Reception == The reviewer from SFBook Reviews criticizes the book, saying "nothing really happens" and stating that there is no linkage to Man Plus apart from the presence of the cyborg Torraway; moreover, the reviewer states that the questions posed in the first novel are not answered. SF Reviews calls Mars Plus "...not as good as Man Plus but...not bad", and it is praised for "...some nice touches: Demeter continuously forgetting to think about geology; her careless dictation to the computer and her irresistible urges for wild sex." SF Reviews criticizes the writing in Mars Plus for being "...a little careless in places" and in need of more "...more crafting and pruning."

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  • Speech synthesis

    Speech synthesis

    Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal language text into speech; other systems render symbolic linguistic representations like phonetic transcriptions into speech. The reverse process is speech recognition. Synthesized speech can be created by concatenating pieces of recorded speech that are stored in a database. Systems differ in the size of the stored speech units; a system that stores phones or diphones provides the largest output range, but may lack clarity. For specific usage domains, the storage of entire words or sentences allows for high-quality output. Alternatively, a synthesizer can incorporate a model of the vocal tract and other human voice characteristics to create a completely "synthetic" voice output. The quality of a speech synthesizer is judged by its similarity to the human voice and by its ability to be understood clearly. An intelligible text-to-speech program allows people with visual impairments or reading disabilities to listen to written words on a home computer. The earliest computer operating system to have included a speech synthesizer was Unix in 1974, through the Unix speak utility. In 2000, Microsoft Sam was the default text-to-speech voice synthesizer used by the narrator accessibility feature, which shipped with all Windows 2000 operating systems, and subsequent Windows XP systems. A text-to-speech system (or "engine") is composed of two parts: a front-end and a back-end. The front-end has two major tasks. First, it converts raw text containing symbols like numbers and abbreviations into the equivalent of written-out words. This process is often called text normalization, pre-processing, or tokenization. The front-end then assigns phonetic transcriptions to each word, and divides and marks the text into prosodic units, like phrases, clauses, and sentences. The process of assigning phonetic transcriptions to words is called text-to-phoneme or grapheme-to-phoneme conversion. Phonetic transcriptions and prosody information together make up the symbolic linguistic representation that is output by the front-end. The back-end—often referred to as the synthesizer—then converts the symbolic linguistic representation into sound. In certain systems, this part includes the computation of the target prosody (pitch contour, phoneme durations), which is then imposed on the output speech. == History == Long before the invention of electronic signal processing, some people tried to build machines to emulate human speech. There were also legends of the existence of "Brazen Heads", such as those involving Pope Silvester II (d. 1003 AD), Albertus Magnus (1198–1280), and Roger Bacon (1214–1294). In 1779, the German-Danish scientist Christian Gottlieb Kratzenstein won the first prize in a competition announced by the Russian Imperial Academy of Sciences and Arts for models he built of the human vocal tract that could produce the five long vowel sounds (in International Phonetic Alphabet notation: [aː], [eː], [iː], [oː] and [uː]). There followed the bellows-operated "acoustic-mechanical speech machine" of Wolfgang von Kempelen of Pressburg, Hungary, described in a 1791 paper. This machine added models of the tongue and lips, enabling it to produce consonants as well as vowels. In 1837, Charles Wheatstone produced a "speaking machine" based on von Kempelen's design, and in 1846, Joseph Faber exhibited the "Euphonia". In 1923, Paget resurrected Wheatstone's design. In the 1930s, Bell Labs developed the vocoder, which automatically analyzed speech into its fundamental tones and resonances. From his work on the vocoder, Homer Dudley developed a keyboard-operated voice-synthesizer called The Voder (Voice Demonstrator), which he exhibited at the 1939 New York World's Fair. Franklin S. Cooper and his colleagues at Haskins Laboratories built the pattern playback in the late 1940s and completed it in 1950. There were several different versions of this hardware device; only one currently survives. The machine converts pictures of the acoustic patterns of speech in the form of a spectrogram back into sound. Using this device, Alvin Liberman and colleagues discovered acoustic cues for the perception of phonetic segments (consonants and vowels). === Electronic devices === The first computer-based speech-synthesis systems originated in the late 1950s. Noriko Umeda et al. developed the first general English text-to-speech system in 1968, at the Electrotechnical Laboratory in Japan. In 1961, physicist John Larry Kelly, Jr and his colleague Louis Gerstman used an IBM 704 computer to synthesize speech, an event among the most prominent in the history of Bell Labs. Kelly's voice recorder synthesizer (vocoder) recreated the song "Daisy Bell", with musical accompaniment from Max Mathews. Coincidentally, Arthur C. Clarke was visiting his friend and colleague John Pierce at the Bell Labs Murray Hill facility. Clarke was so impressed by the demonstration that he used it in the climactic scene of his screenplay for his novel 2001: A Space Odyssey, where the HAL 9000 computer sings the same song as astronaut Dave Bowman puts it to sleep. Despite the success of purely electronic speech synthesis, research into mechanical speech-synthesizers continues. Linear predictive coding (LPC), a form of speech coding, began development with the work of Fumitada Itakura of Nagoya University and Shuzo Saito of Nippon Telegraph and Telephone (NTT) in 1966. Further developments in LPC technology were made by Bishnu S. Atal and Manfred R. Schroeder at Bell Labs during the 1970s. LPC was later the basis for early speech synthesizer chips, such as the Texas Instruments LPC Speech Chips used in the Speak & Spell toys from 1978. In 1975, Fumitada Itakura developed the line spectral pairs (LSP) method for high-compression speech coding, while at NTT. From 1975 to 1981, Itakura studied problems in speech analysis and synthesis based on the LSP method. In 1980, his team developed an LSP-based speech synthesizer chip. LSP is an important technology for speech synthesis and coding, and in the 1990s was adopted by almost all international speech coding standards as an essential component, contributing to the enhancement of digital speech communication over mobile channels and the internet. In 1975, MUSA was released, and was one of the first Speech Synthesis systems. It consisted of a stand-alone computer hardware and a specialized software that enabled it to read Italian. A second version, released in 1978, was also able to sing Italian in an "a cappella" style. Dominant systems in the 1980s and 1990s were the DECtalk system, based largely on the work of Dennis Klatt at MIT, and the Bell Labs system; the latter was one of the first multilingual language-independent systems, making extensive use of natural language processing methods. Handheld electronics featuring speech synthesis began emerging in the 1970s. One of the first was the Telesensory Systems Inc. (TSI) Speech+ portable calculator for the blind in 1976. Other devices had primarily educational purposes, such as the Speak & Spell toy produced by Texas Instruments in 1978. Fidelity released a speaking version of its electronic chess computer in 1979. The first video game to feature speech synthesis was the 1980 shoot 'em up arcade game, Stratovox (known in Japan as Speak & Rescue), from Sun Electronics. The first personal computer game with speech synthesis was Manbiki Shoujo (Shoplifting Girl), released in 1980 for the PET 2001, for which the game's developer, Hiroshi Suzuki, developed a "zero cross" programming technique to produce a synthesized speech waveform. Another early example, the arcade version of Berzerk, also dates from 1980. The Milton Bradley Company produced the first multi-player electronic game using voice synthesis, Milton, in the same year. In 1976, Computalker Consultants released their CT-1 Speech Synthesizer. Designed by D. Lloyd Rice and Jim Cooper, it was an analog synthesizer built to work with microcomputers using the S-100 bus standard. Synthesized voices typically sounded male until 1990, when Ann Syrdal, at AT&T Bell Laboratories, created a female voice. Ray Kurzweil predicted in 2005 that as the cost-performance ratio caused speech synthesizers to become cheaper and more accessible, more people would benefit from the use of text-to-speech programs. === Artificial intelligence === In September 2016, DeepMind released WaveNet, which demonstrated that deep learning models are capable of modeling raw waveforms and generating speech from acoustic features like spectrograms or mel-spectrograms, starting the field of deep learning speech synthesis. Although WaveNet was initially considered to be computationally expensive and slow to be used in consumer products at the time, a year after its

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  • Teechart

    Teechart

    TeeChart is a charting library for programmers, developed and managed by Steema Software of Girona, Catalonia, Spain. It is available as commercial and non-commercial software. TeeChart has been included in most Delphi and C++Builder products since 1997, and TeeChart Standard currently is part of Embarcadero RAD Studio 13 Florence. TeeChart Pro version is a commercial product that offers shareware releases for all of its formats. The TeeChart Charting Library offers charts, maps and gauges in versions for Delphi VCL/FMX, ActiveX, C# for Microsoft Visual Studio .NET. Full source code has always been available for all versions except the ActiveX version. TeeChart's user interface is translated into 38 languages. == History == The first version of TeeChart was authored in 1995 by David Berneda, co-founder of Steema, using the Borland Delphi Visual Component Library programming environment and TeeChart was first released as a shareware version and made available via Compuserve in the same year. It was written in the first version of Delphi VCL, as a 16-bit Charting Library named TeeChart version 1. The next version of TeeChart was released as a 32-bit library (Delphi 2 supported 32-bit compilation) but was badged as TeeChart VCL v3 to coincide with Borland's naming convention for inclusion on the toolbox palette of Borland Delphi v3 in 1997 and with C++ Builder v3 in 1998. It has been on the Delphi/C++ Builder toolbox palette ever since. The current version is Embarcadero RAD Studio 13 Florence. TeeChart's first ActiveX version named "version 3" too, to match the VCL version's nomenclature, was released in 1998. The version was optimised to work with Microsoft's Visual Studio v97 and v6.0 developer suites that include Visual Basic and Microsoft Visual C++ programming languages. Support for new programming environments followed with TeeChart's first native C# version for Microsoft Visual Studio .NET released in 2002 and TeeChart.Lite for .NET, a free charting component, released for Visual Studio.NET in 2003 and supporting too, Mono (programming). Steema Software released the first native TeeChart Java (programming language) version in 2006 and TeeChart's first native PHP version was released in 2009 and published as open-source in June 2010. Mobile versions of TeeChart, for Android (operating system) devices and Windows Phone 7 devices were released during the first half of 2011. In 2012 TeeChart extended functionality to iPhone/iPad and BlackBerry OS devices and a new JavaScript version was released in the same year to support HTML5 Canvas. In 2013 Steema launched TeeChart for .NET Chart for Windows Store applications and included support for Microsoft's Windows Phone 8 mobile platform. TeeChart for Xamarin.Forms written with 100% C# code and cross-platform support for .NET desktops, Windows Phone, iOS and Android was released in 2014. Also since 2014 Webforms charts now offers HTML5 interactivity. Steema launched TeeChart for Avalonia (software framework) in 2022 and in 2023 .NET_MAUI support was added to the TeeChart for .NET. == Usage == TeeChart is a general purpose charting component designed for use in differing ambits, offering a wide range of aesthetics to chart data. Generally TeeCharts published in the field, in areas where large amounts of data must be interpreted regularly, remain by designer choice in their simplest form to maximize the "data-ink ratio". Sloan Digital Sky Survey, SDSS Web Services' use for charting "Scientific .. plotting of online data" at The Virtual Observatory Spectrum Services reflects that approach. The SDSS chart authors choose to represent data using TeeChart's standard 2D line display. Speed is also a factor when choosing how to most effectively plot data. Realtime data, at frequencies of up to tens or hundreds of data points or more per second, require the most processor economic approach to charting. Computer processing time dedicated to the plotting of data needs to be as lightweight as possible, freeing-up computer tasks "to achieve real-time data acquisition, display and analysis". A critical and stated aspect of many data visualisation applications is the ability to offer interactivity to the user; NASA's document, the Orbital Debris Engineering Model Model ORDEM 3.0 - User's Guide, 2014, states that "The user may manipulate the graphs to zoom, pan, and copy to the clipboard and export to various file types" and Computer and Computing Technologies in Agriculture II, Volume 1, Daoliang, Li; Chunjiang, Zhao (2009), also using TeeChart, states "the properties at any point in the chart can be viewed moving the mouse over it". Writing about control education, Juha Lindfors states "The desired charting functionality (such as zooming and scaling) is achieved..". Charting applications have become increasingly 'onlined', made available either to a wider public or to a territorially remote userbase via networked applications. The World Wide Web (the Web) has become "by far, the most popular Internet protocol" to disseminate online applications. Most major IDEs now offer environments for web application developede aimed at browser hosted applications. Charting components, TeeChart among them, have adapted to provide models that work within a browser environment, often using static images and scripted layering techniques such as Ajax (programming) to offer a level of interactivity, improve response times and hide apparent delay from the user. Options to enrich client, browser-side processing flexibility are exploited by TeeChart libraries via modules that offer 'micro-environments' within the browser, such as the long established ActiveX technology, Adobe Flash, Microsoft Silverlight or Java Applets. Serverside environments offer too, a means to interact with browser based script to dynamically respond to charting requests. Joomla and CodeIgniter are host environments for TeeChart PHP and an example of an Embarcadero IntraWeb VCL designed application using TeeChart, is documented here. == Programmer reference == The Code Project includes a demo that uses TeeChart.Lite, called 'Self-Organizing Feature Maps (Kohonen maps)' written by Bashir Magomedovl and SourceForge includes a Database Stress and Monitor that also uses TeeChart.Lite. Books and information sources that include substantial sections about working with the Delphi version of TeeChart include "Mastering Delphi 6" by Marco Cantù, "C++ Builder 5 developer's guide", a video Delphi Tutorial on charting JPEG compression and support forums and reference pages at TeeChart Support Forums. Non-English language document sources include, in Czech "Myslíme v jazyku Delphi 7: knihovna zkušeného programátora" by Marco Cantù, and Chinese, Delphi 6, Delphi, and Delphi 5.

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  • Oasis (Minecraft clone)

    Oasis (Minecraft clone)

    Oasis is a 2024 video game that attempts to replicate the 2011 sandbox game Minecraft, run entirely using generative artificial intelligence. The project, which began development in 2022 between the AI company Decart and the computer hardware startup Etched, was released by Decart to the public on October 31, 2024. The AI-driven simulation uses "next-frame prediction" to anticipate player actions based on keyboard and mouse inputs, trained on millions of hours of gameplay footage. Without memory or code, the game often outputs unpredictable changes in scenery and inventory, limiting its functionality as a traditional video game. Critics noted its lack of sound, low frame rate, and "dream-like" appearance, though some praised its unpredictability as entertaining. The project is seen as a potential proof of concept for AI-driven video games. == Creation and gameplay == The demo "proof of concept" version of the game was developed by Israeli San Francisco–based AI company Decart and Silicon Valley hardware startup Etched. The idea originated in 2022 when Robert Wachen, a Harvard graduate and co-founder of Etched, met Dean Leitersdorf, an Israel Institute of Technology graduate and co-founder of Decart. Sharing an interest in OpenAI's GPT-3, they collaborated to create the game, naming it after the setting of the novel and film Ready Player One. It was funded by a $21 million grant from Israeli-American billionaire Oren Zeev and New York–based Sequoia Capital. Decart released the game to the public for free on October 31, 2024. The AI replicates Minecraft's gameplay without code using "next-frame prediction", in which the AI tries to predict what the player will see after each keyboard and mouse input, which it was trained to do on millions of hours of Minecraft footage. The game used Nvidia graphics processing units or GPUs for its demo but plans to transition to more energy-efficient Sohu GPUs, under development by Etched, capable of supporting up to 4K graphics. Etched has also suggested the possibility of making the game open source in the future. Alongside Oasis, the company is co-developing AI-generated video and educational content. == Reception == Upon its launch, many players posted videos of their experience with the game online, which often showed Oasis could not maintain coherent logic in its actions or setting. The game also presented low-quality graphics, running between 360p and 720p consistently at 20 FPS, no in-game sound, and could only be played for five minutes at a time before restarting. These issues led some news outlets to refer to the game as a "nightmarish hallucination", and drawing comparisons to dementia and dreams. Despite the negative reviews, Leitersdorf, as well as a number of commentators, have commented that while the game may have fallen short of replicating Minecraft in its demo launch, it was the first step towards something more advanced, which could one day resemble Minecraft or any other game. Online publication The Backdash commented the game could be a "glimpse at the future of game development", while others like Tom's Hardware expressed doubts a game without code could ever look as good as one with, arguing they fail to capture "the point of what makes games fun—or even coherent". In terms of legality, Decart and Etched did not receive permission from Microsoft to create a copy of their game using generative artificial intelligence. No legal actions have been taken by the latter, however, as artificial intelligence and copyright remains largely vague legally.

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  • Tamarin Prover

    Tamarin Prover

    Tamarin Prover is a computer software program for formal verification of cryptographic protocols. It has been used to verify Transport Layer Security 1.3, ISO/IEC 9798, DNP3 Secure Authentication v5, WireGuard, and the PQ3 Messaging Protocol of Apple iMessage. Tamarin is an open source tool, written in Haskell, built as a successor to an older verification tool called Scyther. Tamarin has automatic proof features, but can also be self-guided. In Tamarin lemmas that representing security properties are defined. After changes are made to a protocol, Tamarin can verify if the security properties are maintained. The results of a Tamarin execution will either be a proof that the security property holds within the protocol, an example protocol run where the security property does not hold, or Tamarin could potentially fail to halt.

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  • Opposition to AI data centers

    Opposition to AI data centers

    Since 2024, dozens of local community-led protest campaigns have emerged in opposition to AI data centers. == Motivations == Organized opposition to AI data centers has been driven by concerns about energy use, energy costs, noise pollution, air pollution, and water waste. Opposition sentiment is widespread with a Gallup poll conducted in March 2026 showing that 70% of respondents oppose the construction of new AI data centers in their neighborhood. == Impact == In 2025, local opposition to AI data centers led to the delay or cancellation of projects totalling US$156 billion. == Specific protests and outcomes in the United States == According to Data Center Watch, there are has been a wave of dozens of protests against AI data centers since 2022. Below is a non-exhaustive list of some notable examples. === Goodyear and Buckeye, Arizona: Tract AI Data Center Proposal === In Goodyear and Buckeye, Arizona, a $14 billion project by developer Tract was withdrawn after local authorities blocked necessary rezoning in response to pressure from resident organizers. Opponest stiff resistance due to concerns over building heights, noise pollution, and the potential strain on local utilities. However, the company announced a revised project near the Buckeye airport in August 2024, with the backing of local officials and the mayor. === Peculiar, Missouri: Diode Ventures Harper Road Technology Park Proposal === In Peculiar, Missouri, residents from the group "Peaceful Peculiar" organized to stop a data center proposal from Diode Ventures called Harper Road Technology Park. Citing concerns around noise and light pollution, health, environmental impacts, jobs, property values, and energy use, organizers attended local planning and zoning meetings in large numbers and lobbied councilors to reject the proposal. Ultimately, the city council unanimously rejected the proposal in September 2024. === Chesterton, Indiana: Provident Realty Advisors Proposal === In Chesterton, Indiana, the Texas-based company Provident Reality Advisors applied for a $1.3 billion construction of a data center complex on the Brassie Golf Club property. Provident Realty Advisors wanted to purchase the 200 acres owned by PPM Chesterton LLC in 2024 order to build a data center complex, with eight buildings and an end user of a hyperscaler. The Town Council of Chesterton released a statement saying that they would never support this project, at least not at the scale and location it was planned for. They cited fears of added noise for locals, electrical or water management concerns, the intrusiveness of a data center built next to houses, and more. Provident released a statement shortly after rescinding their plan, because it was clear than the town of Chesterton would not support them. === Cascade Locks, Oregon: Roundhouse Digital Infrastructure Proposal === Startup data center developer Roundhouse Digital Infrastructure had planned to build out a 10-megawatt data center using a vacant industrial building and nearby 10-acre site in the Port of Cascade Locks, Oregon. After significant organized community opposition, the project was abandoned. === Forth Worth, Texas: WUSF 5 Rock Creek East Proposal === In September 2024, the City Council of Fort Worth, Texas approved a zoning change that would allow construction of a data center. In responses, neighbors mounted opposition citing concerns about traffic, light pollution, energy consumption, water use, and noise issues if the data center were to be built. In response to extensive public comments opposing a tax break for the data center, a city councilor withdrew his motion to approve the tax break. As of April, 2026, the future of the project is still uncertain. === Santa Clara, California: GI Partners Proposal === GI partners sought to build a new AI data center in Santa Clara, California, which is already home to many data centers, by acquiring a conditional permit use that would have allowed the developer to knock down a property and replace it with a data center. To obtain this permit they were required to go before members of the Planning Commission. Ultimately, the project was delayed with the Planning Commission requiring GI partners to do more public outreach. === Virginia === ==== Richmond: DC Blox Proposal ==== After residents organized to lobby the municipal government to block the proposal to avoid noise pollution and higher energy use, commissioners denied the company's permit. ==== Catlett Station: Headwaters Site Proposal ==== In Catlett, Virginia, developer Headwaters proposed construction of a data center complex just north of the town in 2020. In response, a residents' organization called "Protect Catlett" was formed to oppose the project. Arguments against the data center involved its impacts on water and power availability, its noise as a residential disturbance, and its destruction of historic and community heritage buildings. Arguments in favor cited job creation and $20 million in local tax revenue if the project were to go through. Protect Catlett utilized town halls and public comments to mobilize opposition to the project. They also dedicated time to educating other residents about the project's negative impacts and canvassing door-to-door in order to garner even more opposition to the project. Ultimately, after fervent opposition from most town residents, the project was canceled by the town and the developer. ==== Culpeper County: Culpeper Acquisitions Proposal ==== Culpeper Acquisitions, LLC, proposed a massive $12 billion data center project in Culpeper County, Virginia, designed to feature 4.6 million square feet of space across nine multi-story buildings. Coalition to Save Culpeper (C2SC) is an activist organization formed to resist the development of the project. C2SC has been active on many fronts including, messaging on social media, reaching out to local officials, and organizing meetings to bring community members with aligned interests together. Ultimately, the project was delayed due to unanimous denial by the Culpeper County Planning Commission on June 12, 2024, which was driven by intense opposition from C2SC. C2SC was successful in their mission largely because they were able to get so many people from the community behind it, and put enough pressure on local officials to take action. ==== Midlothian: Province Group Proposal ==== In late October 2025, the Powhatan County Board of Supervisors in Virginia voted unanimously to approve the $3 billion data center, despite the county's Planning Commission having unanimously recommended denial several days earlier. The reasoning behind their support for the center is that it will generate substantial tax revenue, reducing the county's reliance on residential property taxes. This appeal of lowering residential property taxes is the major selling point for the center's development. The developer, California-based Province Group, incentivized the Board by being agreeable to its conditions for building the center. The center is still on track for development, but faces local resistance, though little information is available on specific groups opposing it. ==== Warrenton: Amazon Proposal ==== Citizens for Farquier County (CFFC) advocates to "preserve the natural, historic and agricultural resources" of their county. Historically, this has meant opposing the building of a dam or lights in front of fast food stores. This group has recently mobilized in opposition of a plan to build data centers for Amazon. They first filed a suit to stop the construction in 2023 and it has been in litigation ever since. The case hinges on opposition to a 2021 zoning amendment which allowed data centers to be built in town. CFFC's lawyer, Dale Mullen, argues that this amendment violates state law, which requires such amendments to state their "public purpose". They argue that the permit for the Amazon data center was "void from the beginning". The CFFC also organized to vote out town council members who approved the first data center and were up for reelection, replacing them with candidates who opposed the data center. In May 2025, after attending town council meetings to speak out against the data center, the planning commission voted 4–1 to remove the zoning amendment allowing data center construction in town, citing public opposition. Currently, CFFC is advocating along with Piedmont Environmental Group, for phasing out data center tax breaks at the state level. ==== France: Marseille opposition ==== In France, local opposition materialised in response to proposed data centre developments, especially in and around the city of Marseille. Opposition came from activists, such as "Clouds Were Under Our Feet" group, residents ,and local politicians. Issues raised related to energy use, environmental impact, and limited local benefits (such as the creation of a few jobs only). == Legislation in the United States == Legal limits and moratoriums on the construction of new d

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  • Gradient vector flow

    Gradient vector flow

    Gradient vector flow (GVF), a computer vision framework introduced by Chenyang Xu and Jerry L. Prince, is the vector field that is produced by a process that smooths and diffuses an input vector field. It is usually used to create a vector field from images that points to object edges from a distance. It is widely used in image analysis and computer vision applications for object tracking, shape recognition, segmentation, and edge detection. In particular, it is commonly used in conjunction with active contour model. == Background == Finding objects or homogeneous regions in images is a process known as image segmentation. In many applications, the locations of object edges can be estimated using local operators that yield a new image called an edge map. The edge map can then be used to guide a deformable model, sometimes called an active contour or a snake, so that it passes through the edge map in a smooth way, therefore defining the object itself. A common way to encourage a deformable model to move toward the edge map is to take the spatial gradient of the edge map, yielding a vector field. Since the edge map has its highest intensities directly on the edge and drops to zero away from the edge, these gradient vectors provide directions for the active contour to move. When the gradient vectors are zero, the active contour will not move, and this is the correct behavior when the contour rests on the peak of the edge map itself. However, because the edge itself is defined by local operators, these gradient vectors will also be zero far away from the edge and therefore the active contour will not move toward the edge when initialized far away from the edge. Gradient vector flow (GVF) is the process that spatially extends the edge map gradient vectors, yielding a new vector field that contains information about the location of object edges throughout the entire image domain. GVF is defined as a diffusion process operating on the components of the input vector field. It is designed to balance the fidelity of the original vector field, so it is not changed too much, with a regularization that is intended to produce a smooth field on its output. Although GVF was designed originally for the purpose of segmenting objects using active contours attracted to edges, it has been since adapted and used for many alternative purposes. Some newer purposes including defining a continuous medial axis representation, regularizing image anisotropic diffusion algorithms, finding the centers of ribbon-like objects, constructing graphs for optimal surface segmentations, creating a shape prior, and much more. == Theory == The theory of GVF was originally described by Xu and Prince. Let f ( x , y ) {\displaystyle \textstyle f(x,y)} be an edge map defined on the image domain. For uniformity of results, it is important to restrict the edge map intensities to lie between 0 and 1, and by convention f ( x , y ) {\displaystyle \textstyle f(x,y)} takes on larger values (close to 1) on the object edges. The gradient vector flow (GVF) field is given by the vector field v ( x , y ) = [ u ( x , y ) , v ( x , y ) ] {\displaystyle \textstyle \mathbf {v} (x,y)=[u(x,y),v(x,y)]} that minimizes the energy functional In this equation, subscripts denote partial derivatives and the gradient of the edge map is given by the vector field ∇ f = ( f x , f y ) {\displaystyle \textstyle \nabla f=(f_{x},f_{y})} . Figure 1 shows an edge map, the gradient of the (slightly blurred) edge map, and the GVF field generated by minimizing E {\displaystyle \textstyle {\mathcal {E}}} . Equation 1 is a variational formulation that has both a data term and a regularization term. The first term in the integrand is the data term. It encourages the solution v {\displaystyle \textstyle \mathbf {v} } to closely agree with the gradients of the edge map since that will make v − ∇ f {\displaystyle \textstyle \mathbf {v} -\nabla f} small. However, this only needs to happen when the edge map gradients are large since v − ∇ f {\displaystyle \textstyle \mathbf {v} -\nabla f} is multiplied by the square of the length of these gradients. The second term in the integrand is a regularization term. It encourages the spatial variations in the components of the solution to be small by penalizing the sum of all the partial derivatives of v {\displaystyle \textstyle \mathbf {v} } . As is customary in these types of variational formulations, there is a regularization parameter μ > 0 {\displaystyle \textstyle \mu >0} that must be specified by the user in order to trade off the influence of each of the two terms. If μ {\displaystyle \textstyle \mu } is large, for example, then the resulting field will be very smooth and may not agree as well with the underlying edge gradients. Theoretical Solution. Finding v ( x , y ) {\displaystyle \textstyle \mathbf {v} (x,y)} to minimize Equation 1 requires the use of calculus of variations since v ( x , y ) {\displaystyle \textstyle \mathbf {v} (x,y)} is a function, not a variable. Accordingly, the Euler equations, which provide the necessary conditions for v {\displaystyle \textstyle \mathbf {v} } to be a solution can be found by calculus of variations, yielding where ∇ 2 {\displaystyle \textstyle \nabla ^{2}} is the Laplacian operator. It is instructive to examine the form of the equations in (2). Each is a partial differential equation that the components u {\displaystyle u} and v {\displaystyle v} of v {\displaystyle \mathbf {v} } must satisfy. If the magnitude of the edge gradient is small, then the solution of each equation is guided entirely by Laplace's equation, for example ∇ 2 u = 0 {\displaystyle \textstyle \nabla ^{2}u=0} , which will produce a smooth scalar field entirely dependent on its boundary conditions. The boundary conditions are effectively provided by the locations in the image where the magnitude of the edge gradient is large, where the solution is driven to agree more with the edge gradients. Computational Solutions. There are two fundamental ways to compute GVF. First, the energy function E {\displaystyle {\mathcal {E}}} itself (1) can be directly discretized and minimized, for example, by gradient descent. Second, the partial differential equations in (2) can be discretized and solved iteratively. The original GVF paper used an iterative approach, while later papers introduced considerably faster implementations such as an octree-based method, a multi-grid method, and an augmented Lagrangian method. In addition, very fast GPU implementations have been developed in Extensions and Advances. GVF is easily extended to higher dimensions. The energy function is readily written in a vector form as which can be solved by gradient descent or by finding and solving its Euler equation. Figure 2 shows an illustration of a three-dimensional GVF field on the edge map of a simple object (see ). The data and regularization terms in the integrand of the GVF functional can also be modified. A modification described in , called generalized gradient vector flow (GGVF) defines two scalar functions and reformulates the energy as While the choices g ( ∇ f | ) = μ {\displaystyle \textstyle g(\nabla f|)=\mu } and h ( | ∇ f | ) = | ∇ f | 2 {\displaystyle \textstyle h(|\nabla f|)=|\nabla f|^{2}} reduce GGVF to GVF, the alternative choices g ( | ∇ f | ) = exp ⁡ { − | ∇ f | / K } {\displaystyle \textstyle g(|\nabla f|)=\exp\{-|\nabla f|/K\}} and h ( ∇ f | ) = 1 − g ( | ∇ f | ) {\displaystyle \textstyle h(\nabla f|)=1-g(|\nabla f|)} , for K {\displaystyle K} a user-selected constant, can improve the tradeoff between the data term and its regularization in some applications. The GVF formulation has been further extended to vector-valued images in where a weighted structure tensor of a vector-valued image is used. A learning based probabilistic weighted GVF extension was proposed in to further improve the segmentation for images with severely cluttered textures or high levels of noise. The variational formulation of GVF has also been modified in motion GVF (MGVF) to incorporate object motion in an image sequence. Whereas the diffusion of GVF vectors from a conventional edge map acts in an isotropic manner, the formulation of MGVF incorporates the expected object motion between image frames. An alternative to GVF called vector field convolution (VFC) provides many of the advantages of GVF, has superior noise robustness, and can be computed very fast. The VFC field v V F C {\displaystyle \textstyle \mathbf {v} _{\mathrm {VFC} }} is defined as the convolution of the edge map f {\displaystyle f} with a vector field kernel k {\displaystyle \mathbf {k} } where The vector field kernel k {\displaystyle \textstyle \mathbf {k} } has vectors that always point toward the origin but their magnitudes, determined in detail by the function m {\displaystyle m} , decrease to zero with increasing distance from the origin. The beauty of VFC is that it can be computed very rapidly using a fast Fourier tra

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  • Anytime algorithm

    Anytime algorithm

    In computer science, an anytime algorithm is an algorithm that can return a valid solution to a problem even if it is interrupted before it ends. The algorithm is expected to find better and better solutions the longer it keeps running. Most algorithms run to completion: they provide a single answer after performing some fixed amount of computation. In some cases, however, the user may wish to terminate the algorithm prior to completion. The amount of computation required may be substantial, for example, and computational resources might need to be reallocated. Most algorithms either run to completion or they provide no useful solution information. Anytime algorithms, however, are able to return a partial answer, whose quality depends on the amount of computation they were able to perform. The answer generated by anytime algorithms is an approximation of the correct answer. == Names == An anytime algorithm may be also called an "interruptible algorithm". They are different from contract algorithms, which must declare a time in advance; in an anytime algorithm, a process can just announce that it is terminating. == Goals == The goal of anytime algorithms are to give intelligent systems the ability to make results of better quality in return for turn-around time. They are also supposed to be flexible in time and resources. They are important because artificial intelligence or AI algorithms can take a long time to complete results. This algorithm is designed to complete in a shorter amount of time. Also, these are intended to have a better understanding that the system is dependent and restricted to its agents and how they work cooperatively. An example is the Newton–Raphson iteration applied to finding the square root of a number. Another example that uses anytime algorithms is trajectory problems when you're aiming for a target; the object is moving through space while waiting for the algorithm to finish and even an approximate answer can significantly improve its accuracy if given early. What makes anytime algorithms unique is their ability to return many possible outcomes for any given input. An anytime algorithm uses many well defined quality measures to monitor progress in problem solving and distributed computing resources. It keeps searching for the best possible answer with the amount of time that it is given. It may not run until completion and may improve the answer if it is allowed to run longer. This is often used for large decision set problems. This would generally not provide useful information unless it is allowed to finish. While this may sound similar to dynamic programming, the difference is that it is fine-tuned through random adjustments, rather than sequential. Anytime algorithms are designed so that it can be told to stop at any time and would return the best result it has found so far. This is why it is called an interruptible algorithm. Certain anytime algorithms also maintain the last result, so that if they are given more time, they can continue from where they left off to obtain an even better result. == Decision trees == When the decider has to act, there must be some ambiguity. Also, there must be some idea about how to solve this ambiguity. This idea must be translatable to a state to action diagram. == Performance profile == The performance profile estimates the quality of the results based on the input and the amount of time that is allotted to the algorithm. The better the estimate, the sooner the result would be found. Some systems have a larger database that gives the probability that the output is the expected output. One algorithm can have several performance profiles. Most of the time performance profiles are constructed using mathematical statistics using representative cases. For example, in the traveling salesman problem, the performance profile was generated using a user-defined special program to generate the necessary statistics. In this example, the performance profile is the mapping of time to the expected results. This quality can be measured in several ways: certainty: where probability of correctness determines quality accuracy: where error bound determines quality specificity: where the amount of particulars determine quality == Algorithm prerequisites == Initial behavior: While some algorithms start with immediate guesses, others take a more calculated approach and have a start up period before making any guesses. Growth direction: How the quality of the program's "output" or result, varies as a function of the amount of time ("run time") Growth rate: Amount of increase with each step. Does it change constantly, such as in a bubble sort or does it change unpredictably? End condition: The amount of runtime needed

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  • The Eye of Mexico

    The Eye of Mexico

    The Eye of Mexico (Spanish: El Ojo de México) is an outdoor sculpture in Mexico City. It is located in Ampliación Granada, Miguel Hidalgo, at the mixed-use development Neuchâtel Polanco, developed by the Canadian real estate company Ivanhoé Cambridge. The artwork was created by the Turkish artist Ferdi Alıcı and it was selected from among 350 proposals from artists from 35 countries. The project for The Eye of Mexico was developed by MIRA, a real estate investment and development company, and MASSIVart, a creative consulting agency. According to MIRA, upon its inauguration it became the first artwork in Latin America to use artificial intelligence (AI). The sculpture can read environmental and urban data using AI algorithms and transform the results into videos related to arts, science and technology. The ring was inaugurated on 20 May 2022 and it is 10 meters (33 ft) high and 3 meters (9.8 ft) wide.

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  • Amazon Bedrock

    Amazon Bedrock

    Amazon Bedrock is a cloud computing service provided by Amazon Web Services (AWS) for building generative artificial intelligence applications. Launched in 2023, the platform provides a unified API to access foundation models (FMs) from several AI companies, alongside related tools. Bedrock is a serverless computing service which competes with similar enterprise AI platforms such as Microsoft Foundry and Google Cloud Platform. == History == Amazon announced Bedrock on April 13, 2023. The service became generally available on September 28, 2023. Throughout 2024 and 2025, AWS expanded the service to include AI agents, which allow models to interact with external systems. == Features == Knowledge Bases: a managed workflow for Retrieval-Augmented Generation (RAG), which allows models to pull facts from private data stored in Amazon S3. Guardrails: a security feature that allows administrators to set content filters and personally identifiable information redaction across all models in the platform to increase the safety and compliance of AI deployments. == PartyRock == In November 2023, Amazon launched PartyRock, a web-based no-code environment for building generative AI applications. The platform uses a natural language interface to translate user descriptions into software widgets. These widgets enable specific AI behaviors, including text-based prompts, conversational agents, generating images, and the summarization and querying of user-uploaded documents. Although it initially launched with a limited-time free trial, AWS transitioned the service to a recurring free daily usage credit model in early 2025.

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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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  • Sora (text-to-video model)

    Sora (text-to-video model)

    Sora was a text-to-video model and social media app developed by OpenAI. Using artificial intelligence, the model generated short video clips based on prompts, and could also extend existing short videos. In February 2024, OpenAI previewed examples of its output to the public, with the first generation of Sora released publicly for ChatGPT Plus and ChatGPT Pro users in the United States and Canada in December 2024. The second generation of Sora was released to select users in the US and Canada at the end of September 2025. Sora 2 integrated social media features into the app. The app was shut down on April 26, 2026 and the application programming interface (API) is planned to be discontinued on September 24, 2026, marking the end of the Sora AI brand as a whole. By default, the generator used copyrighted material in its videos, unless copyright holders actively opt out of having their content included. Videos contained a visible, moving digital watermark to prevent misuse, but a week after Sora 2's release, third-party programs became available which could remove the watermark. == Background == Several other models capable of generating video from text had been created prior to Sora, including Meta's Make‑A‑Video, Runway's Gen‑2 and Google Veo. OpenAI, the company behind Sora, had released DALL·E 3, the third of its DALL-E text-to-image models, in September 2023. == History == === Initial release === The team that developed Sora named it after the Japanese word for 'sky' to signify its "limitless creative potential". On February 15, 2024, OpenAI first previewed Sora by releasing multiple clips of high-definition videos that it had created, including an SUV driving down a mountain road, an animation of a "short fluffy monster" next to a candle, two people walking through Tokyo in the snow, and fake historical footage of the California gold rush. OpenAI stated that it was able to generate videos as long as one minute. The company then shared a technical report that highlighted the methods used to train the model. OpenAI CEO Sam Altman also posted a series of tweets responding to Twitter users' prompts with Sora-generated videos of the prompts. As of December 9, 2024, OpenAI had gradually made Sora available to the public for ChatGPT Pro and ChatGPT Plus users in the U.S. and Canada. Prior to this, the company had provided limited access to a small "red team", including experts in misinformation and bias, to perform adversarial testing on the model. The company also shared Sora with a small group of creative professionals, including video makers and artists, to seek feedback on its usefulness in creative fields. In February 2025, OpenAI announced plans to integrate Sora into ChatGPT by letting users generate Sora videos from the chatbot. === Sora 2 === Sora 2 was unveiled on September 30, 2025, with an iOS app at the same time, as well as an Android app two months later. All videos generated by the model feature a visible, moving watermark to prevent misuse of the tool. The previous version of Sora also added a safety watermark to allow viewers to distinguish between real and fictional content. On October 7, 404 Media reported that third-party programs that could remove the watermark from Sora 2 videos had become prevalent. Many outlets, such as Wired magazine, have noted that the Sora 2 app is overtly similar to TikTok in style and features. === Discontinuation === On March 24, 2026, OpenAI announced on X that it was discontinuing Sora in both the mobile app and the API. The Sora app was shut down on April 26, 2026, while the API is planned to be shut down on September 24, 2026. OpenAI's partnership with Disney, which included a licensing agreement allowing Disney characters to be used within Sora, was also coming to an end. The decision prompted British technology news website The Register to label OpenAI a "product-killer", following in the footsteps of other technology companies such as Google, Amazon Web Services, Broadcom, Cloud Software Group, and Netscape. OpenAI did not provide a specific reason for discontinuing Sora in its shutdown notice. The reports that emerged regarding this discontinuity linked the decision to computation shortages, cost pressures, and a broader shift toward core enterprise products. Following its public launch, Sora's worldwide users peaked at around a million before declining to fewer than 500,000, while the service cost an estimated $1 million per day to operate due to the computational demands of video generation. == Legal regulation == In November 2024, an API key for Sora access was leaked by a group of testers on Hugging Face who posted a manifesto stating that they were protesting that Sora was used for "art washing". OpenAI revoked all access three hours after the leak was made public and stated that "hundreds of artists" have shaped the development and that "participation is voluntary". At the time of its launch, Sora 2 allowed copyrighted content by default unless copyright holders contacted OpenAI to restrict the generation of their content on the platform. On October 3, 2025, OpenAI stated that a future update to Sora 2 would give copyright holders "more granular control" over the generation of copyrighted content, but the company did not state whether existing content would be removed. On October 6, the chairman of the MPA criticized OpenAI's approach to copyright with Sora 2. On December 11, 2025, the Walt Disney Company announced that it would invest $1 billion in OpenAI to allow users to generate more than 200 of its copyrighted characters on Sora 2. These characters include those from Disney Animation, Pixar, Marvel Studios, and Star Wars. == Capabilities and limitations == The technology behind Sora is an adaptation of the technology behind DALL-E 3. According to OpenAI, Sora is a diffusion transformer, a denoising latent diffusion model with one transformer as its denoiser. A video is generated in latent space by denoising 3D "patches", then transformed to standard space by a video decompressor. Recaptioning is employed to augment training data by using a video-to-text model to create detailed captions for videos. OpenAI trained the model using publicly available videos as well as copyrighted videos licensed for the purpose, but did not reveal the number or the exact source of the videos. Upon its release, OpenAI acknowledged some of Sora's shortcomings, including its limited capacity to simulate complex physics, to understand causality and to differentiate left from right. OpenAI also stated that, in adherence to the company's existing safety practices, Sora will restrict text prompts for sexual, violent, hateful or celebrity imagery, as well as content featuring existing intellectual property. Sora researcher Tim Brooks stated that the model learned how to create 3D graphics from its dataset alone, while fellow Sora researcher Bill Peebles said that the model automatically created different video angles without being prompted. According to OpenAI, Sora-generated videos are also tagged with C2PA metadata to indicate that they are AI-processed. === Comparison with other models === The Artificial Analysis have placed Sora 2 pro lower than other text-to-video AI generators in the market on its leaderboard. Other models, such as Seedance 2.0 from ByteDance, Runaway 4.5 from Runaway, and Kling 3.0 from KlingAI, have ranked higher than Sora 2.0. == Reception == === Positive === In 2024, Will Douglas Heaven of the MIT Technology Review called the demonstration videos "impressive", but noted that they must have been cherry-picked and may not be representative of Sora's typical output. Lisa Lacy of CNET called its example videos "remarkably realistic – except perhaps when a human face appears close up or when sea creatures are swimming". In October 2025, The New York Times remarked that the release of the Sora 2 app in September 2025 was "jaw-dropping (for better and worse)" though also remarked that the app was a "social network in disguise" and "the type of product that companies like Meta and X have sought to build: a way to bring A.I. to the masses that people can share." The article expressed concern regarding the product's potential impact on society and its potential use to promote misinformation, disinformation, and scams. A 2025 study in Science Advances found that generative AI tools can lower barriers to entry in creative work. It enables users with diverse skill sets, including people with less formal artistic training and technical skills, to act on their creative and imaginative ideas. The lower barrier to entry allows such users previously locked out of the creative industry to produce content and easily act on their creative ideas. === Negative === Some internet users and online content creators, such as Hank Green, called the mobile app "SlopTok," a reference to both the mobile app TikTok and the term AI slop. Filmmaker Tyler Perry announced he would be putting a planned

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  • Evolutionary computation

    Evolutionary computation

    Evolutionary computation (EC) from computer science is a family of algorithms for global optimization inspired by biological evolution, and a subfield of computational intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes as well as, depending on the method, mixing parental information. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection), mutation and possibly recombination. These biological functions serve as role models for the genetic operators - mutation, crossover, and selection - used in the EC procedures. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them popular in computer science. Many variants and extensions exist, suited to more specific families of problems and data structures. Evolutionary computation is also sometimes used in evolutionary biology as an in silico experimental procedure to study common aspects of general evolutionary processes. == History == The concept of mimicking evolutionary processes to solve problems originates before the advent of computers, such as when Alan Turing proposed a method of genetic search in 1948 . Turing's B-type u-machines resemble primitive neural networks, and connections between neurons were learnt via a sort of genetic algorithm. His P-type u-machines resemble a method for reinforcement learning, where pleasure and pain signals direct the machine to learn certain behaviors. However, Turing's paper went unpublished until 1968, and he died in 1954, so this early work had little to no effect on the field of evolutionary computation that was to develop. Evolutionary computing as a field began in earnest in the 1950s and 1960s. There were several independent attempts to use the process of evolution in computing at this time, which developed separately for roughly 15 years. Three branches emerged in different places to attain this goal: evolution strategies, evolutionary programming, and genetic algorithms. A fourth branch, genetic programming, eventually emerged in the early 1990s. These approaches differ in the method of selection, the permitted mutations, and the representation of genetic data. By the 1990s, the distinctions between the historic branches had begun to blur, and the term 'evolutionary computing' was coined in 1991 to denote a field that exists over all four paradigms. In 1962, Lawrence J. Fogel initiated the research of Evolutionary Programming in the United States, which was considered an artificial intelligence endeavor. In this system, finite state machines are used to solve a prediction problem: these machines would be mutated (adding or deleting states, or changing the state transition rules), and the best of these mutated machines would be evolved further in future generations. The final finite state machine may be used to generate predictions when needed. The evolutionary programming method was successfully applied to prediction problems, system identification, and automatic control. It was eventually extended to handle time series data and to model the evolution of gaming strategies. In 1964, Ingo Rechenberg and Hans-Paul Schwefel introduce the paradigm of evolution strategies in Germany. Since traditional gradient descent techniques produce results that may get stuck in local minima, Rechenberg and Schwefel proposed that random mutations (applied to all parameters of some solution vector) may be used to escape these minima. Child solutions were generated from parent solutions, and the more successful of the two was kept for future generations. This technique was first used by the two to successfully solve optimization problems in fluid dynamics. Initially, this optimization technique was performed without computers, instead relying on dice to determine random mutations. By 1965, the calculations were performed wholly by machine. John Henry Holland introduced genetic algorithms in the 1960s, and it was further developed at the University of Michigan in the 1970s. While the other approaches were focused on solving problems, Holland primarily aimed to use genetic algorithms to study adaptation and determine how it may be simulated. Populations of chromosomes, represented as bit strings, were transformed by an artificial selection process, selecting for specific 'allele' bits in the bit string. Among other mutation methods, interactions between chromosomes were used to simulate the recombination of DNA between different organisms. While previous methods only tracked a single optimal organism at a time (having children compete with parents), Holland's genetic algorithms tracked large populations (having many organisms compete each generation). By the 1990s, a new approach to evolutionary computation that came to be called genetic programming emerged, advocated for by John Koza among others. In this class of algorithms, the subject of evolution was itself a program written in a high-level programming language (there had been some previous attempts as early as 1958 to use machine code, but they met with little success). For Koza, the programs were Lisp S-expressions, which can be thought of as trees of sub-expressions. This representation permits programs to swap subtrees, representing a sort of genetic mixing. Programs are scored based on how well they complete a certain task, and the score is used for artificial selection. Sequence induction, pattern recognition, and planning were all successful applications of the genetic programming paradigm. Many other figures played a role in the history of evolutionary computing, although their work did not always fit into one of the major historical branches of the field. The earliest computational simulations of evolution using evolutionary algorithms and artificial life techniques were performed by Nils Aall Barricelli in 1953, with first results published in 1954. Another pioneer in the 1950s was Alex Fraser, who published a series of papers on simulation of artificial selection. As academic interest grew, dramatic increases in the power of computers allowed practical applications, including the automatic evolution of computer programs. Evolutionary algorithms are now used to solve multi-dimensional problems more efficiently than software produced by human designers, and also to optimize the design of systems. == Techniques == Evolutionary computing techniques mostly involve metaheuristic optimization algorithms. Broadly speaking, the field includes: Agent-based modeling Ant colony optimization Particle swarm optimization Swarm intelligence Artificial immune systems Artificial life Digital organism Cultural algorithms Differential evolution Dual-phase evolution Estimation of distribution algorithm Evolutionary algorithm Genetic algorithm Evolutionary programming Genetic programming Gene expression programming Grammatical evolution Evolution strategy Learnable evolution model Learning classifier system Memetic algorithms Neuroevolution Self-organization such as self-organizing maps, competitive learning Over recent years many dubious algorithms have been proposed, that are often just copies of existing algorithms (frequently Particle Swarm Optimization), where only the metaphor changed, but the algorithm itself is not new at all. A thorough catalogue with many of these dubious algorithms has been published in the Evolutionary Computation Bestiary. It is also important to note that many of these dubiously 'novel' algorithms have poor experimental validation. == Evolutionary algorithms == Evolutionary algorithms form a subset of evolutionary computation in that they generally only involve techniques implementing mechanisms inspired by biological evolution such as reproduction, mutation, recombination and natural selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the cost function determines the environment within which the solutions "live" (see also fitness function). Evolution of the population then takes place after the repeated application of the above operators. In this process, there are two main forces that form the basis of evolutionary systems: Recombination (e.g. crossover) and mutation create the necessary diversity and thereby facilitate novelty, while selection acts as a force increasing quality. Many aspects of such an evolutionary process are stochastic. Changed pieces of information due to recombination and mutati

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