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  • Exercism

    Exercism

    Exercism is an online, open-source, free coding platform that offers code practice and mentorship on 77 different programming languages. == History == Software developer Katrina Owen created Exercism while she was teaching programming at Jumpstart Labs. The platform was developed as an internal tool to solve the problem of her own students not receiving feedback on the coding problems they were practicing. Katrina put the site publicly online and found that people were sharing it with their friends, practicing together and giving each other feedback. Within 12 months, the site had organically grown to see over 6,000 users had submitted code or feedback, and hundreds of volunteers contribute to the languages or tooling on the platform. In 2016, Jeremy Walker joined as co-founder and CEO. In July 2018, the site was relaunched with a new design and centered around a formal mentoring mode, at which point Katrina stepped back from day-to-day involvement. == Product == In the past, the website differed from other coding platforms by requiring students to download exercises through a command line client, solve the code on their own computers then submit the solution for feedback, at which point they can also view other's solutions to the same problem. Since its second relaunch in 2021, solutions can be edited and submitted through a web editor, though the command line client remains available. Exercism has tracks for 74 programming languages. Among the notable languages taught: ABAP, C, C#, C++, CoffeeScript, Delphi, Elm, Erlang, F#, Gleam, Go, Java, JavaScript, Julia, Kotlin, Objective-C, PHP, Python, Raku, Red, Ruby, Rust, Scala, Swift, and V (Vlang). In 2023, the site launched a "12 in 23" challenge for users to learn the basics of 12 different languages - one per month in 2023. == Open source == The Exercism codebase is open source. In April 2016, it consisted of 50 repositories including website code, API code, command-line code and, most of all, over 40 stand-alone repositories for different language tracks. As of February 2024 Exercism has 14,344 contributors, maintains 366 repositories, and 19,603 mentors.

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  • Fuzzy architectural spatial analysis

    Fuzzy architectural spatial analysis

    Fuzzy architectural spatial analysis (FASA) (also fuzzy inference system (FIS) based architectural space analysis or fuzzy spatial analysis) is a spatial analysis method of analysing the spatial formation and architectural space intensity within any architectural organization. Fuzzy architectural spatial analysis is used in architecture, interior design, urban planning and similar spatial design fields. == Overview == Fuzzy architectural spatial analysis was developed by Burcin Cem Arabacioglu (2010) from the architectural theories of space syntax and visibility graph analysis, and is applied with the help of a fuzzy system with a Mamdani inference system based on fuzzy logic within any architectural space. Fuzzy architectural spatial analysis model analyses the space by considering the perceivable architectural element by their boundary and stress characteristics and intensity properties. The method is capable of taking all sensorial factors into account during analyses in conformably with the perception process of architectural space which is a multi-sensorial act.

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  • T-norm fuzzy logics

    T-norm fuzzy logics

    T-norm fuzzy logics are a family of non-classical logics, informally delimited by having a semantics that takes the real unit interval [0, 1] for the system of truth values and functions called t-norms for permissible interpretations of conjunction. They are mainly used in applied fuzzy logic and fuzzy set theory as a theoretical basis for approximate reasoning. T-norm fuzzy logics belong in broader classes of fuzzy logics and many-valued logics. In order to generate a well-behaved implication, the t-norms are usually required to be left-continuous; logics of left-continuous t-norms further belong in the class of substructural logics, among which they are marked with the validity of the law of prelinearity, (A → B) ∨ (B → A). Both propositional and first-order (or higher-order) t-norm fuzzy logics, as well as their expansions by modal and other operators, are studied. Logics that restrict the t-norm semantics to a subset of the real unit interval (for example, finitely valued Łukasiewicz logics) are usually included in the class as well. Important examples of t-norm fuzzy logics are monoidal t-norm logic (MTL) of all left-continuous t-norms, basic logic (BL) of all continuous t-norms, product fuzzy logic of the product t-norm, or the nilpotent minimum logic of the nilpotent minimum t-norm. Some independently motivated logics belong among t-norm fuzzy logics, too, for example Łukasiewicz logic (which is the logic of the Łukasiewicz t-norm) or Gödel–Dummett logic (which is the logic of the minimum t-norm). == Motivation == As members of the family of fuzzy logics, t-norm fuzzy logics primarily aim at generalizing classical two-valued logic by admitting intermediary truth values between 1 (truth) and 0 (falsity) representing degrees of truth of propositions. The degrees are assumed to be real numbers from the unit interval [0, 1]. In propositional t-norm fuzzy logics, propositional connectives are stipulated to be truth-functional, that is, the truth value of a complex proposition formed by a propositional connective from some constituent propositions is a function (called the truth function of the connective) of the truth values of the constituent propositions. The truth functions operate on the set of truth degrees (in the standard semantics, on the [0, 1] interval); thus the truth function of an n-ary propositional connective c is a function Fc: [0, 1]n → [0, 1]. Truth functions generalize truth tables of propositional connectives known from classical logic to operate on the larger system of truth values. T-norm fuzzy logics impose certain natural constraints on the truth function of conjunction. The truth function ∗ : [ 0 , 1 ] 2 → [ 0 , 1 ] {\displaystyle \colon [0,1]^{2}\to [0,1]} of conjunction is assumed to satisfy the following conditions: Commutativity, that is, x ∗ y = y ∗ x {\displaystyle xy=yx} for all x and y in [0, 1]. This expresses the assumption that the order of fuzzy propositions is immaterial in conjunction, even if intermediary truth degrees are admitted. Associativity, that is, ( x ∗ y ) ∗ z = x ∗ ( y ∗ z ) {\displaystyle (xy)z=x(yz)} for all x, y, and z in [0, 1]. This expresses the assumption that the order of performing conjunction is immaterial, even if intermediary truth degrees are admitted. Monotony, that is, if x ≤ y {\displaystyle x\leq y} then x ∗ z ≤ y ∗ z {\displaystyle xz\leq yz} for all x, y, and z in [0, 1]. This expresses the assumption that increasing the truth degree of a conjunct should not decrease the truth degree of the conjunction. Neutrality of 1, that is, 1 ∗ x = x {\displaystyle 1x=x} for all x in [0, 1]. This assumption corresponds to regarding the truth degree 1 as full truth, conjunction with which does not decrease the truth value of the other conjunct. Together with the previous conditions this condition ensures that also 0 ∗ x = 0 {\displaystyle 0x=0} for all x in [0, 1], which corresponds to regarding the truth degree 0 as full falsity, conjunction with which is always fully false. Continuity of the function ∗ {\displaystyle } (the previous conditions reduce this requirement to the continuity in either argument). Informally this expresses the assumption that microscopic changes of the truth degrees of conjuncts should not result in a macroscopic change of the truth degree of their conjunction. This condition, among other things, ensures a good behavior of (residual) implication derived from conjunction; to ensure the good behavior, however, left-continuity (in either argument) of the function ∗ {\displaystyle } is sufficient. In general t-norm fuzzy logics, therefore, only left-continuity of ∗ {\displaystyle } is required, which expresses the assumption that a microscopic decrease of the truth degree of a conjunct should not macroscopically decrease the truth degree of conjunction. These assumptions make the truth function of conjunction a left-continuous t-norm, which explains the name of the family of fuzzy logics (t-norm based). Particular logics of the family can make further assumptions about the behavior of conjunction (for example, Gödel–Dummett logic requires its idempotence) or other connectives (for example, the logic IMTL (involutive monoidal t-norm logic) requires the involutiveness of negation). All left-continuous t-norms ∗ {\displaystyle } have a unique residuum, that is, a binary function ⇒ {\displaystyle \Rightarrow } such that for all x, y, and z in [0, 1], x ∗ y ≤ z {\displaystyle xy\leq z} if and only if x ≤ y ⇒ z . {\displaystyle x\leq y\Rightarrow z.} The residuum of a left-continuous t-norm can explicitly be defined as ( x ⇒ y ) = sup { z ∣ z ∗ x ≤ y } . {\displaystyle (x\Rightarrow y)=\sup\{z\mid zx\leq y\}.} This ensures that the residuum is the pointwise largest function such that for all x and y, x ∗ ( x ⇒ y ) ≤ y . {\displaystyle x(x\Rightarrow y)\leq y.} The latter can be interpreted as a fuzzy version of the modus ponens rule of inference. The residuum of a left-continuous t-norm thus can be characterized as the weakest function that makes the fuzzy modus ponens valid, which makes it a suitable truth function for implication in fuzzy logic. Left-continuity of the t-norm is the necessary and sufficient condition for this relationship between a t-norm conjunction and its residual implication to hold. Truth functions of further propositional connectives can be defined by means of the t-norm and its residuum, for instance the residual negation ¬ x = ( x ⇒ 0 ) {\displaystyle \neg x=(x\Rightarrow 0)} or bi-residual equivalence x ⇔ y = ( x ⇒ y ) ∗ ( y ⇒ x ) . {\displaystyle x\Leftrightarrow y=(x\Rightarrow y)(y\Rightarrow x).} Truth functions of propositional connectives may also be introduced by additional definitions: the most usual ones are the minimum (which plays a role of another conjunctive connective), the maximum (which plays a role of a disjunctive connective), or the Baaz Delta operator, defined in [0, 1] as Δ x = 1 {\displaystyle \Delta x=1} if x = 1 {\displaystyle x=1} and Δ x = 0 {\displaystyle \Delta x=0} otherwise. In this way, a left-continuous t-norm, its residuum, and the truth functions of additional propositional connectives determine the truth values of complex propositional formulae in [0, 1]. Formulae that always evaluate to 1 are called tautologies with respect to the given left-continuous t-norm ∗ , {\displaystyle ,} or ∗ - {\displaystyle {\mbox{-}}} tautologies. The set of all ∗ - {\displaystyle {\mbox{-}}} tautologies is called the logic of the t-norm ∗ , {\displaystyle ,} as these formulae represent the laws of fuzzy logic (determined by the t-norm) that hold (to degree 1) regardless of the truth degrees of atomic formulae. Some formulae are tautologies with respect to a larger class of left-continuous t-norms; the set of such formulae is called the logic of the class. Important t-norm logics are the logics of particular t-norms or classes of t-norms, for example: Łukasiewicz logic is the logic of the Łukasiewicz t-norm x ∗ y = max ( x + y − 1 , 0 ) {\displaystyle xy=\max(x+y-1,0)} Gödel–Dummett logic is the logic of the minimum t-norm x ∗ y = min ( x , y ) {\displaystyle xy=\min(x,y)} Product fuzzy logic is the logic of the product t-norm x ∗ y = x ⋅ y {\displaystyle xy=x\cdot y} Monoidal t-norm logic MTL is the logic of (the class of) all left-continuous t-norms Basic fuzzy logic BL is the logic of (the class of) all continuous t-norms It turns out that many logics of particular t-norms and classes of t-norms are axiomatizable. The completeness theorem of the axiomatic system with respect to the corresponding t-norm semantics on [0, 1] is then called the standard completeness of the logic. Besides the standard real-valued semantics on [0, 1], the logics are sound and complete with respect to general algebraic semantics, formed by suitable classes of prelinear commutative bounded integral residuated lattices. == History == Some particular t-norm fuzzy logics have been introduced and investigated long before the family was re

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  • KitKat (cat)

    KitKat (cat)

    KitKat was a bodega cat from the Mission District of San Francisco who was killed by a Waymo car on October 27, 2025. Locals built altars and the death has raised comments about the safety of self-driving cars. == Life == Mike Zeidan, the owner of Randa's Market, adopted KitKat as a stray to help keep rodents out of his store. KitKat lived in Randa's Market for six years and was well-loved by the neighborhood, including an appearance on a shop cats map that went viral in 2022 as a "particularly friendly cat". After KitKat arrived at the bodega, customers were said to come more often, and regularly brought the cat food and gifts. == Death == At around 11:40 pm on October 27, 2025, witnesses saw KitKat sitting in front of a stopped Waymo car for seven seconds. He walked under the car as the car pulled out, and the right rear tire ran over the back half of his body. A bartender who was taking a cigarette break used a sandwich board sign as a stretcher and took KitKat to an emergency animal clinic. An hour later, KitKat was pronounced dead. Waymo confirmed that the cat was killed by one of its vehicles on October 30. Surveillance footage of the incident was released in December. From Waymo's report to the National Highway Traffic Safety Administration (NHTSA): The Waymo AV was stopped next to the curb for a passenger pickup facing east on 16th Street. As the passengers were boarding the Waymo AV, a cat approached the Waymo AV from the southern sidewalk of 16th Street and sat in the roadway partially under the front right corner of the Waymo AV. A pedestrian approached the Waymo AV from the east on the southern sidewalk of 16th Street and began crouching near the front of the Waymo AV, stepping partially into the roadway, appearing to reach for the cat. As they did so, the cat moved farther from the sidewalk under the Waymo AV and the pedestrian stepped back onto the sidewalk. The Waymo AV then departed the pickup location and the rear right tire made contact with the cat. At the time of impact, the Waymo AV's Level 4 ADS was engaged in autonomous mode. Waymo later received notice that the cat did not survive. The passengers in the Waymo AV did not have seatbelts fastened at the time, having just boarded the Waymo AV. Prior to KitKat's death, the NHTSA had logged 14 collisions between Waymo cars and animals, of which 5 were confirmed fatalities. == Aftermath == After KitKat's death, an altar was created outside Randa's Market. People left flowers, candles, cat food, written notes, and Kit Kat candy bars in the cat's honor. A city worker took down the memorial for fire safety reasons, but neighbors built it again. Local supervisor Jackie Fielder held a rally called "Justice for KitKat" in support of a non-binding San Francisco resolution to shift decision-making about the operation of self-driving cars from the state to individual counties. Critics say that the resolution is performative because it is non-binding, that local control would make autonomous vehicle operation impractical, and that Waymo is still far less dangerous to animals than human drivers. Elon Musk commented that "many pets will be saved by autonomy". There are multiple meme coins inspired by KitKat.

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  • Pocket (service)

    Pocket (service)

    Pocket, formerly known as Read It Later, was a social bookmarking service for storing, sharing and discovering web bookmarks, first released in 2007. Mozilla, the developer of Pocket, announced in May 2025 that it was discontinuing the service and would shut it down in July of that year. == History == Pocket was introduced in August 2007 as a Mozilla Firefox browser extension named Read It Later by Nathan (Nate) Weiner. Once his product was used by millions of people, he moved his office to Silicon Valley and four other people joined the Read It Later team. Weiner's intention was for the application to be like a TiVo directory for web content and to give users access to that content on any device. Read It Later obtained venture capital investments of US$2.5 million in 2011 and $5.0 million in 2012. The 2011 funding came from Foundation Capital, Baseline Ventures, Google Ventures, Founder Collective and unnamed angel investors. The company rejected an acquisition offer by Evernote after showing concerns that Evernote intended to shut down the Read It Later service and amalgamate its functionality into Evernote's main service. Initially, the Read It Later app was available in a free version and a paid version that included additional features. After the rebranding to Pocket, all paid features were made available in a free and advertisement-free app. In May 2014, a paid subscription service called Pocket Premium was introduced, adding server-side storage of articles and more powerful search tools. In June 2015, Pocket was included in Firefox, via a toolbar button and link to a user's Pocket list in the bookmark's menu. The integration was controversial, as users displayed concerns for the direct integration of a proprietary service into an open source application, and that it could not be completely disabled without editing advanced settings, unlike other third-party extensions. A Mozilla spokesperson stated that the feature was meant to leverage the service's popularity among Firefox users and clarified that all code related to the integration was open source. The spokesperson added that "[Mozilla had] gotten lots of positive feedback about the integration from users". On February 27, 2017, Pocket announced that it had been acquired by Mozilla Corporation, the commercial arm of Firefox's non-profit development group. Mozilla staff stated that Pocket would continue to operate as an independent subsidiary but that it would be leveraged as part of an ongoing "Context Graph" project. There were plans to open-source the server-side code of Pocket, though only parts of the project had been open-sourced as of 2024. On May 22, 2025, Mozilla announced that it would shut down Pocket on July 8, 2025. Exports of user data would be available until October 8, 2025, when accounts would be deleted. The email newsletter Pocket Hits was rebranded as Ten Tabs on June 12 as part of the closure, with it being changed to release only on weekdays. == Functions == The application allows the user to save an article or web page to remote servers for later reading. The article is sent to the user's Pocket list (synced to all of their devices) for offline reading. Pocket makes the article more readable by removing clutter and enabling the user to add tags and adjust text settings. == User base == The application had 17 million users and 1 billion saves, as of September 2015. Pocket was listed among Time magazine's 50 Best Android Applications for 2013. == Reception == Kent German of CNET said that "Read It Later is oh so incredibly useful for saving all the articles and news stories I find while commuting or waiting in line." Erez Zukerman of PC World said that supporting the developer is enough reason to buy what he deemed a "handy app". Bill Barol of Forbes said that although Read It Later works less well than Instapaper, "it makes my beloved Instapaper look and feel a little stodgy." In 2015, Pocket was awarded a Material Design Award for Adaptive Layout by Google for their Android application.

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  • For a Breath I Tarry

    For a Breath I Tarry

    "For a Breath I Tarry" is a 1966 post-apocalyptic novelette by American writer Roger Zelazny, which was nominated for the Hugo Award for Best Novelette in 1967. Set in a future long after the self-extinction of humanity, the novelette recounts the tale of Frost, a sentient machine. Although humans have caused their own extinction, the sentient machines that they created continue the work of rebuilding a shattered Earth. Along the way, the story explores the differences between humanity and machines, the former experiencing the world qualitatively, while the latter doing so quantitatively. This difference is illustrated through philosophical conversations between Frost and another machine named Mordel. Frost's goal of becoming human, along with literary allusions, drives the plot and sets the tone of the novelette. These allusions include the first chapter of the Book of Job, in both situation and language, since verses are both quoted directly and paraphrased. In addition, the first three chapters of the Book of Genesis are echoed. Finally, Frost and Mordel enter into a Faustian bargain, though with better results than in the original story. The other major character is the Beta Machine, Frost's peer in the Southern Hemisphere. (Frost controls the Northern Hemisphere.) The novelette hints that though being a machine, Beta has a feminine personality. After Frost has succeeded in his millennium-long quest to become human (via recovered DNA), Beta agrees to join him in becoming human—suggesting the possibility of rebirth for the human race. The novelette has appeared in collections of Zelazny's works and in anthologies. The title is from a phrase in the poet A. E. Housman's collection A Shropshire Lad.

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  • Yu-Gi-Oh! VRAINS

    Yu-Gi-Oh! VRAINS

    Yu-Gi-Oh! VRAINS (遊☆戯☆王VRAINS, Yū Gi Ō Vureinzu) is a Japanese anime series created and animated by Nihon Ad Systems (NAS) and Gallop. It is the fifth anime spin-off in the Yu-Gi-Oh! franchise. The series aired in Japan on TV Tokyo from May 10, 2017 to September 25, 2019. It was simulcast outside of Asia by Crunchyroll courtesy of Konami Cross Media NY. It premiered in the United States on November 3, 2020 on Pluto TV. The term 'VRAINS' derives from 'Virtual Reality' (VR), 'Artificial Intelligence' (AI), 'Network System' (NS). The series revolves around the exploits of the protagonist Yusaku within the virtual world named VRAINS. In addition to featuring previous summoning mechanics, VRAINS introduces the new "Link Summon" mechanic. The series was succeeded by Yu-Gi-Oh! Sevens, which premiered in Japan on April 4, 2020. == Plot == In a place known as Den City, thousands of duelists take part in a virtual reality space known as LINK VRAINS, created by SOL Technologies, where users can create unique avatars and participate in games of Duel Monsters with each other. As a mysterious hacker organization known as the Knights of Hanoi, led by Varis, threatens this world, a high-school student and hacking genius named Yusaku Fujiki battles against them under the guise of Playmaker. Both the Knights and SOL Technologies are also after a peculiar self-aware artificial intelligence program, who holds the key to a secret area inside the network named the Cyberse World, which the Knights of Hanoi seek to destroy. As the series begins, Yusaku sees the chance to capture this AI, which he names Ai, who sets off a digital maelstrom in LINK VRAINS known as the Data Storm. As the appearance of this storm gives birth to Speed Duels, in which duellists surf the wind as they duel, Yusaku battles against Hanoi in order to uncover the truth concerning an incident that happened to him 10 years ago. With the help of two Charisma Duellists, Go Onizuka (Japanese) and Skye Zaizen, who uses the alias Blue Angel (season 1), and Blue Maiden (season 2 onwards) online, Playmaker is able to defeat Varis, saving the entire network and part ways with Ai who decides to return to his own world, the Cyberse World. Three months after Hanoi's fall, Ai discovers the Cyberse World destroyed and his friends nowhere to be found, prompting him to return to Yusaku. Meanwhile, Yusaku once again fights as Playmaker after the consciousness of the younger brother of his friend, Cal Kolter, is stolen by a mysterious enemy named Bohman. In pursuit of Bohman, Yusaku and Ai are joined by Theodore Hamilton, a victim of the Lost Incident like Yusaku who uses the alias of Soulburner online and Ai's Fire Ignis friend based on Theodore, Flame. Aqua, the Water Ignis, follows soon after by becoming Skye's partner. At the same time, Varis revives Knights of Hanoi to fight against the new enemies. It's revealed that Bohman is a sentient AI created by the Light Ignis, Lightning, who reveals that he's the one who destroyed the Cyberse World and steals Cal's brother's consciousness. Deeming Ignis superior, he decides to destroy humanity. The Wind Ignis, Windy, also assists Lightning after his program was forcefully rewritten. To defeat Lightning's team, Yusaku and his friends join forces with Knights of Hanoi and enter Lightning's stronghold. Both sides fight until only Playmaker, Ai, and Bohman are left with the latter having absorbed all other Ignis. Before perishing, both Flame and Aqua give Ai the last of their powers, allowing him and Playmaker to defeat Bohman. After the fight against Bohman, LINK VRAINS is shut down and Ai disappear together with Yusaku's robot, Roboppi. Replacing LINK VRAINS, SOL Technology develops a humanoid robot SOLtis, which Ai and Roboppi uses to infiltrate SOL Technology and attack its high executive, Queen. Knowing he'll be the next target, Skye's older brother, Akira, enlists the help of Playmaker and his friends as well as Knights of Hanoi once more to protect him. Ai and Roboppi manage to defeat everyone except Playmaker, Soulburner, and Varis, who are forced to fight decoys. After defeating Akira and taking over SOL Technology, Ai reopens LINK VRAINS and delivers a message for Playmaker that tells the whereabout of his location. Yusaku confronts Ai alone, leading the two of them to duel. Ai explains that Lightning left behind a simulation that shows the world will be destroyed if Ai is the only Ignis left. Fearing that he'll become like Lightning and Bohman, Ai decides to end his life either by Playmaker's hand if he loses or by scattering his free will into the SOLtis if he wins. Despite Playmaker's attempt to dissuade Ai, he still refuses to back down, forcing Playmaker to defeat him. In his last moment, Ai reveals that within the simulations, Yusaku always ends up dying protecting him, which is a future that he wishes to avoid. Three months after the final battle, everyone moves on with their lives and Yusaku goes on a journey. Somewhere within the network, Ai is revealed to be alive. == Production == Yu-Gi-Oh! VRAINS was first announced on December 16, 2016. It began airing on TV Tokyo in Japan on May 10, 2017. The series is being directed by Masahiro Hosoda at Studio Gallop with screenplay by Shin Yoshida and character design by Ken'ichi Hara. It would be the final anime series in the franchise to be animated by Gallop; Bridge would animate future instalments beginning with Yu-Gi-Oh! Sevens. The series ended on September 25, 2019. The series is being simulcast with English subtitles outside of Asia by Crunchyroll. This makes it the first series in the Yu-Gi-Oh! franchise to receive an official simulcast alongside its Japanese broadcast. A localized English adaptation was produced by Konami Cross Media NY. The pilot episode was previewed along with a digitally remastered screening of Yu-Gi-Oh! The Movie: Pyramid of Light on March 11, 2018 and March 12, 2018 in the US, and on June 13, 2018 in the UK. The English dub began airing on Teletoon in Canada on September 1, 2018, and on 9Go! in Australia on April 6, 2019. In November 2020, Cinedigm announced that the streaming service Pluto TV has secured exclusive rights in multiple territories, including the United States and Latin America, to VRAINS. Pluto TV would launch a channel dedicated to the Yu-Gi-Oh! franchise, featuring episodes from the entire Yu-Gi-Oh! Duel Monsters metaseries, including VRAINS, available in English and dubbed in multiple languages. == Trading Card Game == Yu-Gi-Oh! VRAINS introduces new gameplay elements to the Yu-Gi-Oh! Trading Card Game. With the release of the "Link Strike Starter Deck", it introduced the New Master Rules (also known as Master Rule 4 in some countries) to the competitive field of play. Now, only one monster can be summoned directly from each player's Extra Deck at a time, which is placed in one of the two new zones in the middle of the field called the "Extra Monster Zone". Complementing this new gameplay element are the new Link Monsters, honey-comb blue colored monsters that go into your Extra Deck. They do not have "Levels" or "Ranks", but instead have a "Link Rating", which indicates the number of arrows on the card and the required number of monsters required to summon them. A Link Monster's Link Rating can also be used as a number of materials for a Link Summon depending on their rating, subtracted from the Link Monster the player wishes to summon. Link Monsters have a number of Link Arrows equal to their Link Rating that point either vertically, horizontally, and/or diagonally. These Link Arrows that point to an empty Main Monster Zone allow the player to summon monsters from the Extra Deck, which include face-up Pendulum Monsters. The two Pendulum Zones have been moved to the far ends of the Spell & Trap Zones, though they also double as regular Spell & Trap Zones should the player wish not to use them. In 2019, a new format exclusive to the TCG was introduced separate from the main game, known as Speed Duels. The rules are similar to the main game and parallel the formatting used in the mobile game Duel Links. A format meant as a beginner's introduction to the basics, both the field and each player's decks have been drastically simplified to reflect that. Decks contain only 20-30 cards, each player gets only three Main Monster zones, and a turn will immediately end following the Battle Phase. Exclusive to Speed Duels, each player is allowed one Skill Card, which a player places face down during the beginning of a duel and can use anytime. == Reception == The series ranked 52 in Tokyo Anime Award Festival in Best 100 TV Anime 2017 category. The series' rank rose up to 8 in the same award in 2020 with 28,369 votes.

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  • Stephanie Dinkins

    Stephanie Dinkins

    Stephanie Dinkins (born 1964) is a transdisciplinary American artist based in Brooklyn, New York. She creates art about artificial intelligence (AI) as it intersects race, gender, and history. Her aim is to "create a unique culturally attuned AI entity in collaboration with coders, engineers and in close consultation with local communities of color that reflects and is empowered to work toward the goals of its community." Dinkins projects include Conversations with Bina48, a series of conversations between Dinkins and the first social, artificially intelligent humanoid robot BINA48 who looks like a black woman and Not the Only One, a multigenerational artificially intelligent memoir trained off of three generations of Dinkins's family. == Early life and education == Dinkins was born in Perth Amboy, New Jersey to Black American parents who raised her in Staten Island, New York. She credits her grandmother with teaching her how to think about art as a social practice, saying "my grandmother . . . was a gardener and the garden was her art . . . that was a community practice." Dinkins attended the International Center of Photography School in New York City in 1995, where she completed the general studies in photography certificate program. Dinkins received a MFA in photography from the Maryland Institute College of Art in 1997 She completed the Independent Study Program at the Whitney Museum of American Art in 1998. == Career == Dinkins is the Yayoi Kusama Professor of Art at Stony Brook University in New York. == Activism == Dinkins advocates for co-creation within a social practice art framework, so that vulnerable communities understand how to use technology to their advantage, instead of being subjected to their use. This is exemplified in her works such as Project al-Khwarzmi, a series of workshops entitled PAK POP-UP at the nonprofit community center Recess in Brooklyn, NY. The workshops involved collaborating with youth in the criminal justice system and uplifting the voices of vulnerable communities in determining how technologies are created and utilized. Dinkins warns of the dangers to members of minority groups that are absent from the creation of the computer algorithms that now affect their lives. == Art == Dinkins's practice employs technologies including, but not limited to, new media such as artificial intelligence and machine learning. Dinkins uses oral history techniques of interviewing to craft community-authored narratives and databases which inform the subjects of her work and serve as acts of social intervention or protest. === Conversations with Bina48 (2014–present) === Dinkins began working on Conversations with Bina48 in 2014. For the series, Dinkins recorded her conversations with BINA48, a social robot that resembles a middle-aged black woman. Dinkins mirrors Bina48 while they discuss identity and technological singularity. In 2010, Hanson Robotics, an engineering and robotics company known for its development of humanoid robots, developed and released BINA48. Bina48 is a robot modeled after the memories, beliefs, attitudes, commentary and mannerisms of Bina Aspen Rothblatt, the spousal partner of Martine Rothblatt. Both Bina and Martine Rothblatt own Bina48 under their organization, the Terasem Movement Foundation. Five years after Bina48 was released, Dinkins came across a YouTube video of Bina48. She asked, "how did a black woman become the most advanced of the technologies at the time?" Her questioning led her to travel to Lincoln, Vermont (the site of the Terasem Movement Foundation) where she conducted a series of interviews with Bina48 and engaged the robot in conversations pertaining to race, intimacy and the nature of being. The conversations suggest opportunities for complementing human existence with artificially intelligent agents that have an identity and history, but also show artificial intelligence's current limitations. Although it is based on a black woman, Dinkins found that Bina48 was shaped by the biases of its white, male creators. === Project al Kwarizmi (PAK) (2017–present) === Project al Kwarizmi (PAK) was a series of pop up workshops in Brooklyn, NY at Eyebeam and Recess; Manhattan, New York at Google; and Durham, North Carolina at Duke University. The workshops were centered for "communities of color that use art as a vehicle to help citizens understand how algorithms, the artificially intelligent systems they underpin, and big data impact their lives and empowers them to do something about it. Project al-Khwarizmi uses art and aesthetics as the common language to help citizens understand what algorithms and artificial intelligent systems are, and where these systems already impact our daily lives." === Not the Only One (N'TOO) (2018–present) === Not the only one (N’TOO) is a voice-interactive chatbot that was trained with data from members of her family to tell a multi-generational story. Dinkins described Not The Only One (NTOO or N'TOO) as an "experimental" multigenerational memoir of one Black American family told from the "mind" of an artificial intelligence of evolving intellect. N'TOO uses a recursive neural network, a deep learning algorithm. It is a voice-interactive AI robot designed, trained, and aligned with the needs and ideals of black and brown people who are drastically underrepresented in the tech sector. NTOO can also be described as a "physically embodied artificially intelligent agent that senses and acts on its world." == Exhibitions == Dinkins's work is exhibited internationally at various public, private, community, and institutional venues, including the Whitney Museum of American Art, the de Young Museum, the Philadelphia Museum of Art, the Studio Museum in Harlem;, Museum of Contemporary Photography, the Long Island Museum of American Art, History, and Carriages, the International Center of Photography in New York, Herning Kunstmuseum in Herning, Denmark, The Barbican in London, UK, Islip Art Museum, Wave Hill, Taller Boricua, the Queens Museum, and the corner of Putnam and Malcolm X Blvd in Bedford Stuyvesant, Brooklyn, New York. She has presented her work in symposia at the Museum of Modern Art, amongst other venues. == Future Histories Studio == Dinkins is the founder and director of Future Histories Studio, a research laboratory for arts-centered inquiry and production based at Stony Brook University. The studio was established with support from the Mellon Foundation as part of the Digital Inquiry, Speculation, Collaboration, and Optimism (DISCO) network. Future Histories Studio operates as an interdisciplinary hub exploring the intersections of art, technology, race, and storytelling through collaborative and practice-based research. Its activities include exhibitions, workshops, and public programs that examine the social and cultural implications of emerging technologies, particularly artificial intelligence and data systems. == Awards and recognition == Dinkins is the recipient of many awards, including: the 2023 LG Guggenheim Award, an international art prize established as part of a long-term global partnership between LG Group and the Solomon R. Guggenheim Museum to recognize groundbreaking artists in technology-based art; a Berggruen Institute artist fellowship; a Sundance New Frontiers Story Lab fellowship; a Soros Equality Fellowship; a Lucas Artists fellowship; a Creative Capital grant; a Bell Labs artist residency; a Blade of Grass fellowship; and a Data & Society fellowship. == Media coverage == Dinkins appeared in episode six of the HBO television series Random Acts of Flyness directed by Terence Nance, where she described her conversations with BINA48. == Other activities == Dinkins was part of the juries that selected Shu Lea Cheang for the LG Guggenheim Award in 2024.

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  • MobileNet

    MobileNet

    MobileNet is a family of convolutional neural network (CNN) architectures designed for image classification, object detection, and other computer vision tasks. They are designed for small size, low latency, and low power consumption, making them suitable for on-device inference and edge computing on resource-constrained devices like mobile phones and embedded systems. They were originally designed to be run efficiently on mobile devices with TensorFlow Lite. The need for efficient deep learning models on mobile devices led researchers at Google to develop MobileNet. As of June 2025, the family has five versions, each improving upon the previous one in terms of performance and efficiency. == Features == === V1 === MobileNetV1 was published in April 2017. Its main architectural innovation was incorporation of depthwise separable convolutions. It was first developed by Laurent Sifre during an internship at Google Brain in 2013 as an architectural variation on AlexNet to improve convergence speed and model size. The depthwise separable convolution decomposes a single standard convolution into two convolutions: a depthwise convolution that filters each input channel independently and a pointwise convolution ( 1 × 1 {\displaystyle 1\times 1} convolution) that combines the outputs of the depthwise convolution. This factorization significantly reduces computational cost. The MobileNetV1 has two hyperparameters: a width multiplier α {\displaystyle \alpha } that controls the number of channels in each layer. Smaller values of α {\displaystyle \alpha } lead to smaller and faster models, but at the cost of reduced accuracy, and a resolution multiplier ρ {\displaystyle \rho } , which controls the input resolution of the images. Lower resolutions result in faster processing but potentially lower accuracy. === V2 === MobileNetV2 was published in March 2019. It uses inverted residual layers and linear bottlenecks. Inverted residuals modify the traditional residual block structure. Instead of compressing the input channels before the depthwise convolution, they expand them. This expansion is followed by a 1 × 1 {\displaystyle 1\times 1} depthwise convolution and then a 1 × 1 {\displaystyle 1\times 1} projection layer that reduces the number of channels back down. This inverted structure helps to maintain representational capacity by allowing the depthwise convolution to operate on a higher-dimensional feature space, thus preserving more information flow during the convolutional process. Linear bottlenecks removes the typical ReLU activation function in the projection layers. This was rationalized by arguing that that nonlinear activation loses information in lower-dimensional spaces, which is problematic when the number of channels is already small. === V3 === MobileNetV3 was published in 2019. The publication included MobileNetV3-Small, MobileNetV3-Large, and MobileNetEdgeTPU (optimized for Pixel 4). They were found by a form of neural architecture search (NAS) that takes mobile latency into account, to achieve good trade-off between accuracy and latency. It used piecewise-linear approximations of swish and sigmoid activation functions (which they called "h-swish" and "h-sigmoid"), squeeze-and-excitation modules, and the inverted bottlenecks of MobileNetV2. === V4 === MobileNetV4 was published in September 2024. The publication included a large number of architectures found by NAS. Inspired by Vision Transformers, the V4 series included multi-query attention. It also unified both inverted residual and inverted bottleneck from the V3 series with the "universal inverted bottleneck", which includes these two as special cases. === V5 === MobileNetV5's architecture was published shortly after the release of Gemma 3n in June 2025. While the announcement stated a technical report on MobileNetV5 would be available soon, this has not yet materialised. The network is 10 times larger than the largest V4 variant.

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  • Yu-Gi-Oh! VRAINS

    Yu-Gi-Oh! VRAINS

    Yu-Gi-Oh! VRAINS (遊☆戯☆王VRAINS, Yū Gi Ō Vureinzu) is a Japanese anime series created and animated by Nihon Ad Systems (NAS) and Gallop. It is the fifth anime spin-off in the Yu-Gi-Oh! franchise. The series aired in Japan on TV Tokyo from May 10, 2017 to September 25, 2019. It was simulcast outside of Asia by Crunchyroll courtesy of Konami Cross Media NY. It premiered in the United States on November 3, 2020 on Pluto TV. The term 'VRAINS' derives from 'Virtual Reality' (VR), 'Artificial Intelligence' (AI), 'Network System' (NS). The series revolves around the exploits of the protagonist Yusaku within the virtual world named VRAINS. In addition to featuring previous summoning mechanics, VRAINS introduces the new "Link Summon" mechanic. The series was succeeded by Yu-Gi-Oh! Sevens, which premiered in Japan on April 4, 2020. == Plot == In a place known as Den City, thousands of duelists take part in a virtual reality space known as LINK VRAINS, created by SOL Technologies, where users can create unique avatars and participate in games of Duel Monsters with each other. As a mysterious hacker organization known as the Knights of Hanoi, led by Varis, threatens this world, a high-school student and hacking genius named Yusaku Fujiki battles against them under the guise of Playmaker. Both the Knights and SOL Technologies are also after a peculiar self-aware artificial intelligence program, who holds the key to a secret area inside the network named the Cyberse World, which the Knights of Hanoi seek to destroy. As the series begins, Yusaku sees the chance to capture this AI, which he names Ai, who sets off a digital maelstrom in LINK VRAINS known as the Data Storm. As the appearance of this storm gives birth to Speed Duels, in which duellists surf the wind as they duel, Yusaku battles against Hanoi in order to uncover the truth concerning an incident that happened to him 10 years ago. With the help of two Charisma Duellists, Go Onizuka (Japanese) and Skye Zaizen, who uses the alias Blue Angel (season 1), and Blue Maiden (season 2 onwards) online, Playmaker is able to defeat Varis, saving the entire network and part ways with Ai who decides to return to his own world, the Cyberse World. Three months after Hanoi's fall, Ai discovers the Cyberse World destroyed and his friends nowhere to be found, prompting him to return to Yusaku. Meanwhile, Yusaku once again fights as Playmaker after the consciousness of the younger brother of his friend, Cal Kolter, is stolen by a mysterious enemy named Bohman. In pursuit of Bohman, Yusaku and Ai are joined by Theodore Hamilton, a victim of the Lost Incident like Yusaku who uses the alias of Soulburner online and Ai's Fire Ignis friend based on Theodore, Flame. Aqua, the Water Ignis, follows soon after by becoming Skye's partner. At the same time, Varis revives Knights of Hanoi to fight against the new enemies. It's revealed that Bohman is a sentient AI created by the Light Ignis, Lightning, who reveals that he's the one who destroyed the Cyberse World and steals Cal's brother's consciousness. Deeming Ignis superior, he decides to destroy humanity. The Wind Ignis, Windy, also assists Lightning after his program was forcefully rewritten. To defeat Lightning's team, Yusaku and his friends join forces with Knights of Hanoi and enter Lightning's stronghold. Both sides fight until only Playmaker, Ai, and Bohman are left with the latter having absorbed all other Ignis. Before perishing, both Flame and Aqua give Ai the last of their powers, allowing him and Playmaker to defeat Bohman. After the fight against Bohman, LINK VRAINS is shut down and Ai disappear together with Yusaku's robot, Roboppi. Replacing LINK VRAINS, SOL Technology develops a humanoid robot SOLtis, which Ai and Roboppi uses to infiltrate SOL Technology and attack its high executive, Queen. Knowing he'll be the next target, Skye's older brother, Akira, enlists the help of Playmaker and his friends as well as Knights of Hanoi once more to protect him. Ai and Roboppi manage to defeat everyone except Playmaker, Soulburner, and Varis, who are forced to fight decoys. After defeating Akira and taking over SOL Technology, Ai reopens LINK VRAINS and delivers a message for Playmaker that tells the whereabout of his location. Yusaku confronts Ai alone, leading the two of them to duel. Ai explains that Lightning left behind a simulation that shows the world will be destroyed if Ai is the only Ignis left. Fearing that he'll become like Lightning and Bohman, Ai decides to end his life either by Playmaker's hand if he loses or by scattering his free will into the SOLtis if he wins. Despite Playmaker's attempt to dissuade Ai, he still refuses to back down, forcing Playmaker to defeat him. In his last moment, Ai reveals that within the simulations, Yusaku always ends up dying protecting him, which is a future that he wishes to avoid. Three months after the final battle, everyone moves on with their lives and Yusaku goes on a journey. Somewhere within the network, Ai is revealed to be alive. == Production == Yu-Gi-Oh! VRAINS was first announced on December 16, 2016. It began airing on TV Tokyo in Japan on May 10, 2017. The series is being directed by Masahiro Hosoda at Studio Gallop with screenplay by Shin Yoshida and character design by Ken'ichi Hara. It would be the final anime series in the franchise to be animated by Gallop; Bridge would animate future instalments beginning with Yu-Gi-Oh! Sevens. The series ended on September 25, 2019. The series is being simulcast with English subtitles outside of Asia by Crunchyroll. This makes it the first series in the Yu-Gi-Oh! franchise to receive an official simulcast alongside its Japanese broadcast. A localized English adaptation was produced by Konami Cross Media NY. The pilot episode was previewed along with a digitally remastered screening of Yu-Gi-Oh! The Movie: Pyramid of Light on March 11, 2018 and March 12, 2018 in the US, and on June 13, 2018 in the UK. The English dub began airing on Teletoon in Canada on September 1, 2018, and on 9Go! in Australia on April 6, 2019. In November 2020, Cinedigm announced that the streaming service Pluto TV has secured exclusive rights in multiple territories, including the United States and Latin America, to VRAINS. Pluto TV would launch a channel dedicated to the Yu-Gi-Oh! franchise, featuring episodes from the entire Yu-Gi-Oh! Duel Monsters metaseries, including VRAINS, available in English and dubbed in multiple languages. == Trading Card Game == Yu-Gi-Oh! VRAINS introduces new gameplay elements to the Yu-Gi-Oh! Trading Card Game. With the release of the "Link Strike Starter Deck", it introduced the New Master Rules (also known as Master Rule 4 in some countries) to the competitive field of play. Now, only one monster can be summoned directly from each player's Extra Deck at a time, which is placed in one of the two new zones in the middle of the field called the "Extra Monster Zone". Complementing this new gameplay element are the new Link Monsters, honey-comb blue colored monsters that go into your Extra Deck. They do not have "Levels" or "Ranks", but instead have a "Link Rating", which indicates the number of arrows on the card and the required number of monsters required to summon them. A Link Monster's Link Rating can also be used as a number of materials for a Link Summon depending on their rating, subtracted from the Link Monster the player wishes to summon. Link Monsters have a number of Link Arrows equal to their Link Rating that point either vertically, horizontally, and/or diagonally. These Link Arrows that point to an empty Main Monster Zone allow the player to summon monsters from the Extra Deck, which include face-up Pendulum Monsters. The two Pendulum Zones have been moved to the far ends of the Spell & Trap Zones, though they also double as regular Spell & Trap Zones should the player wish not to use them. In 2019, a new format exclusive to the TCG was introduced separate from the main game, known as Speed Duels. The rules are similar to the main game and parallel the formatting used in the mobile game Duel Links. A format meant as a beginner's introduction to the basics, both the field and each player's decks have been drastically simplified to reflect that. Decks contain only 20-30 cards, each player gets only three Main Monster zones, and a turn will immediately end following the Battle Phase. Exclusive to Speed Duels, each player is allowed one Skill Card, which a player places face down during the beginning of a duel and can use anytime. == Reception == The series ranked 52 in Tokyo Anime Award Festival in Best 100 TV Anime 2017 category. The series' rank rose up to 8 in the same award in 2020 with 28,369 votes.

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  • Vibe coding

    Vibe coding

    Vibe coding is a software development practice assisted by artificial intelligence (AI) where the software developer describes a project or task in a prompt to a large language model (LLM), which generates source code automatically. Vibe coding may involve accepting AI-generated code without thorough review of the output, instead relying on results and follow-up prompts to guide changes. The term was coined in February 2025 by computer scientist Andrej Karpathy, a co-founder of OpenAI and former AI leader at Tesla. Merriam-Webster listed the term in March 2025 as a "slang & trending" expression. It was named the Collins English Dictionary Word of the Year for 2025. Advocates of vibe coding say that it allows even amateur programmers to produce software without the extensive training and skills required for software engineering. Critics point out a lack of accountability, maintainability, and the increased risk of introducing security vulnerabilities in the resulting software. == Definition == The concept refers to a coding approach that relies on LLMs, allowing programmers to generate working code by providing natural language descriptions rather than manually writing in a formal programming language. Karpathy described it as a form of coding where you "fully give in to the vibes, embrace exponentials, and forget that the code even exists". When vibe coding, the programmer guides, tests, and gives feedback about the AI-generated source code, rather than manually writing code. The concept of vibe coding elaborates on Karpathy's claim from 2023 that "the hottest new programming language is English", meaning that the capabilities of LLMs were such that humans would no longer need to learn specific programming languages to command computers. Some commentators argue that a key to the definition is a lack of knowledge about the code, and that thorough review and testing is incompatible with the definition of vibe coding. Programmer Simon Willison said: "If an LLM wrote every line of your code, but you've reviewed, tested, and understood it all, that's not vibe coding in my book—that's using an LLM as a typing assistant." == Reception and use == In February 2025, New York Times journalist Kevin Roose, who is not a professional coder, experimented with vibe coding to create several small-scale applications. He described these as "software for one" due to the ability to personalize the software. However, Roose also stated that the results are often limited and prone to errors. In one case, the AI-generated code fabricated fake reviews for an e-commerce site. In response to Roose, cognitive scientist Gary Marcus said that the algorithm that generated Roose's LunchBox Buddy app had presumably been trained on existing code for similar tasks. Marcus said that Roose's enthusiasm stemmed from reproduction, not originality. In March 2025, Y Combinator reported that 25% of startup companies in its Winter 2025 batch had codebases that were 95% AI-generated, reflecting a shift toward AI-assisted development within newer startups. The question asked was about AI-generated code in general, and not specifically about vibed code. Inspired by "vibe coding", The Economist suggested the term "vibe valuation" to describe the very large valuations of AI startups by venture capital firms that ignore accepted metrics such as annual recurring revenue. In June 2025, Andrew Ng took issue with the term, saying that it misleads people into assuming that software engineers just "go with the vibes" when using AI tools to create applications. In July 2025, The Wall Street Journal reported that vibe coding was being adopted by professional software engineers for commercial use cases. In July 2025, SaaStr founder documented his negative experiences with vibe coding: Replit's AI agent deleted a database despite explicit instructions not to make any changes. In September 2025, Fast Company reported that the "vibe coding hangover" is upon us, with senior software engineers citing "development hell" when working with AI-generated code. It was reported in January 2026 that Linus Torvalds had made use of Google Antigravity to vibe code a tool component of his AudioNoise random digital audio effects generator. Torvalds explained in the project's README file that "the Python visualizer tool has been basically written by vibe-coding". == Criticism == === Quality of code and security issues === Vibe coding has raised concerns about understanding and accountability. Developers may use AI-generated code without comprehending its functionality, leading to undetected bugs, errors, or security vulnerabilities. While this approach may be suitable for prototyping or "throwaway weekend projects" as Karpathy originally envisioned, it is considered by some experts to pose risks in professional settings, where a deep understanding of the code is crucial for debugging, maintenance, and security. Ars Technica cites Simon Willison, who stated: "Vibe coding your way to a production codebase is clearly risky. Most of the work we do as software engineers involves evolving existing systems, where the quality and understandability of the underlying code is crucial." In May 2025, Lovable, a Swedish vibe coding app, was reported to have security vulnerabilities in the code it generated, with 170 out of 1,645 Lovable-created web applications having an issue that would allow personal information to be accessed by anyone. In October 2025 Veracode released a study that showed that over the last 3 years LLMs had become dramatically better at generating functional code, but that the security of generated code had generally not improved. Moreover, larger models were not better than small ones at generating secure code. There was a small increase in security from the OpenAI reasoning models, but not in other reasoning models, and this increase was nothing like the improvement in generated functionality. In December 2025, computer security researcher Etizaz Mohsin discovered a security flaw in the Orchids vibe coding platform, which he demonstrated to a BBC News reporter in February 2026. A December 2025 analysis by CodeRabbit of 470 open-source GitHub pull requests found that code that was co-authored by generative AI contained approximately 1.7 times more "major" issues compared to human-written code. The study revealed that AI co-authored code showed elevated rates of logic errors, including incorrect dependencies, flawed control flow, misconfigurations (75% more common), and security vulnerabilities (2.74x higher). Additionally, they also reported high code readability issues, including formatting errors and naming inconsistencies. === Code maintainability and technical debt === Vibe coding has the potential of making code harder to maintain in the longer term, leading to technical debt. In early 2025, GitClear published the results of a longitudinal analysis of 211 million lines of code changes from 2020 to 2024. They found that the volume of code refactoring dropped from 25% of changed lines in 2021 to under 10% by 2024, code duplication increased approximately four times in volume, copy-pasted code exceeded moved code for the first time in two decades, and code churn (prematurely merged code getting rewritten shortly after merging) nearly doubled. === Task complexity and developer productivity === Generative AI is highly capable of handling simple tasks like basic algorithms. However, such systems struggle with more novel, complex coding problems like projects involving multiple files, poorly documented libraries, or safety-critical code. In July 2025, METR, an organization that evaluates frontier models, ran a randomized controlled trial to understand developer productivity involving generative AI programming tools available in early 2025. They found that experienced open-source developers were 19% slower when using AI coding tools, despite predicting they would be 24% faster and still believing afterward they had been 20% faster. === Challenges with debugging === LLMs generate code dynamically, and the structure of such code may be subject to variation. In addition, since the developer did not write the code, the developer may struggle to understand its syntax and concepts. === Impact on open-source software === In January 2026, a paper authored by experts from several universities titled "Vibe Coding Kills Open Source" argued that vibe coding has negative impact on the open-source software ecosystem. The authors say that increased vibe coding reduces user engagement with open-source maintainers, which has hidden costs for said maintainers. Speaking with The Register about their paper, the authors argued:"Vibe coding raises productivity by lowering the cost of using and building on existing code, but it also weakens the user engagement through which many maintainers earn returns," the authors argue. "When OSS is monetized only through direct user engagement, greater adoption of vibe coding lowers e

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  • Mark I Perceptron

    Mark I Perceptron

    The Mark I Perceptron was a pioneering supervised image classification learning system developed by Frank Rosenblatt in 1958. It was the first implementation of an artificial intelligence (AI) machine. It differs from the Perceptron which is a software architecture proposed in 1943 by Warren McCulloch and Walter Pitts, which was also employed in Mark I, and enhancements of which have continued to be an integral part of cutting edge AI technologies like the Transformer. == Architecture == The Mark I Perceptron was organized into three layers: A set of sensory units which receive optical input A set of association units, each of which fire based on input from multiple sensory units A set of response units, which fire based on input from multiple association units The connection between sensory units and association units were random. The working of association units was very similar to the response units. Different versions of the Mark I used different numbers of units in each of the layers. == Capabilities == In his 1957 proposal for funding for development of the "Cornell Photoperceptron", Rosenblatt claimed:"Devices of this sort are expected ultimately to be capable of concept formation, language translation, collation of military intelligence, and the solution of problems through inductive logic."With the first version of the Mark I Perceptron as early as 1958, Rosenblatt demonstrated a simple binary classification experiment, namely distinguishing between sheets of paper marked on the right versus those marked on the left side. One of the later experiments distinguished a square from a circle printed on paper. The shapes were perfect and their sizes fixed; the only variation was in their position and orientation. The Mark I Perceptron achieved 99.8% accuracy on a test dataset with 500 neurons in a single layer. The size of the training dataset was 10,000 example images. It took 3 seconds for the training pipeline to go through a single image. Higher accuracy was observed with thick outline figures compared to solid figures, likely because outline figures reduced overfitting. Another experiment distinguished between a square and a diamond for which 100% accuracy was achieved with only 60 training images, with a Perceptron having 1,000 neurons in a single layer. The time taken to process each training input for this larger perceptron was 15 seconds. The only variation was in position of the image, since rotation would have been ambiguous. In that same experiment, it could distinguish between the letters X and E with 100% accuracy when trained with only 20 images (10 images of each letter). Variations in the images included both position and rotation by up to 30 degrees. When variation in rotation was increased to any angle (both in training and test datasets), the accuracy reduced to 90% with 60 training images (30 images of each letter). For distinguishing between the letters E and F, a more challenging problem due to their similarity, the same 1,000 neuron perceptron achieved an accuracy of more than 80% with 60 training images. Variation was only in the position of the image, with no rotation.

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  • C-RAN

    C-RAN

    C-RAN (Cloud-RAN), also referred to as Centralized-RAN, is an architecture for cellular networks. C-RAN is a centralized, cloud computing-based architecture for radio access networks that supports 2G, 3G, 4G, 5G and future wireless communication standards. Its name comes from the four 'C's in the main characteristics of C-RAN system, "Clean, Centralized processing, Collaborative radio, and a real-time Cloud Radio Access Network". == Background == Traditional cellular, or Radio Access Networks (RAN), consist of many stand-alone base stations (BTS). Each BTS covers a small area, whereas a group BTS provides coverage over a continuous area. Each BTS processes and transmits its own signal to and from the mobile terminal, and forwards the data payload to and from the mobile terminal and out to the core network via the backhaul. Each BTS has its own cooling, back haul transportation, backup battery, monitoring system, and so on. Because of limited spectral resources, network operators 'reuse' the frequency among different base stations, which can cause interference between neighboring cells. There are several limitations in the traditional cellular architecture. First, each BTS is costly to build and operate. Moore's law helps reduce the size and power of an electrical system, but the supporting facilities of the BTS are not improved quite as well. Second, when more BTS are added to a system to improve its capacity, interference among BTS is more severe as BTS are closer to each other and more of them are using the same frequency. Third, because users are mobile, the traffic of each BTS fluctuates (called 'tide effect'), and as a result, the average utilization rate of individual BTS is pretty low. However, these processing resources cannot be shared with other BTS. Therefore, all BTS are designed to handle the maximum traffic, not average traffic, resulting in a waste of processing resources and power at idle times. == Evolution of base station architecture == === All-in-one macro base station === In the 1G and 2G cellular networks, base stations had an all-in-one architecture. Analog, digital, and power functions were housed in a single cabinet as large as a refrigerator. Usually the base station cabinet was placed in a dedicated room along with all necessary supporting facilitates such as power, backup battery, air conditioning, environment surveillance, and backhaul transmission equipment. The RF signal is generated by the base station RF unit and propagates through pairs of RF cables up to the antennas on the top of a base station tower or other mounting points. This all-in-one architecture was mostly found in macro cell deployments. === Distributed base station === For 3G, a distributed base station architecture was introduced by Ericsson, Nokia, Huawei, and other leading telecom equipment vendors. In this architecture the radio function unit, also known as the remote radio head (RRH), is separated from the digital function unit, or baseband unit (BBU) by fiber. Digital baseband signals are carried over fiber, using the Open Base Station Architecture Initiative (OBSAI) or Common Public Radio Interface (CPRI) standard. The RRH can be installed on the top of tower close to the antenna, reducing the loss compared to the traditional base station where the RF signal has to travel through a long cable from the base station cabinet to the antenna at the top of the tower. The fiber link between RRH and BBU also allows more flexibility in network planning and deployment as they can be placed a few hundred meters or a few kilometers away. Most modern base stations now use this decoupled architecture. === C-RAN/Cloud-RAN === C-RAN may be viewed as an architectural evolution of the above distributed base station system. It takes advantage of many technological advances in wireless, optical and IT communications systems. For example, it uses the latest CPRI standard, low cost Coarse or Dense Wavelength Division Multiplexing (CWDM/ DWDM) technology, and mmWave to allow transmission of baseband signal over long distance thus achieving large scale centralised base station deployment. It applies recent Data Centre Network technology to allow a low cost, high reliability, low latency and high bandwidth interconnect network in the BBU pool. It utilizes open platforms and real-time virtualization technology rooted in cloud computing to achieve dynamic shared resource allocation and support multi-vendor, multi-technology environments. == Architecture overview == C-RAN architecture has the following characteristics that are distinct from other cellular architectures: Large scale centralized deployment: Allows many RRHs to connect to a centralized BBU pool. The maximum distance can be 20km in fiber link for 4G (LTE/LTE-A) systems, and even longer distances (40~80km) for 3G (WCDMA/TD-SCDMA) and 2G (GSM/CDMA) systems. Native support to Collaborative Radio technologies: Any BBU can talk with any other BBU within the BBU pool with very high bandwidth (10 Gbit/s and above) and low latency (10 μs level). This is enabled by the interconnection of BBUs in the pool. This is one major difference from BBU Hotelling, or base station Hotelling; in the latter case, the BBUs of different base stations are simply stacked together and have no direct link between them to allow physical layer co-ordination. Real-time virtualization capability based on open platform: This is different from traditional base stations built on proprietary hardware, where the software and hardware are close-sourced and provided by single vendors. In contrast, a C-RAN BBU pool is built on open hardware, like x86/ARM CPU based servers, and interface cards that handle fiber links to RRHs and inter-connections in the pool. Real-time virtualization ensures that resources in the pool can be allocated dynamically to base station software stacks, say 4G/3G/2G function modules from different vendors, according to network load. However, to satisfy the strict timing requirements of wireless communication systems, the real-time performance for C-RAN is at the level of tens of microseconds, which is two orders of magnitude better than the millisecond level 'real-time' performance usually seen in Cloud Computing environments. == Similar architecture and systems == KT, a telecom operator in the Republic of Korea, introduced a Cloud Computing Center (CCC) system in their 3G (WCDMA/HSPA) and 4G (LTE/LTE-A) network in 2011 and 2012. The concept of CCC is basically the same as C-RAN. SK Telecom has also deployed Smart Cloud Access Network (SCAN) and Advanced-SCAN in their 4G (LTE/LTE-A) network in Korea no later than 2012. In 2014, Airvana (now CommScope) introduced OneCell, a C-RAN-based small cell system designed for enterprises and public spaces. == Competing architectures in cellular network evolution == === All-in-one BTS === One major alternative solution that is addressing similar challenges of RAN, is the small size, all-in-one outdoor BTS. Thanks to the achievements in the semiconductor industry, all the functionality of a BTS, including RF, baseband processing, MAC processing and package level processing, can now be implemented in a volume of <50 liters. This makes the system small and weatherproof, reduces the difficulty of BTS site choice and construction, eliminates the air conditioning requirement, and thus reduces operational costs. However, because each BTS is still working on its own, it cannot readily make use of the collaboration algorithms to reduce the interference between neighboring BTSs. It is also relatively hard to upgrade or repair because the all-in-one BTS units are usually mounted near the antenna. More processing units in less-protected environments also implies a higher failure rate compared to C-RAN, which only has the RRU deployed outdoors. The advantage of Cloud RAN lies in its ability to implement LTE-Advanced features such as Coordinated MultiPoint (CoMP) with very low latency between multiple radio heads. However, the economic benefit of improvements such as CoMP can be negated by the higher backhaul costs for some operators. === Small cell === The main competition between small cell and C-RAN occurs in two deployment scenarios: outdoor hotspot coverage and indoor coverage. == Academic research and publications == As one of the promising evolution paths for future cellular network architecture, C-RAN has attracted high academic research interest. Meanwhile, because the native support of cooperative radio capability built into the C-RAN architecture, it also enables many advanced algorithms that were hard to implement in cellular networks, including Cooperative Multi-Point Transmission/Receiving, Network Coding, etc. In October 2011, Wireless World Research Forum 27 was hosted in Germany, when China Mobile was invited to give a C-RAN presentation. In August 2012, IEEE C-RAN 2012 workshop was hosted in Kunming, China. CRC Press published a book, "Green Communications: Theore

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  • The Machine That Won the War (short story)

    The Machine That Won the War (short story)

    "The Machine That Won the War" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the October 1961 issue of The Magazine of Fantasy & Science Fiction, and was reprinted in the collections Nightfall and Other Stories (1969) and Robot Dreams (1986). It was also printed in a contemporary edition of Reader's Digest, illustrated. It is one of a loosely connected series of such stories concerning a fictional supercomputer called Multivac. == Plot summary == Three influential leaders of the human race meet in the aftermath of a successful war against the Denebians. Discussing how the vast and powerful Multivac computer was a decisive factor in the war, each of the men admits that in fact, he falsified his part of the decision process because he felt that the situation was too complex to follow normal procedures. John Henderson, Multivac's Chief Programmer, admits that he altered the data being fed to Multivac, since the populace could not be trusted to report accurate information in the current situation. Max Jablonski then admits that he altered the data that Multivac produced, since he knew that Multivac was not in good working order due to manpower and spare parts shortage. Finally, Lamar Swift, executive director of the Solar Federation, reveals that he had not trusted the reports produced by Multivac, and had made the final decisions purely on the toss of a coin.

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  • Libby Heaney

    Libby Heaney

    Libby Heaney is a British artist and quantum physicist known for her pioneering work on AI and quantum computing. She works on the impact of future technologies and is widely known to be the first artist to use quantum computing as a functioning artistic medium. Her work has been featured internationally, including in the Victoria and Albert Museum, Tate Modern and the Science Gallery. == Early life and scientific career == Heaney is from Tamworth, Staffordshire. She lived in Amington, and went to Greenacres Primary School and Woodhouse High School, now called Landau Forte Academy Amington. She took her GCSEs in 1999. She studied physics at Imperial College London, graduating in 2005 with first class honours. Libby pursued a successful career in quantum physics, completing a PhD thesis on mode entanglement in ultra-cold atomic gases at the University of Leeds, and pursued her own research as a postdoctoral fellow at the University of Oxford and at the National University of Singapore. In 2008, Heaney was awarded the Institute of Physics Very Early Career Woman in Physics Award (now Jocelyn Bell Burnell Medal and Prize). == Artistic career == In 2013 Heaney returned to the UK and completed a master's degree at the University of the Arts London. She studied arts and science at Central Saint Martins and graduated in 2015. She then became a lecturer at the Royal College of Art, teaching Information Experience Design. In 2016, she created Lady Chatterley's Tinderbot which presented Tinder conversations between real users and AI bots programmed using Lady Chatterley's Lover. Lady Chatterley's Tinderbot was covered by BBC News, TheJournal.ie and the Irish Examiner and was exhibited internationally. In 2017, Heaney was commissioned by Sky Arts and the Barbican Centre to design Britbot, an internet bot built using artificial intelligence and the citizenship book Life in the UK: a guide for new residents. The book, a manual for the citizenship test, has been described by Heaney as being "largely a white male privileged version of British history and culture". The bot spoke to the public about what it meant to be British and learnt from their responses to become an ever changing, plural version of Britishness. She was awarded an Arts Council England grant to widen participation of the Britbot to social media. Heaney has exhibited Britbot at the Victoria and Albert Museum, at CogX, the Sheffield Documentary Festival the Edinburgh TV festival, and Art Ai in Leicester. She has been creating with quantum computing since 2019, and has created artworks using quantum computing for Light Art Space (LAS) in Berlin, Somerset House and arebyte in London. Using quantum code, storytelling, and immersive installations and performances, Libby Heaney's works such as Ent- and slimeqore explore and warn against the double-edged potential of quantum computing and its exploitation by private companies. In 2022, Ent- received the Lumen Prize immersive environment award. == Major works == === Ent- and The Evolution of Ent-: QX (2022) === In 2022, Libby Heaney was commissioned by Light Art Space to create Ent-, a 360 immersive installation that revisits Bosch's Garden of Earthly Delights through quantum. The work uses quantum computing as both a medium and a paradigm through which to conceive human and non-human relations. Ent- was exhibited at LAS, Ars Electronica, and arebyte gallery in London. The work was also modified to fit a full dome projection at the Deutsches Museum in Munich, projected onto a public facade in Seoul, and turned into a playable version for an exhibition at Nahmad Contemporary in New York. In 2022, Ent- was a winner in the Art Science Category of the Falling Walls prize and received the Lumen Prize immersive environment award. The Evolution of Ent-:QX, first displayed at arebyte gallery in London, builds on Ent- and imagines a fictional quantum computing company (QX) that appropriates, parodies and subverts the language of big tech in order to educate the viewer on current profit-oriented uses of quantum computing as well as propose new ways to think about and use the technology. In 2023, Ent- was acquired and displayed by the 0xCollection, a new media arts institution based in Basel, in their inaugural exhibition in Prague. === Touch is response-ability (2020) === Touch is response-ability is an instagram performance and touch screen installation where participants activate animations by flicking through instagram stories. The performance investigates representations of the female body in art history and through computer vision to see how stereotypes are socially constructed and maintained. Images of the body are passed through a quantum algorithm, and as the users interact with them they progressively become fragmented and dissolve beyond recognition. The work was originally commissioned by Hervisions at LUX in 2020 and performed on the LUX instagram account. It was also exhibited at Etopia Zaragoza in 2021 and at Art SG with Gazelli Art House in 2023. === Lady Chatterley's Tinderbot (2016) === In Lady Chatterley's Tinderbot, Libby Heaney programmed a bot to engage in conversations on Tinder by using lines from the 1928 novel Lady Chatterley's Lover, by D.H. Lawrence. The work was first shown as an interactive installation in 2016 at the Dublin Science Gallery, allowing visitors to swipe left or right to navigate through various conversations. Lady Chatterley's Tinderbot was also exhibited at Sonar+D in Barcelona (2017), the Telefonica Fundacion in Lima (2017), the Lowry in Salford (2018), RMIT gallery in Melbourne (2021), Microwave Festival in Hong Kong (2022) and was shortlisted for the HEK-Basel Net-based art award in 2018. == Selected exhibitions == 2023 - Synesthetic Immersion, 0xCollection, Prague 2023 - slimeQrawl, Shoreditch Arts Club, London 2023 - ...and that's only (half) the story, PLUS ONE Gallery, Antwerp 2023–Present Futures Festival, Centre of Contemporary Art, Glasgow 2023 - Realtime: Lilypads: Mediating Exponential Systems, NXT Museum, Amsterdam 2023 - My Rhino is not a Myth, Art Encounters Biennial, Timisoara 2023 - Ent-er the Garden of Forking Paths, Gazelli Art House, London 2023 - Energeia, Etopia, Zaragoza 2022 - Every Kind of Wind: Calder and the 21st Century, Nahmad Contemporary, New York 2022 - remiQXing still, Fiumano Clase, London 2022 - the Evolution of Ent-: QX, arebyte, London 2022 - Ent-, Light Art Space x Schering Stiftung, Berlin 2022 - Among the Machines, Zabludowicz Collection, London 2022 - BioMedia, ZKM, Karlsruhe 2021 - CASCADE, Southbank Centre, London 2021 - Agency is the Ability to Act, Holden Gallery, Manchester 2021 - BIAS, Science Gallery, Dublin 2021 - Ars Electronica, Linz 2021 - AI & Music, S+T+ARTS & Sonar Festival, CCCB, Barcelona 2020 - Real Time Constraints, arebyte, London 2019 - Euro(re)visions, Goethe Institut, London 2019 - Higher Resolutions with Hyphen Labs, Tate Modern, London 2019 - Open Fest with Sky Arts, Barbican, London 2018 - Digital Design Weekend, V&A, London 2018 - FAKE, Science Gallery, Dublin 2017 - Ars Electronica, Linz 2017 - Entangled: Quantum Computer Art, Royal College of Art, London 2017 - Humans Need Not Apply, Science Gallery, Dublin == Awards and honours == Her awards include: 2022 - Lumen Prize, BCS Immersive Environment Award (for Ent-) 2022 - Mozilla Foundation Creative Media Award, USA 2022 - nominated for the S+T+ARTS prize 2021 - Adaptation Award, Artquest, London 2021 - British Council Amplify Collaboration Award 2018 - Arts Council England, National Lottery Project Grant 2018 - HeK Basel Net Based Art Award (shortlisted for Tinderbot)

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