AI Chatbot Miles

AI Chatbot Miles — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Microsoft Sway

    Microsoft Sway

    Microsoft Sway is a presentation program and is part of the Microsoft 365 family of products. Sway was offered for general release by Microsoft in August 2015. It allows users who have a Microsoft account to combine text and media to create a presentable website. Users can pull content locally from the device in use, or from internet sources such as Bing, Facebook, OneDrive, and YouTube. Sway is distinguished from Microsoft FrontPage and Microsoft Expression Web – unrelated web design programs previously developed by Microsoft – in that Sway includes a method for hosting sites. Sway sites are stored on Microsoft's servers and are tied to the user's Microsoft account. They can be viewed and edited from any web browser through Office on the web. There is no offline editing or viewing function, but sites can be accessed using the app for Windows, and formerly iOS. == History == Sway was developed internally by Microsoft. In late 2014, the company announced an invite-only preview version of Sway and announced that Sway would not require an Office 365 subscription. An iOS app was released as a preview on 31 October 2014, but was discontinued on 17 December 2018 due to low usage. As of July 17, 2021, the Sway iOS app's discontinuance in 2018 was the last piece of news posted in the Sway tech blog. The Sway feature blog has not received an update since April 2017. The Microsoft Office Roadmap did not include any items related to Sway ever since. The iOS application is no longer under active development, and is not available for download. Since 2023, Microsoft has been consolidating the domains of its Microsoft 365 apps and services under cloud.microsoft. By 2025, the vast majority of services, including Sway, have already migrated to the cloud.microsoft domain. == Features == Users are able to add content from various sources into their Sway presentations. Some of the integrated services are owned by Microsoft, including OneNote, Bing, and other Sway sites. The program also provides native integration with other services, including YouTube, Facebook, Twitter, Mixcloud, and Infogram.

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  • Residuated lattice

    Residuated lattice

    In abstract algebra, a residuated lattice is an algebraic structure that is simultaneously a lattice x ≤ y and a monoid x•y that admits operations x\z and z/y, loosely analogous to division or implication, when x•y is viewed as multiplication or conjunction, respectively. Called respectively right and left residuals, these operations coincide when the monoid is commutative. The general concept was introduced by Morgan Ward and Robert P. Dilworth in 1939. Examples, some of which existed prior to the general concept, include Boolean algebras, Heyting algebras, residuated Boolean algebras, relation algebras, and MV-algebras. Residuated semilattices omit the meet operation ∧, for example Kleene algebras and action algebras. == Definition == In mathematics, a residuated lattice is an algebraic structure L = (L, ≤, •, I) such that (i) (L, ≤) is a lattice. (ii) (L, •, I) is a monoid. (iii) For all z there exists for every x a greatest y, and for every y a greatest x, such that x•y ≤ z (the residuation properties). In (iii), the "greatest y", being a function of z and x, is denoted x\z and called the right residual of z by x. Think of it as what remains of z on the right after "dividing" z on the left by x. Dually, the "greatest x" is denoted z/y and called the left residual of z by y. An equivalent, more formal statement of (iii) that uses these operations to name these greatest values is (iii)' for all x, y, z in L, y ≤ x\z ⇔ x•y ≤ z ⇔ x ≤ z/y. As suggested by the notation, the residuals are a form of quotient. More precisely, for a given x in L, the unary operations x• and x\ are respectively the lower and upper adjoints of a Galois connection on L, and dually for the two functions •y and /y. By the same reasoning that applies to any Galois connection, we have yet another definition of the residuals, namely, x•(x\y) ≤ y ≤ x\(x•y), and (y/x)•x ≤ y ≤ (y•x)/x, together with the requirement that x•y be monotone in x and y. (When axiomatized using (iii) or (iii)' monotonicity becomes a theorem and hence not required in the axiomatization.) These give a sense in which the functions x• and x\ are pseudoinverses or adjoints of each other, and likewise for •x and /x. This last definition is purely in terms of inequalities, noting that monotonicity can be axiomatized as x • y ≤ (x∨z) • y and similarly for the other operations and their arguments. Moreover, any inequality x ≤ y can be expressed equivalently as an equation, either x∧y = x or x∨y = y. This along with the equations axiomatizing lattices and monoids then yields a purely equational definition of residuated lattices, provided the requisite operations are adjoined to the signature (L, ≤, •, I) thereby expanding it to (L, ∧, ∨, •, I, /, \). When thus organized, residuated lattices form an equational class or variety, whose homomorphisms respect the residuals as well as the lattice and monoid operations. Note that distributivity x • (y ∨ z) = (x • y) ∨ (x • z) and x•0 = 0 are consequences of these axioms and so do not need to be made part of the definition. This necessary distributivity of • over ∨ does not in general entail distributivity of ∧ over ∨, that is, a residuated lattice need not be a distributive lattice. However distributivity of ∧ over ∨ is entailed when • and ∧ are the same operation, a special case of residuated lattices called a Heyting algebra. Alternative notations for x•y include x◦y, x;y (relation algebra), and x⊗y (linear logic). Alternatives for I include e and 1'. Alternative notations for the residuals are x → y for x\y and y ← x for y/x, suggested by the similarity between residuation and implication in logic, with the multiplication of the monoid understood as a form of conjunction that need not be commutative. When the monoid is commutative the two residuals coincide. When not commutative, the intuitive meaning of the monoid as conjunction and the residuals as implications can be understood as having a temporal quality: x•y means x and then y, x → y means had x (in the past) then y (now), and y ← x means if-ever x (in the future) then y (at that time), as illustrated by the natural language example at the end of the examples. == Examples == One of the original motivations for the study of residuated lattices was the lattice of (two-sided) ideals of a ring. Given a ring R, the ideals of R, denoted Id(R), forms a complete lattice with set intersection acting as the meet operation and "ideal addition" acting as the join operation. The monoid operation • is given by "ideal multiplication", and the element R of Id(R) acts as the identity for this operation. Given two ideals A and B in Id(R), the residuals are given by A / B := { r ∈ R ∣ r B ⊆ A } {\displaystyle A/B:=\{r\in R\mid rB\subseteq A\}} B ∖ A := { r ∈ R ∣ B r ⊆ A } {\displaystyle B\setminus A:=\{r\in R\mid Br\subseteq A\}} It is worth noting that {0}/B and B\{0} are respectively the left and right annihilators of B. This residuation is related to the conductor (or transporter) in commutative algebra written as (A:B)=A/B. One difference in usage is that B need not be an ideal of R: it may just be a subset. Boolean algebras and Heyting algebras are commutative residuated lattices in which x•y = x∧y (whence the unit I is the top element 1 of the algebra) and both residuals x\y and y/x are the same operation, namely implication x → y. The second example is quite general since Heyting algebras include all finite distributive lattices, as well as all chains or total orders, for example the unit interval [0,1] in the real line, or the integers and ± ∞ {\displaystyle \pm \infty } . The structure (Z, min, max, +, 0, −, −) (the integers with subtraction for both residuals) is a commutative residuated lattice such that the unit of the monoid is not the greatest element (indeed there is no least or greatest integer), and the multiplication of the monoid is not the meet operation of the lattice. In this example the inequalities are equalities because − (subtraction) is not merely the adjoint or pseudoinverse of + but the true inverse. Any totally ordered group under addition such as the rationals or the reals can be substituted for the integers in this example. The nonnegative portion of any of these examples is an example provided min and max are interchanged and − is replaced by monus, defined (in this case) so that x-y = 0 when x ≤ y and otherwise is ordinary subtraction. A more general class of examples is given by the Boolean algebra of all binary relations on a set X, namely the power set of X2, made a residuated lattice by taking the monoid multiplication • to be composition of relations and the monoid unit to be the identity relation I on X consisting of all pairs (x,x) for x in X. Given two relations R and S on X, the right residual R\S of S by R is the binary relation such that x(R\S)y holds just when for all z in X, zRx implies zSy (notice the connection with implication). The left residual is the mirror image of this: y(S/R)x holds just when for all z in X, xRz implies ySz. This can be illustrated with the binary relations < and > on {0,1} in which 0 < 1 and 1 > 0 are the only relationships that hold. Then x(>\<)y holds just when x = 1, while x()y holds just when y = 0, showing that residuation of < by > is different depending on whether we residuate on the right or the left. This difference is a consequence of the difference between <•> and >•<, where the only relationships that hold are 0(<•>)0 (since 0<1>0) and 1(>•<)1 (since 1>0<1). Had we chosen ≤ and ≥ instead of < and >, ≥\≤ and ≤/≥ would have been the same because ≤•≥ = ≥•≤, both of which always hold between all x and y (since x≤1≥y and x≥0≤y). The Boolean algebra 2Σ of all formal languages over an alphabet (set) Σ forms a residuated lattice whose monoid multiplication is language concatenation LM and whose monoid unit I is the language {ε} consisting of just the empty string ε. The right residual M\L consists of all words w over Σ such that Mw ⊆ L. The left residual L/M is the same with wM in place of Mw. The residuated lattice of all binary relations on X is finite just when X is finite, and commutative just when X has at most one element. When X is empty the algebra is the degenerate Boolean algebra in which 0 = 1 = I. The residuated lattice of all languages on Σ is commutative just when Σ has at most one letter. It is finite just when Σ is empty, consisting of the two languages 0 (the empty language {}) and the monoid unit I = {ε} = 1. The examples forming a Boolean algebra have special properties treated in the article on residuated Boolean algebras. == Residuated semilattice == A residuated semilattice is defined almost identically for residuated lattices, omitting just the meet operation ∧. Thus it is an algebraic structure L = (L, ∨, •, 1, /, \) satisfying all the residuated lattice equations as specified above except those containing an occurrence of the symbol ∧. The option of defining x ≤ y as x∧y = x is then not available, leaving on

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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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  • Wayve

    Wayve

    Wayve Technologies Ltd is a British autonomous driving technology company focused on developing self-driving vehicle systems through end-to-end deep learning. Founded in 2017 by researchers from the University of Cambridge, Wayve’s approach eschews detailed 3D maps and hand-coded rules, in favor of a self-learning “AI driver” that learns from camera data and driving experience. The London-headquartered startup has garnered significant attention and funding for its visually-based method. == History == Wayve was founded in Cambridge, England, on August 21, 2017, by Amar Shah and Alex Kendall, two machine learning PhD students at the University of Cambridge. Shah initially served as CEO while Kendall was CTO, and the pair set out to develop an unconventional self-driving car system using machine learning at every layer of the driving task. In May 2018, Wayve emerged from stealth mode with backing from early-stage investors. At this time the company had around 10 employees, and its advisory investors included Uber’s Chief Scientist, Zoubin Ghahramani, who shared Wayve’s vision of a learning-centric driving AI. In 2019, Wayve achieved a milestone by training a car to drive autonomously on public roads it had never seen before, using only cameras, a basic GPS map, and end-to-end deep learning control. The company moved its base to London and secured a $20 million Series A funding round in November 2019. This investment enabled Wayve to launch a pilot fleet of autonomous electric vehicles in central London for real-world testing. During these trials, Wayve’s cars (such as retrofitted Jaguar I-Pace SUVs) began navigating the complex, narrow streets of London to prove the system’s ability to adapt to challenging urban scenarios. In 2020, co-founder Amar Shah departed the company, and Alex Kendall assumed the role of CEO. The startup joined the Microsoft for Startups: Autonomous Driving program in 2020, leveraging Microsoft Azure’s cloud computing for training its machine learning models at scale. It also committed to testing exclusively on electric vehicles, and a goal to reduce carbon emissions. In 2021, Wayve entered pilot programs with major UK retailers. It launched a 12-month autonomous delivery trial with supermarket chain Asda, and received a £10 million ($13.6 million) investment from online grocer Ocado Group as part of a partnership to develop self-driving grocery delivery vans. Ocado’s backing gave Wayve access to a fleet of delivery vans for data collection and testing on busy London routes (with human safety drivers present) to train its AI in urban traffic. In 2022, after a successful Series B funding round, the company extended road testing beyond the UK to other regions, and, by 2023, in multiple countries. The company had begun operating in the United States and in continental Europe, in preparation for larger commercial deployments. In 2023, Wayve announced a collaboration with Nissan to integrate Wayve’s AI-driven software into its ProPilot ADAS system, slated to launch in fiscal year 2027. Wayve received strategic investment from Uber, in 2024, to jointly develop autonomous ride-hailing services. The two companies plan to trial a fully driverless robotaxi service in London, supported by a UK government program to accelerate commercial self-driving pilots to as early as 2026. To demonstrate the scalability of its technology, Wayve conducted an “AI-500” roadshow project, driving in dozens of cities across Asia, Europe, and North America using the same AI model. By mid-2025, it had completed autonomous driving demos in 90 cities without prior HD mapping. In April 2025, Wayve opened its first Asian research hub in Japan, with investment by SoftBank, to improve its model’s generalization using local driving data. That year, the company conducted driving tests in over 500 cities in Europe, North America and Japan without city-specific programming. In February 2026, Nissan, Uber and Wayve announced their collaboration on robotaxi development, with the aim of launching a pilot programme in Tokyo by late 2026. Wayve also formed a strategic alliance with Mercedes-Benz and Stellantis on personal vehicle and robotaxi applications. == Financing and investors == Wayve has been backed by a mix of venture capital (VC) firms, corporate investors, and individuals. Its initial seed funding came from funds such as Compound (NYC) and Firstminute Capital (London), as well as Cambridge-based angel investors, in 2018. Academic Pieter Abbeel and Uber’s chief scientist, Zoubin Ghahramani, were early backers. In November 2019, Wayve raised a $20 million Series A led by Eclipse Ventures, with participation from Balderton Capital and other prior investors. The Series A financing was used to fund the company’s first autonomous trials in London, and marked the first time a European self-driving car startup had secured a U.S. VC as lead investor. In October 2021, Ocado Group invested £10 million (approximately $13.6 million) in Wayve as a strategic partner in autonomous grocery delivery. This brought Wayve’s total funding to around $60 million at that time. The Series B round followed in January 2022, when Wayve announced $200 million in new funding led by Eclipse Ventures, with D1 Capital Partners, Moore Strategic Ventures, and Linse Capital. Balderton, Microsoft and Virgin Group joined as strategic backers. Baillie Gifford and Compound also participated; Ocado increased its stake as a strategic investor; and Meta AI head Yann LeCun and Richard Branson also became investors. Wayve’s Series C in May 2024 closed a $1.05 billion, led by Japan’s SoftBank Group. The funding round was the largest-ever for a UK AI company, and included new investor Nvidia, and returning investors Microsoft and Eclipse Ventures, among others. Uber also joined as a stratgic partner and a stakeholder. The Series C round increased Wayve’s total funding raised to about $1.3 billion to date from investors including SoftBank, Microsoft and Nvidia, and lifted Wayve’s valuation into “unicorn” status. In February 2026, Wayve announced a $1.2 billion Series D funding round; later that month, the company reported that $1.5 billion had been raised from, primarily, Mercedes-Benz, Stellantis, Nissan, and existing backers Uber, Microsoft and Nvidia, increasing Wayve's overall valuation to $8.6 billion. == Technology == Wayve’s self-driving approach centers on end-to-end deep learning and a vision-based AI system. Unlike conventional autonomous vehicles that depend on high-definition maps, hand-coded rules, and arrays of expensive lidar sensors, Wayve’s platform learns to drive predominantly using camera data and machine learning algorithms. The company refers to its AI-driven driving software as an “Embodied AI” or AI Driver, emphasizing that the system learns from experience (both real and simulated) to handle complex or novel situations rather than following pre-programmed instructions, not unlike Tesla's approach. The Wayve hardware-agnostic autonomy stack consists of a suite of video cameras, with basic automotive sensors, mounted on the vehicle, and paired with onboard compute units that are powered by GPUs to run the AI models. This vision-only philosophy is similar to Tesla’s Autopilot/FSDB model, but Wayve’s solution is vehicle-agnostic and mapless. Wayve’s strategy is to provide its driving AI as an OEM-ready platform; it plans to license or embed its technology into vehicles made by established automakers rather than build its own cars. Wayve’s development vehicles currently use Nvidia’s Orin system-on-chip as the onboard computer for running the AI model, but CEO Kendall has noted that the software can run on “whatever GPU [an automaker] already has in their vehicles” Wayve has built a cloud infrastructure, largely on Microsoft Azure, to process petabytes of this data, and uses simulation tools (known internally as the “Wayve Infinity” simulator) to synthetically generate and practice rare or dangerous scenarios for the AI to learn from. == Corporate affairs == Wayve is a privately held company headquartered in London, England, with its primary research and development office in the Kings Cross area of London. The company was initially incorporated as Wayve Technologies Ltd in the UK. Wayve has also established a presence in the U.S., in Silicon Valley); in Canada, with a research hub in Vancouver; in Yokohama, Japan; in Leonberg, Germany; and in Herzliya, Israel. The Leadership team includes research scientists and engineers with backgrounds in computer vision, robotics, and automotive systems. President Erez Dagan was hired in 2024, following two decades at Mobileye; chief scientist Jamie Shotton is formerly of Microsoft Research; CEO Alex Kendall, originally from New Zealand with a PhD in computer vision from Cambridge, took over as CEO in 2020 after the departure of his co-founder Amar Shah.

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  • Software durability

    Software durability

    In software engineering, software durability means the solution ability of serviceability of software and to meet user's needs for a relatively long time. Software durability is important for user's satisfaction. For a software security to be durable, it must allow an organization to adjust the software to business needs that are constantly evolving, often in impulsive ways. Durability of software depends on four characteristics mainly; i.e. software trustworthiness, Human Trust for Serviceability, software dependability and software usability.

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  • Nature Manifesto

    Nature Manifesto

    Nature Manifesto is an Immersive sound piece and multimedia installation by Icelandic artist Björk and artist and curator Aleph Molinari, created in collaboration with the French Institute for Research and Coordination in Acoustics/Music (IRCAM). The installation was showcased at the Centre Pompidou in Paris, France from November 20, 2024 to December 9, 2024, as part of the museum's "Biodiversity: Which Culture for Which Future?" forum. It combines natural soundscapes, calls of extinct animals reconstructed through artificial intelligence, and Björk's narration to address damages to biodiversity and the collapse of ecosystems. == Background == Björk's work intricately weaves themes of nature and technology, reflecting her deep engagement with both realms. In 2008, she co-founded the Náttúra campaign to protest the construction of foreign-backed aluminum factories in Iceland, aiming to protect the country's natural landscapes. She released the single "Náttúra" featuring Thom Yorke, with all proceeds supporting this environmental initiative. Her 2011 album Biophilia further exemplifies this synthesis, exploring the relationships between music, nature, and technology through a multimedia project that included interactive apps, custom-made instruments, and educational workshops. Björk's Cornucopia tour (2019-2023) seamlessly integrates themes of nature preservation and environmental activism, and featured a recorded message by Swedish climate activist Greta Thunberg. The tour's fusion of music, technology, and natural imagery reflects Björk's vision of a harmonious coexistence between humanity and nature, advocating for sustainable futures. Björk has previously used artificial intelligence in her works. In 2020, she collaborated with Microsoft to create Kórsafn, a sound installation for the Sister City Hotel lobby in New York City which used an AI-powered model that elaborated choral recordings from her discography through a sensor on the rooftop of the building that would generate music according to data like the weather and the seasons. For her charity single "Oral", featuring Spanish singer Rosalía, she released a music video directed by photographer and visual artist Carlota Guerrero, who used AI-generated deepfake versions of the artists. == Concept == Nature Manifesto is a three-minute and forty-second immersive sound piece. The composition merges Björk's voice, as she articulates a manifesto on biodiversity and the climate crisis, with cries of extinct and endangered animals, harmonizing them with natural soundscapes. The installation was curated by Chloé Siganos and Aleph Molinari, with associate curator Delphine Le Gatt. The primary goal of Nature Manifesto is to foster a deeper understanding of humanity's impact on the natural world. Conceived as a "post-optimistic" manifesto, Aleph Molinari stated that the project's purpose was to "offer a voice to nature". He stated that "the modern concept of nature itself is problematic [...] because it’s a concept born in the Romantic period and, with the rise of the industrial era, became an antithesis to human civilisation and everything urban. Nature came to define what was outside, the savage Other... But nature is everything that we’re part of." The soundscape features recreated calls of extinct and endangered species, developed in collaboration with the French sound research institute IRCAM. Artificial intelligence was employed to simulate the vocalizations of animals that no longer exist in the wild. To save energy and lessen the ecological impact of the use of AI, the research institute developed a "frugal AI" model capable of generating audio in real-time on local servers without a graphics processing unit. The sounds were then produced and edited by Björk in collaboration with Robin Meier Wiratunga and Bergur Þórisson. The installation was located within the Centre Pompidou's escalator, known as the "caterpillar". The installation was further supported by videos created by visual artist Sam Balfus (also known as Balfua) by using artificial intelligence, and edited by Santiago Molinari. == Activism == To sustain and broaden the themes presented in Nature Manifesto, Björk publicly urged French President Emmanuel Macron to prohibit bottom trawling within France's marine protected areas (MPA). She criticized the French government's claim of protecting 30% of its marine territories, highlighting that over 90% of these MPAs exist only on paper, allowing destructive practices like bottom trawling to continue unchecked. She collaborated with non-governmental organizations Sustainable Ocean Alliance, Ungir umhverfissinnar and Bloom, to advocate for genuine ocean conservation. Björk promoted the cause through her social media profiles by sharing petitions. In November 2024, Björk lent her Instagram account to French environmental activists to directly address Macron. The activists used the platform to call for stronger protection of the ocean, urging Macron to impose stricter restrictions on harmful fishing practices, particularly bottom trawling. == Reception == Nature Manifesto received mixed to positive reviews from critics. Some critiques focused on the installation's setting, suggesting that the movement inherent to the escalator space diminished the immersive potential of the soundscape. The choice of using artificial intelligence was also questioned. Björk and Molinari defended this, as both see AI as a tool that can be used creatively and sustainably, with Björk focusing on the importance of human input to give AI a "soul", and Molinari stressing the need for sustainable technological practices in the broader context of digital life. After the exhibition ended, Björk further opinionated: "this is how we will work in the future. [...] if there is no soul in tomorrow's music made by AI it is because [no one] put it there and we have to speak out and guard this as listeners", further stating that there is already "soulless muzak" [sic] on Spotify, "mass manufactured without the attention of creativity".

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  • Neural architecture search

    Neural architecture search

    Neural architecture search (NAS) is a technique for automating the design of artificial neural networks (ANN), a widely used model in the field of machine learning. NAS has been used to design networks that are on par with or outperform hand-designed architectures. Methods for NAS can be categorized according to the search space, search strategy and performance estimation strategy used: The search space defines the type(s) of ANN that can be designed and optimized. The search strategy defines the approach used to explore the search space. The performance estimation strategy evaluates the performance of a possible ANN from its design (without constructing and training it). NAS is closely related to hyperparameter optimization and meta-learning and is a subfield of automated machine learning (AutoML). == Reinforcement learning == Reinforcement learning (RL) can underpin a NAS search strategy. Barret Zoph and Quoc Viet Le applied NAS with RL targeting the CIFAR-10 dataset and achieved a network architecture that rivals the best manually-designed architecture for accuracy, with an error rate of 3.65, 0.09 percent better and 1.05x faster than a related hand-designed model. On the Penn Treebank dataset, that model composed a recurrent cell that outperforms LSTM, reaching a test set perplexity of 62.4, or 3.6 perplexity better than the prior leading system. On the PTB character language modeling task it achieved bits per character of 1.214. Learning a model architecture directly on a large dataset can be a lengthy process. NASNet addressed this issue by transferring a building block designed for a small dataset to a larger dataset. The design was constrained to use two types of convolutional cells to return feature maps that serve two main functions when convoluting an input feature map: normal cells that return maps of the same extent (height and width) and reduction cells in which the returned feature map height and width is reduced by a factor of two. For the reduction cell, the initial operation applied to the cell's inputs uses a stride of two (to reduce the height and width). The learned aspect of the design included elements such as which lower layer(s) each higher layer took as input, the transformations applied at that layer and to merge multiple outputs at each layer. In the studied example, the best convolutional layer (or "cell") was designed for the CIFAR-10 dataset and then applied to the ImageNet dataset by stacking copies of this cell, each with its own parameters. The approach yielded accuracy of 82.7% top-1 and 96.2% top-5. This exceeded the best human-invented architectures at a cost of 9 billion fewer FLOPS—a reduction of 28%. The system continued to exceed the manually-designed alternative at varying computation levels. The image features learned from image classification can be transferred to other computer vision problems. E.g., for object detection, the learned cells integrated with the Faster-RCNN framework improved performance by 4.0% on the COCO dataset. In the so-called Efficient Neural Architecture Search (ENAS), a controller discovers architectures by learning to search for an optimal subgraph within a large graph. The controller is trained with policy gradient to select a subgraph that maximizes the validation set's expected reward. The model corresponding to the subgraph is trained to minimize a canonical cross entropy loss. Multiple child models share parameters, ENAS requires fewer GPU-hours than other approaches and 1000-fold less than "standard" NAS. On CIFAR-10, the ENAS design achieved a test error of 2.89%, comparable to NASNet. On Penn Treebank, the ENAS design reached test perplexity of 55.8. == Evolution == An alternative approach to NAS is based on evolutionary algorithms, which has been employed by several groups. An Evolutionary Algorithm for Neural Architecture Search generally performs the following procedure. First a pool consisting of different candidate architectures along with their validation scores (fitness) is initialised. At each step the architectures in the candidate pool are mutated (e.g.: 3x3 convolution instead of a 5x5 convolution). Next the new architectures are trained from scratch for a few epochs and their validation scores are obtained. This is followed by replacing the lowest scoring architectures in the candidate pool with the better, newer architectures. This procedure is repeated multiple times and thus the candidate pool is refined over time. Mutations in the context of evolving ANNs are operations such as adding or removing a layer, which include changing the type of a layer (e.g., from convolution to pooling), changing the hyperparameters of a layer, or changing the training hyperparameters. On CIFAR-10 and ImageNet, evolution and RL performed comparably, while both slightly outperformed random search. == Bayesian optimization == Bayesian Optimization (BO), which has proven to be an efficient method for hyperparameter optimization, can also be applied to NAS. In this context, the objective function maps an architecture to its validation error after being trained for a number of epochs. At each iteration, BO uses a surrogate to model this objective function based on previously obtained architectures and their validation errors. One then chooses the next architecture to evaluate by maximizing an acquisition function, such as expected improvement, which provides a balance between exploration and exploitation. Acquisition function maximization and objective function evaluation are often computationally expensive for NAS, and make the application of BO challenging in this context. Recently, BANANAS has achieved promising results in this direction by introducing a high-performing instantiation of BO coupled to a neural predictor. == Hill-climbing == Another group used a hill climbing procedure that applies network morphisms, followed by short cosine-annealing optimization runs. The approach yielded competitive results, requiring resources on the same order of magnitude as training a single network. E.g., on CIFAR-10, the method designed and trained a network with an error rate below 5% in 12 hours on a single GPU. == Multi-objective search == While most approaches solely focus on finding architecture with maximal predictive performance, for most practical applications other objectives are relevant, such as memory consumption, model size or inference time (i.e., the time required to obtain a prediction). Because of that, researchers created a multi-objective search. LEMONADE is an evolutionary algorithm that adopted Lamarckism to efficiently optimize multiple objectives. In every generation, child networks are generated to improve the Pareto frontier with respect to the current population of ANNs. Neural Architect is claimed to be a resource-aware multi-objective RL-based NAS with network embedding and performance prediction. Network embedding encodes an existing network to a trainable embedding vector. Based on the embedding, a controller network generates transformations of the target network. A multi-objective reward function considers network accuracy, computational resource and training time. The reward is predicted by multiple performance simulation networks that are pre-trained or co-trained with the controller network. The controller network is trained via policy gradient. Following a modification, the resulting candidate network is evaluated by both an accuracy network and a training time network. The results are combined by a reward engine that passes its output back to the controller network. == One-shot models == RL or evolution-based NAS require thousands of GPU-days of searching/training to achieve state-of-the-art computer vision results as described in the NASNet, mNASNet and MobileNetV3 papers. To reduce computational cost, many recent NAS methods rely on the weight-sharing idea. In this approach, a single overparameterized supernetwork (also known as the one-shot model) is defined. A supernetwork is a very large Directed Acyclic Graph (DAG) whose subgraphs are different candidate neural networks. Thus, in a supernetwork, the weights are shared among a large number of different sub-architectures that have edges in common, each of which is considered as a path within the supernet. The essential idea is to train one supernetwork that spans many options for the final design rather than generating and training thousands of networks independently. In addition to the learned parameters, a set of architecture parameters are learnt to depict preference for one module over another. Such methods reduce the required computational resources to only a few GPU days. More recent works further combine this weight-sharing paradigm, with a continuous relaxation of the search space, which enables the use of gradient-based optimization methods. These approaches are generally referred to as differentiable NAS and have proven very efficient in exploring the search space of ne

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  • AAAI Conference on Artificial Intelligence

    AAAI Conference on Artificial Intelligence

    The AAAI Conference on Artificial Intelligence is a leading international academic conference in artificial intelligence held annually. It ranks 4th in terms of H5 Index in Google Scholar's list of top AI publications, after ICLR, NeurIPS, and ICML. It is supported by the Association for the Advancement of Artificial Intelligence (AAAI), after which it is named. Precise dates vary from year to year, but paper submissions are generally due at the end of August to beginning of September, and the conference is generally held during the following February. The first AAAI was held in 1980 at Stanford University, Stanford California. During AAAI-20 conference, AI pioneers and 2018 Turing Award winners (often referred to as the Nobel Prize of Computing) Yann LeCun and Yoshua Bengio, among eight other researchers, were honored as the AAAI 2020 Fellows. Along with other conferences such as NeurIPS and ICML, AAAI uses an artificial-intelligence algorithm to assign papers to reviewers. == Sponsors == Many leading technology companies, including Google, Microsoft, Amazon (company), IBM, Baidu, Bytedance, and Huawei, generously sponsor and participate in AAAI to publish and showcase their latest theoretical and applied research. Sponsoring companies also actively recruit AI talents at the conference. == Locations == AAAI-2026 Singapore Expo, Singapore AAAI-2025 Pennsylvania Convention Center, Philadelphia, Pennsylvania, United States AAAI-2024 Vancouver Convention Centre, Vancouver, British Columbia, Canada AAAI-2023 Washington Convention Center, Washington, D.C., United States AAAI-2022 Virtual Conference AAAI-2021 Virtual Conference AAAI-2020 Hilton New York Midtown, New York, New York, United States AAAI-2019 Hilton Hawaiian Village, Honolulu, Hawaii, United States AAAI-2018 Hilton New Orleans Riverside, New Orleans, Louisiana, United States AAAI-2017 San Francisco, California, United States AAAI-2016 Phoenix, Arizona, United States AAAI-2015 Austin, Texas, United States AAAI-2014 Québec Convention Center, Québec City, Québec, Canada AAAI-2013 Bellevue, Washington, United States AAAI-2012 Toronto, Ontario, Canada AAAI-2011 San Francisco, California, United States AAAI-2010 Westin Peachtree Plaza, Atlanta, Georgia, United States AAAI-2008 Chicago, Illinois, United States AAAI-2007 Toronto, Ontario, Canada AAAI-2006 Boston, Massachusetts, United States AAAI-2005 Pittsburgh, Pennsylvania, United States AAAI-2004 San Jose, California, United States AAAI-2002 Shaw conference center in Edmonton, Alberta, Canada AAAI-2000 Austin, Texas, United States AAAI-1999 Orlando, Florida, United States AAAI-1998 Madison, Wisconsin, United States AAAI-1997 Providence, Rhode Island, United States AAAI-1996 Portland, Oregon, United States AAAI-1994 Seattle, Washington, United States AAAI-1993 Washington Convention Center, Washington, D.C., United States AAAI-1992 San Jose Convention Center, San Jose, California, United States AAAI-1991 Anaheim Convention Center, Anaheim, California, United States AAAI-1990 Boston, Massachusetts, United States AAAI-1988 Saint Paul, Minnesota, United States AAAI-1987 Seattle, Washington, United States AAAI-1986 Philadelphia, Pennsylvania, United States AAAI-1984 University of Texas, Austin, Texas, United States AAAI-1983 Washington, D.C., United States AAAI-1982 Carnegie Mellon University and the University of Pittsburgh, Pittsburgh, Pennsylvania, United States AAAI-1980 Stanford, California, United States

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  • List of publications in data science

    List of publications in data science

    This is a list of publications in data science, generally organized by order of use in a data analysis workflow. See the list of publications in statistics for more research-based and fundamental publications; while this list is more applied, business oriented, and cross-disciplinary. General article inclusion criteria are: Papers from notable practitioners or notable professors, either with a Wikipedia page or reference to their notability Common knowledge all data professionals should know, with references validating this claim Highly cited applied statistics and machine learning publications Discussion-facilitating papers on the field of data science as a whole (for example, the Attention Is All You Need paper is arguably a landmark paper that can be added here, but it is specific to generative artificial intelligence, not for all practitioners of data) Some reasons why a particular publication might be regarded as important: Topic creator – A publication that created a new topic Breakthrough – A publication that changed scientific knowledge significantly Influence – A publication which has significantly influenced the world or has had a massive impact on the teaching of data science. When possible, a reference is used to validate the inclusion of the publication in this list. == History == Statistical Modeling: The Two Cultures (with comments and a rejoinder by the author) Author: Leo Breiman Publication data: Online version: https://projecteuclid.org/journals/statistical-science/volume-16/issue-3/Statistical-Modeling--The-Two-Cultures-with-comments-and-a/10.1214/ss/1009213726.pdf Description: Describes two cultures of statistics, one using a parsimonious and generative stochastic model, while the other is an algorithmic model with no known mechanism for how the data is generated. Breiman argues that while statistics has traditionally favored using the stochastic model, there is value in expanding the methods that statisticians can use to study phenomenon. Importance: Influence on the philosophies of statisticians right before the increased use of machine learning and deep learning methods. In a 20-year retrospective on this article, "Breiman's words are perhaps more relevant than ever". Notable statisticians at the time wrote opinion pieces about the publication. Although overall critical of the publication, David Cox writes that the publication "contains enough truth and exposes enough weaknesses to be thought-provoking." Bradley Efron commented that this publication is a "stimulating paper". Emanuel Parzen also comments about this publication that "Breiman alerts us to systematic blunders (leading to wrong conclusions) that have been committed applying current statistical practice of data modeling". Data Scientist: The Sexiest Job of the 21st Century Author: Thomas H. Davenport and DJ Patil Publication data: Online version: hbr.org/2022/07/is-data-scientist-still-the-sexiest-job-of-the-21st-century Description: Describes the new role at companies that is coined "Data scientist", what they do, how an organization might recruit one to their organization, and how to work with one effectively. Importance: This publication has been an influence on the data community as mentioned near the time it was published in 2012 by institutions like IEEE Spectrum, but also mentioned nearly a decade later asking the same question the title poses. In a retrospective response to their own publication 10 years earlier, authors Davenport and Patil have reflected that the role of a data scientist has "become better institutionalized, the scope of the job has been redefined, the technology it relies on has made huge strides, and the importance of non-technical expertise, such as ethics and change management, has grown". 50 Years of Data Science Author: David Donoho Publication data: Online version: https://www.tandfonline.com/doi/full/10.1080/10618600.2017.1384734 Description: Retrospective discussion paper on the history and origins of data science, with a number of commentary from notable statisticians. Importance: This has been described as "the first in the field to present such a comprehensive and in-depth survey and overview", and helps to define the field that has many definitions. The Composable Data Management System Manifesto Author: Pedro Pedreira, Orri Erling, Konstantinos Karanasos, Scott Schneider, Wes McKinney, Satya R Valluri, Mohamed Zait, Jacques Nadeau Publication data: Online version: https://www.vldb.org/pvldb/vol16/p2679-pedreira.pdf Description: The vision paper advocating for a paradigm shift in how data management systems are designed using standard, composable, interoperable tools rather than siloed software tools. Importance: A paradigm shifting view on how future data science software tools should be designed for more efficient workflows, the principles of which "will be especially crucial for addressing fragmentation, improving interoperability, and promoting user-centricity as data ecosystems grow increasingly complex". == Data collection and organization == Tidy Data Author: Hadley Wickham Publication data: Online version: https://www.jstatsoft.org/article/view/v059i10/ https://vita.had.co.nz/papers/tidy-data.pdf Description: Describes a framework for data cleaning that is summarized in the quote, "each variable is a column, each observation is a row, and each type of observational unit is a table". This allows a standard data structure for which data analysis tools can be consistently built around. Importance: Cited over 1,500 times, this effort for tidy data has been described by David Donoho as having "more impact on today's practice of data analysis than many highly regarded theoretical statistics articles". In the context of data visualization, this publication is said to support "efficient exploration and prototyping because variables can be assigned different roles in the plot without modifying anything about the original dataset". Data Organization in Spreadsheets Author: Karl W. Broman and Kara H. Woo Publication data: Online version: https://www.tandfonline.com/doi/full/10.1080/00031305.2017.1375989 Description: This article offers practical recommendations for organizing data in spreadsheets, like Microsoft Excel and Google Sheets, to reduce errors and lower the barrier for later analyses due to limitations in spreadsheets or quirks in the software. Importance: Influences teaching both data and non-data practitioners to create more analysis-friendly spreadsheets, and has been described to outline "spreadsheet best practices". == Data visualizations == Quantitative Graphics in Statistics: A Brief History Author: James R. Beniger and Dorothy L. Robyn Publication data: Online version: https://www.jstor.org/stable/2683467 Description: Outlines history and evolution of quantitative graphics in statistics, going through spatial organization (17th and 18th centuries), discrete comparison (18th and 19th centuries), continuous distribution (19th century), and multivariate distribution and correlation (late 19th and 20th centuries). Importance: Helps put into perspective for learning data practitioners the recency of graphics that are used. A later publication "Graphical Methods in Statistics" by Stephen Fienberg in 1979 writes that his publication "owes much to the work of Beniger and Robyn". == Practice == Data Science for Business Author: Foster Provost and Tom Fawcett Publication data: Online version: N/A Description: Broadly outlines principles of data science and data-analytic thinking for businesses. Importance: Cited over 3,000 times, it is "highly recommended for students" but also it is also recommended due to its "relevance to senior management leaders who want to build and lead a team of data scientists and implement data science in solving complex business problems". == Tooling == Hidden Technical Debt in Machine Learning Systems Author: D. Sculley, Gary Holy, Daniel Golovin, Eugene Davydov, Todd Phillips, Dietmar Ebner, Vinay Chaudhary, Michael Young, Jean-François Crespo, Dan Dennison Publication data: Online version: https://proceedings.neurips.cc/paper_files/paper/2015/file/86df7dcfd896fcaf2674f757a2463eba-Paper.pdf Description: This paper argues that it is "dangerous to think of [complex machine learning] quick wins as coming for free" and overviews risk factors to account for when implementing a machine learning system. Importance: All authors worked for Google, article is cited over 2,000 times, and helped practitioners thinking about quickly implementing a machine learning tool without understanding the long-term maintenance of the tool. A few useful things to know about machine learning Author: Pedro Domingos Publication data: Online version: https://dl.acm.org/doi/10.1145/2347736.2347755 https://homes.cs.washington.edu/~pedrod/papers/cacm12.pdf Description: The purpose of this paper is to distill inaccessible "folk knowledge" to effectively implement machine learning projects because "machin

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  • WebCrow

    WebCrow

    The WebCrow is a research project carried out at the Information Engineering Department of the University of Siena with the purpose of automatically solving crosswords. == The Project == The scientific relevance of the project can be understood considering that cracking crosswords requires human-level knowledge. Unlike chess and related games and there is no closed world configuration space. A first nucleus of technology, such as search engines, information retrieval, and machine learning techniques enable computers to enfold with semantics real-life concepts. The project is based on a software system whose major assumption is to attack crosswords making use of the Web as its primary source of knowledge. WebCrow is very fast and often thrashes human challengers in competitions, especially on multi language crossword schemes. A distinct feature of the WebCrow software system is to combine properly natural language processing (NLP) techniques, the Google web search engine, and constraint satisfaction algorithms from artificial intelligence to acquire knowledge and to fill the schema. The most important component of WebCrow is the Web Search Module (WSM), which implements a domain specific web based question answering algorithm. The way WebCrow approaches crosswords solving is quite different with respect to humans: Whereas we tend to first answer clues we are sure of and then proceed filling the schema by exploiting the already answered clues as hints, WebCrow uses two clearly distinct stages. In the first one, it processes all the clues and tries to answer them all: For each clue it finds many possible candidates and sorts them according to complex ranking models mainly based on a probability criteria. In the second stage, WebCrow uses constraint satisfaction algorithms to fill the grid with the overall most likely combination of clue answers. In order to interact with Google, first of all, WebCrow needs to compose queries on the basis of the given clues. This is done by query expansion, whose purpose is to convert the clue into a query expressed by a simplified and more appropriate language for Google. The retrieved documents are parsed so as to extract a list of word candidates that are congruent with the crossword length constraints. Crosswords can hardly be faced by using encyclopedic knowledge only, since many clues are wordplays or are otherwise purposefully very ambiguous. This enigmatic component of crosswords is faced by a massive use of database of solved crosswords, and by automatic reasoning on a properly organized knowledge base of wired rules. Last but not the least, the final constraint satisfaction step is very effective to fill the correct candidate, even though, unlike humans, the system can not rely on very high confidence on the correctness of the answer. == Competitions == WebCrow speed and effectiveness has been tested many times in man-machine competitions on Italian, English and multi-language crosswords The outcome of the tests is that WebCrow can successfully compete with average human players on single language schemes and reaches expert level performance in multi-language crosswords. However, WebCrow has not reached expert level in single-language crosswords, yet. === ECAI-06 Competition === On August 30, 2006, at the European Conference on Artificial Intelligence (ECAI2006), 25 conference attendees and 53 internet connected crosswords lovers, competed with WebCrow in an official challenge organized within the conference program. The challenge consisted in 5 different crosswords (2 in Italian, 2 in English and one multi-language in Italian and English) and 15 minutes were assigned for each crossword. WebCrow ranked 21 out of 74 participants in the Italian competition, and won both the bilingual and English competitions. === Other Competitions === Several competitions have been held in Florence, Italy within the Creativity Festival in December 2006, and another official conference competition took place in Hyderabad, India in January 2007, within the International Conference of Artificial Intelligence, where it ranked second out of 25 participants.

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  • Construction of t-norms

    Construction of t-norms

    In mathematics, t-norms are a special kind of binary operations on the real unit interval [0, 1]. Various constructions of t-norms, either by explicit definition or by transformation from previously known functions, provide a plenitude of examples and classes of t-norms. This is important, e.g., for finding counter-examples or supplying t-norms with particular properties for use in engineering applications of fuzzy logic. The main ways of construction of t-norms include using generators, defining parametric classes of t-norms, rotations, or ordinal sums of t-norms. Relevant background can be found in the article on t-norms. == Generators of t-norms == The method of constructing t-norms by generators consists in using a unary function (generator) to transform some known binary function (most often, addition or multiplication) into a t-norm. In order to allow using non-bijective generators, which do not have the inverse function, the following notion of pseudo-inverse function is employed: Let f: [a, b] → [c, d] be a monotone function between two closed subintervals of extended real line. The pseudo-inverse function to f is the function f (−1): [c, d] → [a, b] defined as f ( − 1 ) ( y ) = { sup { x ∈ [ a , b ] ∣ f ( x ) < y } for f non-decreasing sup { x ∈ [ a , b ] ∣ f ( x ) > y } for f non-increasing. {\displaystyle f^{(-1)}(y)={\begin{cases}\sup\{x\in [a,b]\mid f(x)y\}&{\text{for }}f{\text{ non-increasing.}}\end{cases}}} === Additive generators === The construction of t-norms by additive generators is based on the following theorem: Let f: [0, 1] → [0, +∞] be a strictly decreasing function such that f(1) = 0 and f(x) + f(y) is in the range of f or in [f(0+), +∞] for all x, y in [0, 1]. Then the function T: [0, 1]2 → [0, 1] defined as T(x, y) = f (-1)(f(x) + f(y)) is a t-norm. Alternatively, one may avoid using the notion of pseudo-inverse function by having T ( x , y ) = f − 1 ( min ( f ( 0 + ) , f ( x ) + f ( y ) ) ) {\displaystyle T(x,y)=f^{-1}\left(\min \left(f(0^{+}),f(x)+f(y)\right)\right)} . The corresponding residuum can then be expressed as ( x ⇒ y ) = f − 1 ( max ( 0 , f ( y ) − f ( x ) ) ) {\displaystyle (x\Rightarrow y)=f^{-1}\left(\max \left(0,f(y)-f(x)\right)\right)} . And the biresiduum as ( x ⇔ y ) = f − 1 ( | f ( x ) − f ( y ) | ) {\displaystyle (x\Leftrightarrow y)=f^{-1}\left(\left|f(x)-f(y)\right|\right)} . If a t-norm T results from the latter construction by a function f which is right-continuous in 0, then f is called an additive generator of T. Examples: The function f(x) = 1 – x for x in [0, 1] is an additive generator of the Łukasiewicz t-norm. The function f defined as f(x) = –log(x) if 0 < x ≤ 1 and f(0) = +∞ is an additive generator of the product t-norm. The function f defined as f(x) = 2 – x if 0 ≤ x < 1 and f(1) = 0 is an additive generator of the drastic t-norm. Basic properties of additive generators are summarized by the following theorem: Let f: [0, 1] → [0, +∞] be an additive generator of a t-norm T. Then: T is an Archimedean t-norm. T is continuous if and only if f is continuous. T is strictly monotone if and only if f(0) = +∞. Each element of (0, 1) is a nilpotent element of T if and only if f(0) < +∞. The multiple of f by a positive constant is also an additive generator of T. T has no non-trivial idempotents. (Consequently, e.g., the minimum t-norm has no additive generator.) === Multiplicative generators === The isomorphism between addition on [0, +∞] and multiplication on [0, 1] by the logarithm and the exponential function allow two-way transformations between additive and multiplicative generators of a t-norm. If f is an additive generator of a t-norm T, then the function h: [0, 1] → [0, 1] defined as h(x) = e−f (x) is a multiplicative generator of T, that is, a function h such that h is strictly increasing h(1) = 1 h(x) · h(y) is in the range of h or equal to 0 or h(0+) for all x, y in [0, 1] h is right-continuous in 0 T(x, y) = h (−1)(h(x) · h(y)). Vice versa, if h is a multiplicative generator of T, then f: [0, 1] → [0, +∞] defined by f(x) = −log(h(x)) is an additive generator of T. == Parametric classes of t-norms == Many families of related t-norms can be defined by an explicit formula depending on a parameter p. This section lists the best known parameterized families of t-norms. The following definitions will be used in the list: A family of t-norms Tp parameterized by p is increasing if Tp(x, y) ≤ Tq(x, y) for all x, y in [0, 1] whenever p ≤ q (similarly for decreasing and strictly increasing or decreasing). A family of t-norms Tp is continuous with respect to the parameter p if lim p → p 0 T p = T p 0 {\displaystyle \lim _{p\to p_{0}}T_{p}=T_{p_{0}}} for all values p0 of the parameter. === Schweizer–Sklar t-norms === The family of Schweizer–Sklar t-norms, introduced by Berthold Schweizer and Abe Sklar in the early 1960s, is given by the parametric definition T p S S ( x , y ) = { T min ( x , y ) if p = − ∞ ( x p + y p − 1 ) 1 / p if − ∞ < p < 0 T p r o d ( x , y ) if p = 0 ( max ( 0 , x p + y p − 1 ) ) 1 / p if 0 < p < + ∞ T D ( x , y ) if p = + ∞ . {\displaystyle T_{p}^{\mathrm {SS} }(x,y)={\begin{cases}T_{\min }(x,y)&{\text{if }}p=-\infty \\(x^{p}+y^{p}-1)^{1/p}&{\text{if }}-\infty −∞ Continuous if and only if p < +∞ Strict if and only if −∞ < p ≤ 0 (for p = −1 it is the Hamacher product) Nilpotent if and only if 0 < p < +∞ (for p = 1 it is the Łukasiewicz t-norm). The family is strictly decreasing for p ≥ 0 and continuous with respect to p in [−∞, +∞]. An additive generator for T p S S {\displaystyle T_{p}^{\mathrm {SS} }} for −∞ < p < +∞ is f p S S ( x ) = { − log ⁡ x if p = 0 1 − x p p otherwise. {\displaystyle f_{p}^{\mathrm {SS} }(x)={\begin{cases}-\log x&{\text{if }}p=0\\{\frac {1-x^{p}}{p}}&{\text{otherwise.}}\end{cases}}} === Hamacher t-norms === The family of Hamacher t-norms, introduced by Horst Hamacher in the late 1970s, is given by the following parametric definition for 0 ≤ p ≤ +∞: T p H ( x , y ) = { T D ( x , y ) if p = + ∞ 0 if p = x = y = 0 x y p + ( 1 − p ) ( x + y − x y ) otherwise. {\displaystyle T_{p}^{\mathrm {H} }(x,y)={\begin{cases}T_{\mathrm {D} }(x,y)&{\text{if }}p=+\infty \\0&{\text{if }}p=x=y=0\\{\frac {xy}{p+(1-p)(x+y-xy)}}&{\text{otherwise.}}\end{cases}}} The t-norm T 0 H {\displaystyle T_{0}^{\mathrm {H} }} is called the Hamacher product. Hamacher t-norms are the only t-norms which are rational functions. The Hamacher t-norm T p H {\displaystyle T_{p}^{\mathrm {H} }} is strict if and only if p < +∞ (for p = 1 it is the product t-norm). The family is strictly decreasing and continuous with respect to p. An additive generator of T p H {\displaystyle T_{p}^{\mathrm {H} }} for p < +∞ is f p H ( x ) = { 1 − x x if p = 0 log ⁡ p + ( 1 − p ) x x otherwise. {\displaystyle f_{p}^{\mathrm {H} }(x)={\begin{cases}{\frac {1-x}{x}}&{\text{if }}p=0\\\log {\frac {p+(1-p)x}{x}}&{\text{otherwise.}}\end{cases}}} === Frank t-norms === The family of Frank t-norms, introduced by M.J. Frank in the late 1970s, is given by the parametric definition for 0 ≤ p ≤ +∞ as follows: T p F ( x , y ) = { T m i n ( x , y ) if p = 0 T p r o d ( x , y ) if p = 1 T L u k ( x , y ) if p = + ∞ log p ⁡ ( 1 + ( p x − 1 ) ( p y − 1 ) p − 1 ) otherwise. {\displaystyle T_{p}^{\mathrm {F} }(x,y)={\begin{cases}T_{\mathrm {min} }(x,y)&{\text{if }}p=0\\T_{\mathrm {prod} }(x,y)&{\text{if }}p=1\\T_{\mathrm {Luk} }(x,y)&{\text{if }}p=+\infty \\\log _{p}\left(1+{\frac {(p^{x}-1)(p^{y}-1)}{p-1}}\right)&{\text{otherwise.}}\end{cases}}} The Frank t-norm T p F {\displaystyle T_{p}^{\mathrm {F} }} is strict if p < +∞. The family is strictly decreasing and continuous with respect to p. An additive generator for T p F {\displaystyle T_{p}^{\mathrm {F} }} is f p F ( x ) = { − log ⁡ x if p = 1 1 − x if p = + ∞ log ⁡ p − 1 p x − 1 otherwise. {\displaystyle f_{p}^{\mathrm {F} }(x)={\begin{cases}-\log x&{\text{if }}p=1\\1-x&{\text{if }}p=+\infty \\\log {\frac {p-1}{p^{x}-1}}&{\text{otherwise.}}\end{cases}}} === Yager t-norms === The family of Yager t-norms, introduced in the early 1980s by Ronald R. Yager, is given for 0 ≤ p ≤ +∞ by T p Y ( x , y ) = { T D ( x , y ) if p = 0 max ( 0 , 1 − ( ( 1 − x ) p + ( 1 − y ) p ) 1 / p ) if 0 < p < + ∞ T m i n ( x , y ) if p = + ∞ {\displaystyle T_{p}^{\mathrm {Y} }(x,y)={\begin{cases}T_{\mathrm {D} }(x,y)&{\text{if }}p=0\\\max \left(0,1-((1-x)^{p}+(1-y)^{p})^{1/p}\right)&{\text{if }}0 Read more →

  • Deep learning speech synthesis

    Deep learning speech synthesis

    Deep learning speech synthesis refers to the application of deep learning models to generate natural-sounding human speech from written text (text-to-speech) or spectrum (vocoder). Deep neural networks are trained using large amounts of recorded speech and, in the case of a text-to-speech system, the associated labels and/or input text. == Formulation == Given an input text or some sequence of linguistic units Y {\displaystyle Y} , the target speech X {\displaystyle X} can be derived by X = arg ⁡ max P ( X | Y , θ ) {\displaystyle X=\arg \max P(X|Y,\theta )} where θ {\displaystyle \theta } is the set of model parameters. Typically, the input text will first be passed to an acoustic feature generator, then the acoustic features are passed to the neural vocoder. For the acoustic feature generator, the loss function is typically L1 loss (Mean Absolute Error, MAE) or L2 loss (Mean Square Error, MSE). These loss functions impose a constraint that the output acoustic feature distributions must be Gaussian or Laplacian. In practice, since the human voice band ranges from approximately 300 to 4000 Hz, the loss function will be designed to have more penalty on this range: l o s s = α loss human + ( 1 − α ) loss other {\displaystyle loss=\alpha {\text{loss}}_{\text{human}}+(1-\alpha ){\text{loss}}_{\text{other}}} where loss human {\displaystyle {\text{loss}}_{\text{human}}} is the loss from human voice band and α {\displaystyle \alpha } is a scalar, typically around 0.5. The acoustic feature is typically a spectrogram or Mel scale. These features capture the time-frequency relation of the speech signal, and thus are sufficient to generate intelligent outputs. The Mel-frequency cepstrum feature used in the speech recognition task is not suitable for speech synthesis, as it reduces too much information. == History == In September 2016, DeepMind released WaveNet, which demonstrated that deep learning-based models are capable of modeling raw waveforms and generating speech from acoustic features like spectrograms or mel-spectrograms. Although WaveNet was initially considered to be computationally expensive and slow to be used in consumer products at the time, a year after its release, DeepMind unveiled a modified version of WaveNet known as "Parallel WaveNet," a production model 1,000 faster than the original. This was followed by Google AI's Tacotron 2 in 2018, which demonstrated that neural networks could produce highly natural speech synthesis but required substantial training data—typically tens of hours of audio—to achieve acceptable quality. Tacotron 2 used an autoencoder architecture with attention mechanisms to convert input text into mel-spectrograms, which were then converted to waveforms using a separate neural vocoder. When trained on smaller datasets, such as 2 hours of speech, the output quality degraded while still being able to maintain intelligible speech, and with just 24 minutes of training data, Tacotron 2 failed to produce intelligible speech. In 2019, Microsoft Research introduced FastSpeech, which addressed speed limitations in autoregressive models like Tacotron 2. FastSpeech utilized a non-autoregressive architecture that enabled parallel sequence generation, significantly reducing inference time while maintaining audio quality. Its feedforward transformer network with length regulation allowed for one-shot prediction of the full mel-spectrogram sequence, avoiding the sequential dependencies that bottlenecked previous approaches. The same year saw the release of HiFi-GAN, a generative adversarial network (GAN)-based vocoder that improved the efficiency of waveform generation while producing high-fidelity speech. In 2020, the release of Glow-TTS introduced a flow-based approach that allowed for fast inference and voice style transfer capabilities. In March 2020, the free text-to-speech website 15.ai was launched. 15.ai gained widespread international attention in early 2021 for its ability to synthesize emotionally expressive speech of fictional characters from popular media with minimal amount of data. The creator of 15.ai (known pseudonymously as 15) stated that 15 seconds of training data is sufficient to perfectly clone a person's voice (hence its name, "15.ai"), a significant reduction from the previously known data requirement of tens of hours. 15.ai is credited as the first platform to popularize AI voice cloning in memes and content creation. 15.ai used a multi-speaker model that enabled simultaneous training of multiple voices and emotions, implemented sentiment analysis using DeepMoji, and supported precise pronunciation control via ARPABET. The 15-second data efficiency benchmark was later corroborated by OpenAI in 2024. == Semi-supervised learning == Currently, self-supervised learning has gained much attention through better use of unlabelled data. Research has shown that, with the aid of self-supervised loss, the need for paired data decreases. == Zero-shot speaker adaptation == Zero-shot speaker adaptation is promising because a single model can generate speech with various speaker styles and characteristic. In June 2018, Google proposed to use pre-trained speaker verification models as speaker encoders to extract speaker embeddings. The speaker encoders then become part of the neural text-to-speech models, so that it can determine the style and characteristics of the output speech. This procedure has shown the community that it is possible to use only a single model to generate speech with multiple styles. == Neural vocoder == In deep learning-based speech synthesis, neural vocoders play an important role in generating high-quality speech from acoustic features. The WaveNet model proposed in 2016 achieves excellent performance on speech quality. Wavenet factorised the joint probability of a waveform x = { x 1 , . . . , x T } {\displaystyle \mathbf {x} =\{x_{1},...,x_{T}\}} as a product of conditional probabilities as follows p θ ( x ) = ∏ t = 1 T p ( x t | x 1 , . . . , x t − 1 ) {\displaystyle p_{\theta }(\mathbf {x} )=\prod _{t=1}^{T}p(x_{t}|x_{1},...,x_{t-1})} where θ {\displaystyle \theta } is the model parameter including many dilated convolution layers. Thus, each audio sample x t {\displaystyle x_{t}} is conditioned on the samples at all previous timesteps. However, the auto-regressive nature of WaveNet makes the inference process dramatically slow. To solve this problem, Parallel WaveNet was proposed. Parallel WaveNet is an inverse autoregressive flow-based model which is trained by knowledge distillation with a pre-trained teacher WaveNet model. Since such inverse autoregressive flow-based models are non-auto-regressive when performing inference, the inference speed is faster than real-time. Meanwhile, Nvidia proposed a flow-based WaveGlow model, which can also generate speech faster than real-time. However, despite the high inference speed, parallel WaveNet has the limitation of needing a pre-trained WaveNet model, so that WaveGlow takes many weeks to converge with limited computing devices. This issue has been solved by Parallel WaveGAN, which learns to produce speech through multi-resolution spectral loss and GAN learning strategies.

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  • Bright Computing

    Bright Computing

    Bright Computing, Inc. was a developer of software for deploying and managing high-performance (HPC) clusters, Kubernetes clusters, and OpenStack private clouds in on-premises data centers as well as in the public cloud. In 2022, it was acquired by Nvidia. == History == Bright Computing was founded by Matthijs van Leeuwen in 2009, who spun the company out of ClusterVision, which he had co-founded with Alex Ninaber and Arijan Sauer. Alex and Matthijs had worked together at UK’s Compusys, which was one of the first companies to commercially build HPC clusters. They left Compusys in 2002 to start ClusterVision in the Netherlands, after determining there was a growing market for building and managing supercomputer clusters using off-the-shelf hardware components and open source software, tied together with their own customized scripts. ClusterVision also provided delivery and installation support services for HPC clusters at universities and government entities. In 2004, Martijn de Vries joined ClusterVision and began development of cluster management software. The software was made available to customers in 2008, under the name ClusterVisionOS v4. In 2009, Bright Computing was spun out of ClusterVision. ClusterVisionOS was renamed Bright Cluster Manager, and van Leeuwen was named Bright Computing’s CEO. In February 2016, Bright appointed Bill Wagner as chief executive officer. Matthijs van Leeuwen became chief strategy officer, and then left the company and board of directors in 2018. In January 2022 Bright was acquired by Nvidia. Nvidia cited using Bright's Amsterdam facility as a development center. The acquisition occurred after several layoffs under Bill Wagner. == Customers == Early customers included Boeing, Sandia National Laboratories, Virginia Tech, Hewlett Packard, NSA, and Drexel University. Many early customers were introduced through resellers, including SICORP, Cray, Dell, and Advanced HPC. As of 2019, the company had more than 700 customers, including more than fifty Fortune 500 Companies. == Products and services == Bright Cluster Manager for HPC lets customers deploy and manage complete clusters. It provides management for the hardware, the operating system, the HPC software, and users. In 2014, the company announced Bright OpenStack, software to deploy, provision, and manage OpenStack-based private cloud infrastructures. In 2016, Bright started bundling several machine learning frameworks and associated tools and libraries with the product, to make it very easy to get machine learning workload up and running on a Bright cluster. In December 2018, version 8.2 was released, which introduced support for the ARM64 architecture, edge capabilities to build clusters spread out over many different geographical locations, improved workload accounting & reporting features, as well as many improvements to Bright's integration with Kubernetes. Bright Cluster Manager software was frequently sold through original equipment manufacturer (OEM) resellers, including Dell and HPE. In version 10, Bright Cluster Manager was merged into the NVIDIA Base Command Manager. Bright Computing was covered by Software Magazine and Yahoo! Finance, among other publications. == Awards == In 2016, Bright Computing was awarded a €1.5M Horizon 2020 SME Instrument grant from the European Commission. Bright Computing was one of only 33 grant recipients from 960 submitted proposals. In its category only 5 out of 260 grants were awarded. 2015 HPCwire Editor’s Choice Award for “Best HPC Cluster Solution or Technology" Main Software 50 “Highest Growth” award winner, 2013 Deloitte Technology Fast50 “Rising Star 2013” award winner Bio-IT World Conference & Expo ‘13, Boston, MA, winner of “IT Hardware & Infrastructure” category of the “Best of Show Award” program Red Herring Top 100 Global Award, 2013

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  • Generative AI pornography

    Generative AI pornography

    Generative AI pornography or simply AI pornography is a digitally created pornography produced through generative artificial intelligence (AI) technologies. Unlike traditional pornography, which involves real actors and cameras, this content is synthesized entirely by AI algorithms. These algorithms, including generative adversarial networks (GANs) and text-to-image models, generate lifelike images, videos, or animations from textual descriptions or datasets. == Functions and production strategies == AI pornography platforms, beyond account creation and social media linking, primarily enable users to generate sexual images through feature selection or text prompting. Users can customize bodies, clothing, and sociodemographic traits, and browse categorized galleries of user‑generated content. Several sites also support short pornographic videos or GIFs and modification tools such as nudifiers, deepfakes, and facemorphing. Platforms often allow fine‑tuning of parameters such as settings, style, or theme, and provide prompt enhancers or suggestions to improve outputs. Users may edit generated images, refine prior prompts, modify others’ work, or upload personal material as a basis, with iterative and collaborative content creation. Some websites additionally host interactive “erobots,” customizable in real time for appearance, personality, memories, speech, and profession, enabling tailored sexual and non‑sexual interactions. Less common features include VR integration, AI porn games, audio or doodle prompts, and consensual replication of individuals with verification. == History == The use of generative AI in the adult industry began in the late 2010s, initially focusing on AI-generated art, music, and visual content. This trend accelerated in 2022 with Stability AI's release of Stable Diffusion (SD), an open-source text-to-image model that enables users to generate images, including NSFW content, from text prompts using the LAION-Aesthetics subset of the LAION-5B dataset. Despite Stability AI's warnings against sexual imagery, SD's public release led to dedicated communities exploring both artistic and explicit content, sparking ethical debates over open-access AI and its use in adult media. By 2020, AI tools had advanced to generate highly realistic adult content, amplifying calls for regulation. === AI-generated influencers === One application of generative AI technology is the creation of AI-generated influencers on platforms such as OnlyFans and Instagram. These AI personas interact with users in ways that can mimic real human engagement, offering an entirely synthetic but convincing experience. While popular among niche audiences, these virtual influencers have prompted discussions about authenticity, consent, and the blurring line between human and AI-generated content, especially in adult entertainment. === The growth of AI porn sites === By 2023, websites dedicated to AI-generated adult content had gained traction, catering to audiences seeking customizable experiences. These platforms allow users to create or view AI-generated pornography tailored to their preferences. These platforms enable users to create or view AI-generated adult content appealing to different preferences through prompts and tags, customizing body type, facial features, and art styles. Tags further refine the output, creating niche and diverse content. Many sites feature extensive image libraries and continuous content feeds, combining personalization with discovery and enhancing user engagement. AI porn sites, therefore, attract those seeking unique or niche experiences, sparking debates on creativity and the ethical boundaries of AI in adult media. == Ethical concerns and misuse == The growth of generative AI pornography has also attracted some cause for criticism. AI technology can be exploited to create non-consensual pornographic material, posing risks similar to those seen with deepfake revenge porn and AI-generated NCII (Non-Consensual Intimate Image). A 2023 analysis found that 98% of deepfake videos online are pornographic, with 99% of the victims being women. Some famous celebrities victims of deepfake include Scarlett Johansson, Taylor Swift, and Maisie Williams. OpenAI is exploring whether NSFW content, such as erotica, can be responsibly generated in age-appropriate contexts while maintaining its ban on deepfakes. This proposal has attracted criticism from child safety campaigners who argue it undermines OpenAI's mission to develop "safe and beneficial" AI. Additionally, the Internet Watch Foundation has raised concerns about AI being used to generate sexual abuse content involving children. === AI-generated non-consensual intimate imagery (AI Undress) === Generative AI have extensively been used to produce pornography images and videos of non-consenting individuals. 404 Media reported a particular AI generated porn bot on Telegram has more than 100,000 monthly users. Alibaba, the Chinese tech company, released an AI video generation model in 2025 called Wan 2.1, which was modified to produce non-consensual pornography. Several US states are taking actions against using deepfake apps and sharing them on the internet. In 2024, San Francisco filed a landmark lawsuit to shut down "undress" apps that allow users to generate non-consensual AI nude images, citing violations of state laws. The case aligns with California's recent legislation—SB 926, SB 942, and SB 981—championed by Senators Aisha Wahab and Josh Becker and signed by Governor Gavin Newsom. These bills aim to protect individuals from AI-generated explicit images by criminalizing non-consensual distribution, mandating disclosures, and empowering victims to report and remove harmful content from platforms. === Differences from deepfake pornography === While both generative AI pornography and deepfake pornography rely on synthetic media, they differ in their methods and ethical considerations. Deepfake pornography typically involves altering existing footage of real individuals, often without their consent, using AI to superimpose faces, undress said persons, or modify scenes. In contrast, generative AI pornography is created using algorithms, producing hyper-realistic content without the need to upload real pictures of people. Hany Farid, digital image analysis expert, also described the difference between "AI porn" and "deepfake porn." == Legality == The legality of generative AI pornography varies widely by jurisdiction and remains an evolving issue. In some countries, laws addressing digital impersonation, obscenity, or deepfake technologies may indirectly apply, particularly when AI-generated content involves the likeness of real individuals without consent. The absence of a physical performer further complicates traditional regulatory frameworks, which are often grounded in performer protection and distribution laws. In the United States, legal responses have primarily focused on non-consensual deepfakes and impersonation. Some states, such as Virginia, California, and Texas, have enacted legislation criminalising the creation or distribution of non-consensual explicit deepfake content. However, there is no comprehensive federal law addressing AI-generated pornography, leaving a patchwork of legal interpretations and enforcement standards across different jurisdictions. According to a 2023 report, South Korea accounts for approximately 53% of global deepfake pornography production. In September 2024, South Korea's National Assembly amended the Act on Special Cases Concerning the Punishment of Sexual Crimes, introducing two significant reforms related to deepfake content. The first criminalises the possession, viewing, purchase, and storage of non-consensual deepfake material, with penalties of up to three years in prison or fines of up to 30 million won (approximately USD 20,000). The second reform specifically addresses the exploitation of minors, establishing that individuals who use deepfakes to threaten or blackmail minors face a minimum of three years' imprisonment, and at least five years if they coerce minors into unwanted acts. In England and Wales the Data (Use and Access) Act 2025 has legislated against the creation, or the request for creation, of intimate images by nudifying software or websites of another person who has not consented to this. However as of January 2026 this has not yet been brought into force.

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  • Maschinen Krieger ZbV 3000

    Maschinen Krieger ZbV 3000

    Maschinen Krieger (Ma.K ZBV3000), often abbreviated as Ma.K., is a science fiction intellectual property created by Japanese artist and sculptor Kow Yokoyama in the 1980s. It consists of an illustrated series, a line of merchandise comprising display and action figures of mecha characters and a 1985 short film. == History == The franchise originally began as the science fiction series SF3D which ran as monthly installments in the Japanese hobby magazine Hobby Japan from 1982 to 1985. To develop the storyline, Kow Yokoyama collaborated with Hiroshi Ichimura as story editor and Kunitaka Imai as graphic designer. The three creators drew visual inspiration from their combined interest in World War I and World War II armor and aircraft, the American space program and films such as Star Wars, Blade Runner and The Road Warrior. Inspired by the ILM model builders who worked on Star Wars, Yokoyama built the original models from numerous kits including armor, aircraft, and automobiles. He mostly concentrated on powered armor suits, but later included bipedal walking tanks and aircraft with anti-gravity systems. In 1986, there was a dispute with Hobby Japan over the copyright of the series. The magazine dropped SF3D from its line-up of articles and Nitto ceased production of various kits of the series. The matter was tied up in the courts for years until Yokoyama was awarded the full copyright to the series in the 1990s. Yokoyama and Hobby Japan eventually reconciled and restarted their working relationship, ditching the old SF3D name in favor of Maschinen Krieger ZbV3000, otherwise known as Ma.K. == Story == A nuclear World War IV in 2807 kills most of Earth's population and renders the planet uninhabitable. Fifty-two years after the war, a research team from an interstellar union called the Galactic Federation is sent to Earth and discovers that the planet's natural environment has restored itself. The Federation decides to repopulate the planet and sends over colonists to the surface. Cities and towns are eventually reformed over the next 20 years, but this growth attracts the attention of criminals, military deserters, and other lawless elements who wanted to hide on Earth—away from the authorities. A few militias protect the colonists, but the new interlopers often defeat them. Fearing civil unrest and the colonists forming their own government, the Federation gives the Strahl Democratic Republic (SDR) the right to govern the planet in the late 2870s. The SDR sends three police battalions and three Foreign Legion corps to Earth and uses heavy-handed tactics such as travel restrictions and hard labor camps to restore order, which creates resentment amongst the colonists. In response, the colonists create the Earth Independent Provisional Government and declare independence from the SDR. The SDR immediately establishes a puppet government and attempts to quell the uprising. The wealthy colonists hire mercenaries who are descendants of WWIV veterans to form the Independent Mercenary Army (IMA), which is bolstered by the presence of SDR Foreign Legion defectors. They attack the SDR forces and the battle to control Earth begins in 2882. Over the next four years, the SDR and IMA fight each other at several locations worldwide while developing new technology along the way. The war turns up a notch in June 2883 when the IMA deploys a new weapon - the Armored Fighting Suit powered armor - to devastating effect. The SDR eventually builds their own AFS units. In the last SF3D installment published in the December 1986 issue of Hobby Japan, the IMA successfully defeats the new SDR Königs Kröte unmanned command-and-control mecha using a computer virus that also creates a new artificial intelligence system on the moon. == Merchandise == === Model kits === Fan interest from the installments in Hobby Japan resulted in a small Japanese model company, Nitto, securing the license and quickly released 21 injection molded kits from the series during its entire run in the magazine. Most of the Nitto model kits are in 1:20 scale, while others were made in 1:76 and 1:6 scale. Production of the kits stopped with the end of the Hobby Japan features in 1986, but Nitto reissued many of the original kits under the Maschinen Krieger name, albeit with new decals and box art. Some of the original Nitto kits such as the Krachenvogel are highly sought after by collectors. The Nitto models were also the basis for similar offerings from Japanese model companies Wave and ModelKasten. Wave, in particular, is currently producing original-tooled kits of various subjects in the franchise, such as the Armored Fighting Suits powered armor. Smaller companies such as Brick Works and Love Love Garden have made limited resin pilot figures to go with these model kits. At the 2008 Nuremberg Toy Fair in Germany, the Hasegawa company - known mostly for its line of military and civilian vehicles — announced plans to carry the Ma.K license, having successfully branched into pop culture franchises such as Macross. Hasegawa's venture into the franchise came with the release of the Pkf 85 Falke attack craft in March 2009. The company's Ma.K line has since expanded to at least ten kits either 1:35 or 1:20 scale, including a 1:35 Scale Nutrocker tank and the Mk44 humanoid mecha suit from Robot Battle V, a sidestory to the franchise. Wave corporation also has a line of 1/20 models. While Hasegawa largely maintained the yellow-box aesthetic from the older nitto kits, Wave has a more colorful box design. Certain garage kit manufacturers such as Rainbow-Egg are allowed to produce their own line of resin kits and accessories, upon securing special authorization from Yokoyama himself. === Toys === The franchise also contains a line of action and display figures. The Japanese hobby shop and toy company Yellow Submarine and garage kit maker Max Factory released several pre-finished figures in 1:35 and 1:16 scale. MediCom Toys included Chibi Ma.K. figures in their Kubrick line, plus two 1:6 SAFS figures with working lights and fully poseable pilot figures. === Books === Numerous sourcebooks and modeling guides that further flesh out the information in the series have been released. Hobby Japan published a compilation of the first 15 SF3D installments in 1983 and reprinted them in March 2010. Eventually, the magazine re-released all 43 installments in a slipcase compilation called "SF3D Chronicles" in August 2010, which organized the installments into two separate books: "Heaven" featuring articles on aerial models, and "Earth" for ground-based models. Model Graphix followed suit with their own line of sourcebooks, which provide tutorials from Yokoyama on how he makes his figures. Some sourcebooks also have custom decal sets. === Miniature wargaming === In 2019, Slave 2 Gaming gained the license to produce and sell 1:100 scale (15mm) metal and resin war gaming miniatures. This new range of Maschinen Krieger figures was given the name Ma.K in 15mm, so as to not complicate sales with customers, and rebrand the Ma.k name for the miniature wargaming world. The figures are designed and cast in Australia. They are sold exclusively through Slave 2 Gaming at this time due to the license agreement with Sensei Yokoyama. With the production of the miniatures, a set of gaming rules in the works, with the plan is to release all the current Maschinen Krieger models. == Short film == Yokoyama collaborated with Tsuburaya Productions to create a live-action SF3D film using miniatures in 1985. Directed by Shinichi Ohoka from a script penned by co-producer Hisao Ichikura, the 25-minute SF3D Original Video opens with wreckage left from a battle in the Wiltshire wastelands on Christmas Day 2884 before focusing on a badly damaged IMA SAFS unit. The pilot, Cpl Robert Bush (Tristan Hickey), who is still alive, seeks to get his armored suit back and running and leave the battle area, which is under heavy jamming. Seeing two of the SDR's new Nutrocker (Nutcracker) robot hovertanks arrive nearby, Bush tries to hide, but bodily functions give him away. One Nutcracker gives chase and the SAFS AI points out to Bush how to defeat it. He eventually clambers on to the tank, which passes through the rubble of a town and randomly shoots at high places to bring down objects that could snag him. With the SAFS' right arm sheared off by the Nutcracker's laser blasts and snow settling in, Bush is knocked unconscious all night long from the fall while the tank breaks down under the cold. The next day, the SAFS AI wakes up Bush because the Nutcracker is active again and is preparing to kill him. Bush gets up and faces the tank as it charges towards him. However, the Nutcracker gets too close to a cliff that buckles under its weight and Bush fires his laser into the tank's underbelly. The tank plunges into a ravine and explodes. Bush walks away and reestablishes radio contact with his base. It is revealed that the battle was a field test of th

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