AI Code Janitor

AI Code Janitor — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Adobe GoLive

    Adobe GoLive

    Adobe GoLive was a WYSIWYG HTML editor and web site management application from Adobe Systems. It replaced Adobe PageMill as Adobe's primary HTML editor and was itself discontinued in favor of Dreamweaver. The last version of GoLive that Adobe released was GoLive 9. == History == GoLive originated as the flagship product of a company named GoNet Communication, Inc. then based in Menlo Park, California, and the development company GoNet Communications GmbH in Hamburg, Germany, in 1996. Later GoNet changed its name to GoLive Systems, Inc, and the name of its product to GoLive CyberStudio. Adobe acquired GoLive in 1999 and re-branded the GoLive CyberStudio product to what became Adobe GoLive. Adobe took over the Hamburg office as an Adobe development site to continue to develop the product. At the time of the acquisition, CyberStudio was a Macintosh-only application. In the spring of 1999 Adobe released Adobe GoLive for both Macintosh and Microsoft Windows. The first versions of Dreamweaver and CyberStudio were released in a similar timeframe. However, Dreamweaver eventually became the dominant WYSIWYG HTML editor in market share. After the Adobe acquisition of Macromedia (the company that had owned Dreamweaver), GoLive was progressively re-targeted toward Adobe's traditional design market, and the product became better integrated with Adobe's existing suite of design-oriented software products and less focused on the professional web development market. The Adobe CS2 Premium suite contained GoLive CS2. With the release of Creative Suite 3, Adobe integrated Dreamweaver as a replacement for GoLive and released GoLive 9 as a standalone product. In April 2008, Adobe announced that sales and development of GoLive would cease in favor of Dreamweaver. == General description and distinctive aspects == GoLive incorporated a largely modeless workflow that relied heavily on drag-and-drop. Most user interaction was done via a contextual inspector rather than the modal workflow found in Dreamweaver. Among its features were a separate editor for tables that supported nesting, and a two-dimensional panel for applying CSS styles to elements. GoLive supported drag-and-drop of native Adobe Photoshop and Adobe Illustrator files via what the company called "Smart Objects", which then automatically guided the user through saving those files in web-supported formats. Updates to the original Photoshop or Illustrator assets were automatically tracked by GoLive. It also implemented a tool called "Components" which allowed updates to interface elements throughout a site to be updated globally by changing one single file. As a website management tool, GoLive allowed users to transfer and publish content directly from within the application, and allowed individual files to be excluded from uploading. == Features == One of the new features of GoLive version 5 was Dynamic Link, which was a method of creating dynamic, database-driven web content without the need to know a server-side language and with full WYSIWYG support in the GoLive user interface. GoLive had a powerful set of extensibility API which could be used to add additional functionality to the product. The GoLive SDK provided interfaces which allowed developers to use a combination of XML, JavaScript and C/C++ to create plugins for the product. The extensibility API allowed developers access to custom drawing and event handling using JavaScript, as well as a full JavaScript debugger and command line interpreter. This allowed intermediate-level developers using interpreted JavaScript to create sophisticated user interfaces. == Language and framework structure == Adobe GoLive is coded in the C++ programming language. It uses a custom C++ framework called SCL (Simple Class Library) which was initially built from scratch by the engineers at GoLive Systems Inc. The SCL framework was also used in the short-lived Adobe Atmosphere 3D software. == Release history == As the final version, GoLive 9 was discontinued in April 2008.

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  • New Classification Scheme for Chinese Libraries

    New Classification Scheme for Chinese Libraries

    The New Classification Scheme for Chinese Libraries is a system of library classification developed by Lai Yung-hsiang since 1956. It is modified from "A System of Book Classification for Chinese Libraries" of Liu Guojun, which is based on the Dewey Decimal System. The scheme is developed for Chinese books and commonly used in Taiwan, Hong Kong and Macau. == Main classes == 000 Generalities 100 Philosophy 200 Religion 300 Sciences 400 Applied sciences 500 Social sciences 600 History of China and Geography of China 700 World history and Geography 800 Linguistics and Literature 900 Arts == Outline of the classification tables == 000 Generalities 000 Special collections 010 Bibliography; Literacy (Documentation) 020 Library and information science; Archive management 030 Sinology 040 General encyclopedia 050 Serial publications; Periodicals 060 General organization; Museology 070 General collected essays 080 General series 090 Collected Chinese classics 100 Philosophy 100 Philosophy: general 110 Thought; Learning 120 Chinese philosophy 130 Oriental philosophy 140 Western philosophy 150 Logic 160 Metaphysics 170 Psychology 180 Esthetics (Aesthetics) 190 Ethics 200 Religion 200 Religion: general 210 Science of religion 220 Buddhism 230 Taoism 240 Christianity 250 Islam (Mohammedanism) 260 Judaism 270 Other religions 280 Mythology 290 Astrology; Superstition 300 Sciences 300 Sciences: general 310 Mathematics 320 Astronomy 330 Physics 340 Chemistry 350 Earth science; Geology 360 Biological science 370 Botany 380 Zoology 390 Anthropology 400 Applied sciences 400 Applied sciences: general 410 Medical sciences 420 Home economics 430 Agriculture 440 Engineering 450 Mining and metallurgy 460 Chemical engineering 470 Manufacture 480 Commerce: various business 490 Commerce: administration and management 500 Social sciences 500 Social sciences: general 510 Statistics 520 Education 530 Rite and custom 540 Sociology 550 Economy 560 Finance 570 Political science 580 Law; Jurisprudence 590 Military science 600-700 History and geography 600 History and geography: General History and geography of China 610 General history of China 620 Chinese history by period 630 History of Chinese civilization 640 Diplomatic history of China 650 Historical sources 660 Geography of China 670 Local history 680 Topical topography 690 Chinese travels World history and geography 710 World: general history and geography 720 Oceans and seas 730 Asia: history and geography 740 Europe: history and geography 750 America: history and geography 760 Africa: history and geography 770 Oceania: history and geography 780 Biography 790 Antiquities and archaeology 800 Linguistics and literature 800 Linguistics: general 810 Literature: general 820 Chinese literature 830 Chinese literature: general collections 840 Chinese literature: individual works 850 Various Chinese literature 860 Oriental literature 870 Western literature 880 Other countries literatures 890 Journalism 900 Arts 900 Arts: general 910 Music 920 Architecture 930 Sculpture 940 Drawing and painting; Calligraphy 950 Photography; Computer art 960 Decorative arts 970 Arts and Crafts movement 980 Theatre 990 Recreation and leisure

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  • Ian Goodfellow

    Ian Goodfellow

    Ian J. Goodfellow (born 1987) is an American computer scientist, engineer, and executive, most noted for his work on artificial neural networks and deep learning. He is a research scientist at Google DeepMind, was previously employed as a research scientist at Google Brain and director of machine learning at Apple as well as one of the first employees at OpenAI, and has made several important contributions to the field of deep learning, including the invention of the generative adversarial network (GAN). Goodfellow co-wrote, as the first author, the textbook Deep Learning (2016) and wrote the chapter on deep learning in the authoritative textbook of the field of artificial intelligence, Artificial Intelligence: A Modern Approach (used in more than 1,500 universities in 135 countries). == Education == Goodfellow obtained his BSc and MSc in computer science from Stanford University under the supervision of Andrew Ng, and his PhD in machine learning from the Université de Montréal in February 2015, under the supervision of Yoshua Bengio and Aaron Courville. Goodfellow's thesis is titled Deep learning of representations and its application to computer vision. == Career == After graduation, Goodfellow joined Google as part of the Google Brain research team. In March 2016, he left Google to join the newly founded OpenAI research laboratory. 11 months later, in March 2017, Goodfellow returned to Google Research, but left again in 2019. In 2019, Goodfellow joined Apple as director of machine learning in the Special Projects Group. He resigned from Apple in April 2022 to protest Apple's plan to require in-person work for its employees. Shortly after, Goodfellow then joined Google DeepMind as a research scientist. In 2025, Goodfellow left Google. As of July 2026, based on information on Goodfellow's LinkedIn profile, he is co-founding a startup company. == Research == Goodfellow is best known for inventing generative adversarial networks (GANs), using deep learning to generate images. This approach uses two neural networks to competitively improve an image's quality. A “generator” network creates a synthetic image based on an initial set of images such as a collection of faces. A “discriminator” network tries to determine whether images are authentic or created by the generator. The generate-detect cycle is repeated. For each iteration, the generator and the discriminator use the other's feedback to improve or detect the generated images, until the discriminator can no longer distinguish between generated and authentic images. However, GANs have also been used to create deepfakes. At Google, Goodfellow developed a system enabling Google Maps to automatically transcribe addresses from photos taken by Street View cars and demonstrated security vulnerabilities of machine learning systems. == Recognition == In 2017, Goodfellow was cited in MIT Technology Review's 35 Innovators Under 35. In 2019, he was included in Foreign Policy's list of 100 Global Thinkers.

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  • Future of Life Institute

    Future of Life Institute

    The Future of Life Institute (FLI) is a nonprofit organization which aims to steer transformative technology towards benefiting life and away from large-scale risks, with a focus on existential risk from advanced artificial intelligence (AI). FLI's work includes grantmaking, educational outreach, and advocacy within the United Nations, United States government, and European Union institutions. The founders of the Institute include MIT cosmologist Max Tegmark, UCSC cosmologist Anthony Aguirre, and Skype co-founder Jaan Tallinn. == Purpose == FLI's stated mission is to steer transformative technology towards benefiting life and away from large-scale risks. FLI's philosophy focuses on the potential risk to humanity from the development of human-level or superintelligent artificial general intelligence (AGI), but also works to mitigate risk from biotechnology, nuclear weapons and global warming. == History == === Founding === FLI was founded in March 2014 by MIT cosmologist Max Tegmark, Skype co-founder Jaan Tallinn, DeepMind research scientist Viktoriya Krakovna, Tufts University postdoctoral scholar Meia Chita-Tegmark, and UCSC physicist Anthony Aguirre. === Activism === Starting in 2017, FLI has offered an annual "Future of Life Award", with the first awardee being Vasili Arkhipov. The same year, FLI released Slaughterbots, a short arms-control advocacy film. FLI released a sequel in 2021. In 2018, FLI drafted a letter calling for "laws against lethal autonomous weapons". Signatories included Elon Musk, Demis Hassabis, Shane Legg, and Mustafa Suleyman. In January 2023, Swedish magazine Expo reported that the FLI had offered a grant of $100,000 to a foundation set up by Nya Dagbladet, a Swedish far-right online newspaper. In response, Tegmark said that the institute had only become aware of Nya Dagbladet's positions during due diligence processes a few months after the grant was initially offered, and that the grant had been immediately revoked. === Open letter on an AI pause === In March 2023, FLI published a letter titled "Pause Giant AI Experiments: An Open Letter". This called on major AI developers to agree on a verifiable six-month pause of any systems "more powerful than GPT-4" and to use that time to institute a framework for ensuring safety; or, failing that, for governments to step in with a moratorium. The letter said: "recent months have seen AI labs locked in an out-of-control race to develop and deploy ever more powerful digital minds that no-one - not even their creators - can understand, predict, or reliably control". The letter referred to the possibility of "a profound change in the history of life on Earth" as well as potential risks of AI-generated propaganda, loss of jobs, human obsolescence, and society-wide loss of control. Prominent signatories of the letter included Elon Musk, Steve Wozniak, Evan Sharp, Chris Larsen, and Gary Marcus; AI lab CEOs Connor Leahy and Emad Mostaque; politician Andrew Yang; deep-learning researcher Yoshua Bengio; and Yuval Noah Harari. Marcus stated "the letter isn't perfect, but the spirit is right." Mostaque stated, "I don't think a six month pause is the best idea or agree with everything but there are some interesting things in that letter." In contrast, Bengio explicitly endorsed the six-month pause in a press conference. Musk predicted that "Leading AGI developers will not heed this warning, but at least it was said." Some signatories, including Musk, said they were motivated by fears of existential risk from artificial general intelligence. Some of the other signatories, such as Marcus, instead said they signed out of concern about risks such as AI-generated propaganda. The authors of one of the papers cited in FLI's letter, "On the Dangers of Stochastic Parrots: Can Language Models Be Too Big?" including Emily M. Bender, Timnit Gebru, and Margaret Mitchell, criticised the letter. Mitchell said that “by treating a lot of questionable ideas as a given, the letter asserts a set of priorities and a narrative on AI that benefits the supporters of FLI. Ignoring active harms right now is a privilege that some of us don’t have.” === Open letter on prohibiting superintelligence === In October 2025, another letter, the "Statement on Superintelligence", was published. It called for a prohibition on the development of superintelligence not lifted before there is "broad scientific consensus that it will be done safely and controllably" and "strong public buy-in". FLI director Anthony Aguirre explained that "time is running out", expecting that the technology could arrive in as little as one to two years and counting on "widespread realization among society at all its levels" to stop it. He added that "whether it's soon or it takes a while, after we develop superintelligence, the machines are going to be in charge" and "that is not an experiment that we want to just run toward". The list of signatories included Nobel laureates Geoffrey Hinton, Daron Acemoglu, Beatrice Fihn, Frank Wilczek and John C. Mather as well as Hinton's fellow "godfather" of modern AI Yoshua Bengio, Steve Wozniak, Steve Bannon, Paolo Benanti, Prince Harry, Duke of Sussex and Meghan, Duchess of Sussex. The letter was also signed by the actors Joseph Gordon-Levitt and Stephen Fry, rapper Will.i.am and author Yuval Noah Harari. Former national security advisor Susan Rice, and OpenAI member of technical staff Leo Gao also signed their names to the letter. Polling released alongside the letter showed that 64% of American agreed that superintelligence "shouldn't be developed until it's provably safe and controllable" and only 5% believed it should be developed as quickly as possible. == Operations == === Advocacy === FLI has actively contributed to policymaking on AI. In October 2023, for example, U.S. Senate majority leader Chuck Schumer invited FLI to share its perspective on AI regulation with selected senators. In Europe, FLI successfully advocated for the inclusion of more general AI systems, such as GPT-4, in the EU's Artificial Intelligence Act. In military policy, FLI coordinated the support of the scientific community for the Treaty on the Prohibition of Nuclear Weapons. At the UN and elsewhere, the institute has also advocated for a treaty on autonomous weapons. === Research grants === The FLI research program started in 2015 with an initial donation of $10 million from Elon Musk. In this initial round, a total of $7 million was awarded to 37 research projects. In July 2021, FLI announced that it would launch a new $25 million grant program with funding from the Russian–Canadian programmer Vitalik Buterin. === Conferences === In 2014, the Future of Life Institute held its opening event at MIT: a panel discussion on "The Future of Technology: Benefits and Risks", moderated by Alan Alda. The panelists were synthetic biologist George Church, geneticist Ting Wu, economist Andrew McAfee, physicist and Nobel laureate Frank Wilczek and Skype co-founder Jaan Tallinn. Since 2015, FLI has organised biannual conferences with the stated purpose of bringing together AI researchers from academia and industry. As of April 2023, the following conferences have taken place: "The Future of AI: Opportunities and Challenges" conference in Puerto Rico (2015). The stated goal was to identify promising research directions that could help maximize the future benefits of AI. At the conference, FLI circulated an open letter on AI safety which was subsequently signed by Stephen Hawking, Elon Musk, and many artificial intelligence researchers. The Beneficial AI conference in Asilomar, California (2017), a private gathering of what The New York Times called "heavy hitters of A.I." (including Yann LeCun, Elon Musk, and Nick Bostrom). The institute released a set of principles for responsible AI development that came out of the discussion at the conference, signed by Yoshua Bengio, Yann LeCun, and many other AI researchers. These principles may have influenced the regulation of artificial intelligence and subsequent initiatives, such as the OECD Principles on Artificial Intelligence. The beneficial AGI conference in Puerto Rico (2019). The stated focus of the meeting was answering long-term questions with the goal of ensuring that artificial general intelligence is beneficial to humanity. == In the media == "The Fight to Define When AI is 'High-Risk'" in Wired. "Lethal Autonomous Weapons exist; They Must Be Banned" in IEEE Spectrum. "United States and Allies Protest U.N. Talks to Ban Nuclear Weapons" in The New York Times. "Is Artificial Intelligence a Threat?" in The Chronicle of Higher Education, including interviews with FLI founders Max Tegmark, Jaan Tallinn and Viktoriya Krakovna. "But What Would the End of Humanity Mean for Me?", an interview with Max Tegmark on the ideas behind FLI in The Atlantic.

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  • Line integral convolution

    Line integral convolution

    In scientific visualization, line integral convolution (LIC) is a method to visualize a vector field (such as fluid motion) at high spatial resolutions. The LIC technique was first proposed by Brian Cabral and Leith Casey Leedom in 1993. In LIC, discrete numerical line integration is performed along the field lines (curves) of the vector field on a uniform grid. The integral operation is a convolution of a filter kernel and an input texture, often white noise. In signal processing, this process is known as a discrete convolution. == Overview == Traditional visualizations of vector fields use small arrows or lines to represent vector direction and magnitude. This method has a low spatial resolution, which limits the density of presentable data and risks obscuring characteristic features in the data. More sophisticated methods, such as streamlines and particle tracing techniques, can be more revealing but are highly dependent on proper seed points. Texture-based methods, like LIC, avoid these problems since they depict the entire vector field at point-like (pixel) resolution. Compared to other integration-based techniques that compute field lines of the input vector field, LIC has the advantage that all structural features of the vector field are displayed, without the need to adapt the start and end points of field lines to the specific vector field. In other words, it shows the topology of the vector field. In user testing, LIC was found to be particularly good for identifying critical points. == Algorithm == === Informal description === LIC causes output values to be strongly correlated along the field lines, but uncorrelated in orthogonal directions. As a result, the field lines contrast each other and stand out visually from the background. Intuitively, the process can be understood with the following example: the flow of a vector field can be visualized by overlaying a fixed, random pattern of dark and light paint. As the flow passes by the paint, the fluid picks up some of the paint's color, averaging it with the color it has already acquired. The result is a randomly striped, smeared texture where points along the same streamline tend to have a similar color. Other physical examples include: whorl patterns of paint, oil, or foam on a river visualisation of magnetic field lines using randomly distributed iron filings fine sand being blown by strong wind === Formal mathematical description === Although the input vector field and the result image are discretized, it pays to look at it from a continuous viewpoint. Let v {\displaystyle \mathbf {v} } be the vector field given in some domain Ω {\displaystyle \Omega } . Although the input vector field is typically discretized, we regard the field v {\displaystyle \mathbf {v} } as defined in every point of Ω {\displaystyle \Omega } , i.e. we assume an interpolation. Streamlines, or more generally field lines, are tangent to the vector field in each point. They end either at the boundary of Ω {\displaystyle \Omega } or at critical points where v = 0 {\displaystyle \mathbf {v} =\mathbf {0} } . For the sake of simplicity, critical points and boundaries are ignored in the following. A field line σ {\displaystyle {\boldsymbol {\sigma }}} , parametrized by arc length s {\displaystyle s} , is defined as d σ ( s ) d s = v ( σ ( s ) ) | v ( σ ( s ) ) | . {\displaystyle {\frac {d{\boldsymbol {\sigma }}(s)}{ds}}={\frac {\mathbf {v} ({\boldsymbol {\sigma }}(s))}{|\mathbf {v} ({\boldsymbol {\sigma }}(s))|}}.} Let σ r ( s ) {\displaystyle {\boldsymbol {\sigma }}_{\mathbf {r} }(s)} be the field line that passes through the point r {\displaystyle \mathbf {r} } for s = 0 {\displaystyle s=0} . Then the image gray value at r {\displaystyle \mathbf {r} } is set to D ( r ) = ∫ − L / 2 L / 2 k ( s ) N ( σ r ( s ) ) d s {\displaystyle D(\mathbf {r} )=\int _{-L/2}^{L/2}k(s)N({\boldsymbol {\sigma }}_{\mathbf {r} }(s))ds} where k ( s ) {\displaystyle k(s)} is the convolution kernel, N ( r ) {\displaystyle N(\mathbf {r} )} is the noise image, and L {\displaystyle L} is the length of field line segment that is followed. D ( r ) {\displaystyle D(\mathbf {r} )} has to be computed for each pixel in the LIC image. If carried out naively, this is quite expensive. First, the field lines have to be computed using a numerical method for solving ordinary differential equations, like a Runge–Kutta method, and then for each pixel the convolution along a field line segment has to be calculated. The final image will normally be colored in some way. Typically, some scalar field in Ω {\displaystyle \Omega } (like the vector length) is used to determine the hue, while the grayscale LIC output determines the brightness. Different choices of convolution kernels and random noise produce different textures; for example, pink noise produces a cloudy pattern where areas of higher flow stand out as smearing, suitable for weather visualization. Further refinements in the convolution can improve the quality of the image. === Programming description === Algorithmically, LIC takes a vector field and noise texture as input, and outputs a texture. The process starts by generating in the domain of the vector field a random gray level image at the desired output resolution. Then, for every pixel in this image, the forward and backward streamline of a fixed arc length is calculated. The value assigned to the current pixel is computed by a convolution of a suitable convolution kernel with the gray levels of all the noise pixels lying on a segment of this streamline. This creates a gray level LIC image. == Versions == === Basic === Basic LIC images are grayscale images, without color and animation. While such LIC images convey the direction of the field vectors, they do not indicate orientation; for stationary fields, this can be remedied by animation. Basic LIC images do not show the length of the vectors (or the strength of the field). === Color === The length of the vectors (or the strength of the field) is usually coded in color; alternatively, animation can be used. === Animation === LIC images can be animated by using a kernel that changes over time. Samples at a constant time from the streamline would still be used, but instead of averaging all pixels in a streamline with a static kernel, a ripple-like kernel constructed from a periodic function multiplied by a Hann function acting as a window (in order to prevent artifacts) is used. The periodic function is then shifted along the period to create an animation. === Fast LIC (FLIC) === The computation can be significantly accelerated by re-using parts of already computed field lines, specializing to a box function as convolution kernel k ( s ) {\displaystyle k(s)} and avoiding redundant computations during convolution. The resulting fast LIC method can be generalized to convolution kernels that are arbitrary polynomials. === Oriented Line Integral Convolution (OLIC) === Because LIC does not encode flow orientation, it cannot distinguish between streamlines of equal direction but opposite orientation. Oriented Line Integral Convolution (OLIC) solves this issue by using a ramp-like asymmetric kernel and a low-density noise texture. The kernel asymmetrically modulates the intensity along the streamline, producing a trace that encodes orientation; the low-density of the noise texture prevents smeared traces from overlapping, aiding readability. Fast Rendering of Oriented Line Integral Convolution (FROLIC) is a variation that approximates OLIC by rendering each trace in discrete steps instead of as a continuous smear. === Unsteady Flow LIC (UFLIC) === For time-dependent vector fields (unsteady flow), a variant called Unsteady Flow LIC has been designed that maintains the coherence of the flow animation. An interactive GPU-based implementation of UFLIC has been presented. === Parallel === Since the computation of an LIC image is expensive but inherently parallel, the process has been parallelized and, with availability of GPU-based implementations, interactive on PCs. === Multidimensional === Note that the domain Ω {\displaystyle \Omega } does not have to be a 2D domain: the method is applicable to higher dimensional domains using multidimensional noise fields. However, the visualization of the higher-dimensional LIC texture is problematic; one way is to use interactive exploration with 2D slices that are manually positioned and rotated. The domain Ω {\displaystyle \Omega } does not have to be flat either; the LIC texture can be computed also for arbitrarily shaped 2D surfaces in 3D space. == Applications == This technique has been applied to a wide range of problems since it first was published in 1993, both scientific and creative, including: Representing vector fields: visualization of steady (time-independent) flows (streamlines) visual exploration of 2D autonomous dynamical systems wind mapping water flow mapping Artistic effects for image generation and stylization: pencil drawing (auto

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  • Script theory

    Script theory

    Script theory is a psychological theory which posits that human behaviour largely falls into patterns called scripts because they function the way a written script does, by providing a program for action. Silvan Tomkins created script theory as a further development of his affect theory, which regards human beings' emotional responses to stimuli as falling into categories called affects: he noticed that the purely biological response of affect may be followed by awareness and by what we cognitively do in terms of acting on that affect, so that more was needed to produce a complete explanation of what he called human being theory. These scripts fall under the larger cognitive concept called schemas, which are organized chunks of information. A schema is a script that has the potential to lack the specificity of the sequence of events. A schema becomes a script is when there is an ordering to it that requires action, such as the process of starting a car (get in, put on the seatbelt, turn the car on, release the emergency brake, etc.). In script theory, the basic unit of analysis is called a scene, defined as a sequence of events linked by the affects triggered during the experience of those events. Tomkins recognized that affective experiences fall into patterns that we may group together according to criteria, such as the types of persons and places involved and the degree of intensity of the effect experienced—the patterns of which constitute scripts that inform behavior in an effort to maximize positive affect and to minimize negative affect. == In artificial intelligence == Roger Schank, Robert P. Abelson and their research group extended Tomkins' scripts and used them in early artificial intelligence work as a method of representing procedural knowledge. In their work, scripts are very much like frames, except the values that fill the slots must be ordered. A script is a structured representation describing a stereotyped sequence of events in a particular context. Scripts are used in natural-language understanding systems to organize a knowledge base in terms of the situations that the system should understand. The classic example of a script involves the typical sequence of events that occur when a person drinks in a restaurant: finding a seat, reading the menu, ordering drinks from the waitstaff, etc. In the script form, these would be decomposed into conceptual transitions, such as MTRANS and PTRANS, which refer to mental transitions [of information] and physical transitions [of things]. Schank, Abelson and their colleagues tackled some of the most difficult problems in artificial intelligence (i.e., story understanding), but ultimately their line of work ended without tangible success. This type of work received little attention after the 1980s, but became very influential in later knowledge representation techniques, such as case-based reasoning. Scripts can be inflexible. To deal with inflexibility, smaller modules called memory organization packets (MOP) can be combined in a way that is appropriate for the situation.

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  • Cleverpath AION Business Rules Expert

    Cleverpath AION Business Rules Expert

    Cleverpath AION Business Rules Expert (formerly Platinum AIONDS, and before that Trinzic AIONDS, and originally Aion) is an expert system and Business rules engine owned by Computer Associates by 2000. == History == The product was created around 1986 as "Aion" by the Aion company. In its initial release Aion was multi-platform and continues to be deliverable to the PC, Unixs, and Mainframe computer's. In addition it ties in seamlessly with a variety of databases including Oracle, Microsoft SQL Server, and ODBC. Aion was founded by Harry Reinstein, Larry Cohn, Garry Hallee, Scott Grinis, and others. From Scott Grinis's bio: Scott founded Aion, a company that developed expert systems and whose advanced inference engine and object technology were used by financial services and insurance firms to develop risk-scoring and underwriting applications. Harry Reinstein was quoted as saying: “Our biggest competitor was not AICorp, it was COBOL” Trinzic owned AION by 1993. A reference in a 1993 announcement indicates that Trinzic's formation was the result of a merger (paraphased): Trinzic set three development initiatives shortly after its formation from the merger of Aion Corp. and AICorp. The other initiatives -- adding SQL extensions to Aion/DS and evaluating the unbundling of some of that product's object-oriented programming capabilities -- are still active. Writing in 1993 Judith Hodges and Deborah Melewski give the date for the merger: Two rival artificial intelligence software vendors -- AICorp, Inc. and Aion Corp. -- merged in September 1992 to form Trinzic Corp. As part of the merger, redundant jobs were eliminated (20% of the combined work force), leaving a total work force of 245 employees worldwide. The new firm also boasted a combined installed base of more than 1,200 sites representing more than 10,000 software licenses. Although in the merger, technically AICorp bought Aion, as AICorp was a public company and Aion was still private, the reality was that Aion's leadership and technology subsumed AICorp's. Jim Gagnard, the CEO of Aion, became CEO of Trinzic and AICorp's flagship product, KBMS, was discontinued, while the Aion Development System continued to be enhanced and KBMS customers were assisted in converting to AIONDS, under the continued technical leadership of Garry Hallee and Scott Grinis. On August 1, 1994 Trinzic released version 6.4 of AIONDS saying, in part: Trinzic Corp., Palo Alto, Calif., has unveiled The Aion Development System (AionDS) Version 6.4, an upgrade to the company's development environment for building business process automation applications. Version 6.4 provides a visual development environment for Microsoft Windows or OS/2 PM applications using business rules. Trinzic was acquired by PLATINUM Technologies in 1995 which retained at least some of Trinzic's acquisitions Platinum Technologies was acquired by Computer Associates in 1999. CA changed the system's name to CA Aion Business Rules Expert" on or before 2009. It is currently (June 2011) at Release 11 on a wide range of supported platforms. == Applications using Aion == Aion has been used in a variety of industries including Energy, Insurance, Military, Aviation, and Banking. At one point an Aion expert system application written by Covia, LLC existed to do airport gate assignment. Colossus, a computer program, developed by Computer Sciences Corporation is the insurance industry’s leading expert system for assisting adjusters in the evaluation of bodily injury claims (aka "pain and suffering"). Colossus helps adjusters reduce variance in payouts on similar bodily injury claims through objective use of industry standard rules.

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  • AlphaGeometry

    AlphaGeometry

    AlphaGeometry is an artificial intelligence (AI) program that can solve hard problems in Euclidean geometry. The system comprises a data-driven large language model (LLM) and a rule-based symbolic engine (Deductive Database Arithmetic Reasoning). It was developed by DeepMind, a subsidiary of Google. The program solved 25 geometry problems out of 30 from the International Mathematical Olympiad (IMO) under competition time limits—a performance almost as good as the average human gold medallist. For comparison, the previous AI program, called Wu's method, managed to solve only 10 problems. DeepMind published a paper about AlphaGeometry in the peer-reviewed journal Nature on 17 January 2024. AlphaGeometry was featured in MIT Technology Review on the same day. Traditional geometry programs are symbolic engines that rely exclusively on human-coded rules to generate rigorous proofs, which makes them lack flexibility in unusual situations. AlphaGeometry combines such a symbolic engine with a specialized large language model trained on synthetic data of geometrical proofs. When the symbolic engine doesn't manage to find a formal and rigorous proof on its own, it solicits the large language model, which suggests a geometrical construct to move forward. However, it is unclear how applicable this method is to other domains of mathematics or reasoning, because symbolic engines rely on domain-specific rules and because of the need for synthetic data. == AlphaGeometry 2 == AlphaGeometry 2 is an improved version of AlphaGeometry, published on February 5, 2025. They added more features to the representation language to describe more geometry problems that involve movements of objects, and problems containing linear equations of angles, ratios, and distances. They targeted IMO geometry questions from 2000 to 2024. The expanded representation language allowed them to cover 88% of the questions. It uses Gemini finetuned on a synthetically generated dataset of problems and solutions in the representation language. The model is used for making auxiliary constructions like lines and points, to help the tree search. It is also used for autoformalization, i.e. converting a problem in English to a problem in the representation language.

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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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  • Global call for AI red lines

    Global call for AI red lines

    The global call for AI red lines is a declaration made on 22 September 2025 calling on governments to define and internationally prohibit unacceptable AI uses and behaviors. The online declaration was announced by Nobel Peace Prize laureate Maria Ressa at the 80th United Nations General Assembly high-level week. The declaration was initially signed by 200 prominent politicians and scientists, including 10 Nobel Prize winners. The call does not specify which red lines to set, but suggests several, such as banning bioweapon design, mass surveillance or AI impersonation. == The declaration == The declaration was published online as an open letter on 22 September 2025. Nobel Peace Prize laureate Maria Ressa announced it in her opening speech at the 80th United Nations General Assembly high-level week in New York, urging governments to "define what AI should never be allowed to do" and "establish clear international boundaries to prevent universally unacceptable risks for A.I." The initiative was organized by three nonprofit organisations: the French Center for AI Safety (CeSIA), The Future Society, and the Center for Human-Compatible Artificial Intelligence (CHAI). The letter argues that humanity faces risks such as engineered pandemics, widespread disinformation, large-scale manipulation, unemployment and loss of control. Proponents argue that national laws are insufficient to address these risks and that "an international agreement on clear and verifiable red lines is necessary". They urge governments to reach an agreement by the end of 2026, and called for robust enforcement mechanisms and the creation of an independent organisation to implement it. The letter does not call for specific red lines, but suggests the possibility of banning lethal autonomous weapons, autonomous replication of AI systems and the use of AI in nuclear warfare. Other examples of possible red lines include social scoring, mass surveillance, bioweapon design, AI-generated child sexual abuse material and AI impersonation. A red line could prohibit either AI behaviors (what AI systems should be guaranteed to never do even if asked to) or AI uses. == Signatories == When published, the online declaration was signed by more than 200 prominent politicians and scientists, including 10 Nobel Prize winners. Signers include former president of Colombia Juan Manuel Santos and researchers Geoffrey Hinton and Yoshua Bengio. It also includes popular authors like Stephen Fry and Yuval Noah Harari. The letter received support from European lawmakers, including former Italian prime minister Enrico Letta, and former president of Ireland Mary Robinson. == Development of red lines == As of 2025, there is no global red line on AI. Some regional red lines exist, such as with the uses deemed "unacceptable" by the AI Act in Europe, and with the US-China agreement not to leave to AI the decision of whether to launch nuclear weapons. At the United Nations Security Council, days after the declaration, Michael Kratsios, Donald Trump's director of the White House Office of Science and Technology Policy, said "We totally reject all efforts by international bodies to assert centralized control and global governance of AI." The topic of AI red lines gained prominence in 2026 with the dispute between Anthropic and the Department of Defense (DoD), which resulted from the DoD requesting Anthropic to remove contractual red lines on fully autonomous weapons and mass domestic surveillance. The event led employees from Google and OpenAI as well as Senate Democrats to further call for red lines on military use of AI. Senator Adam Schiff proposed a bill to "codify" Anthropic's red lines.

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  • SHRDLU

    SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. == Functionality == SHRDLU is primarily a language parser that allows user interaction using English terms. The user instructs SHRDLU to move various objects around in the "blocks world" containing various basic objects such as blocks, cones and balls. SHRDLU combined four simple ideas to make the simulation of "understanding" more convincing. One was that SHRDLU's world is so simple that the entire set of objects and locations could be described by including as few as 50 words: nouns like "block" and "cone", verbs like "place on" and "move to", and adjectives like "big" and "blue". The possible combinations of these basic language building blocks are quite simple. SHRDLU also includes a basic memory to supply context. One could ask SHRDLU to "put the green cone on the red block" and then "take the cone off"; "the cone" would be taken to mean the green cone one had just talked about. SHRDLU can search back further through the interactions to find the proper context in most cases when additional adjectives were supplied. One could also ask questions about the history; for instance, one could ask "did you pick up anything before the cone?" A side effect of this memory, and the original rules SHRDLU was supplied with, is that the program can answer questions about what was possible in the world and what was not. For instance, SHRDLU can deduce that blocks could be stacked by looking for examples, but also realize that triangles could not be stacked, after having tried it. The "world" contains basic physics to make blocks fall over, independent of the language parser. Finally, SHRDLU can also remember names given to objects, or arrangements of them. For instance one could say "a steeple is a small triangle on top of a tall rectangle"; SHRDLU can then answer questions about steeples in the blocks world, and build new ones. This is an example of a SHRDLU session: Person: Pick up a big red block. Computer: OK. Person: Grasp the pyramid. Computer: I DON'T UNDERSTAND WHICH PYRAMID YOU MEAN. Person (changing their mind): Find a block which is taller than the one you are holding and put it into the box. Computer: BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING. Computer: OK. Person: What does the box contain? Computer: THE BLUE PYRAMID AND THE BLUE BLOCK. Person: What is the pyramid supported by? Computer: THE BOX. Person: How many blocks are not in the box? Computer: FOUR OF THEM. Person: Is at least one of them narrower than the one which i told you to pick up? Computer: YES, THE RED CUBE. Person: Is it supported? Computer: YES, BY THE TABLE. Person: Can the table pick up blocks? Computer: NO. Person: Can a pyramid be supported by a block? Computer: YES. Person: Can a pyramid support a pyramid? Computer: I DON'T KNOW. Person: Stack up two pyramids. Computer: I CAN'T. Person: Will you please stack up both of the red blocks and either a green cube or a pyramid? Computer: OK. Person: Which cube is sitting on the table? Computer: THE LARGE GREEN ONE WHICH SUPPORTS THE RED PYRAMID. Person: Is there a large block behind a pyramid? Computer: YES, THREE OF THEM: A LARGE RED ONE, A LARGE GREEN CUBE, AND THE BLUE ONE. Person: Put a small one onto the green cube which supports a pyramid. Computer: OK. Person: Put the littlest pyramid on top of it. Computer: OK. Person: Does the shortest thing the tallest pyramid's support supports support anything green? Computer: YES, THE GREEN PYRAMID. Person: What color is it? Computer: BY "IT", I ASSUME YOU MEAN THE SHORTEST THING THE TALLEST PYRAMID'S SUPPORT SUPPORTS. Computer: RED Person: How many things are on top of green cubes? Computer: I'M NOT SURE WHAT YOU MEAN BY "ON TOP OF" IN THE PHRASE "ON TOP OF GREEN CUBES" . DO YOU MEAN: 1 - DIRECTLY ON THE SURFACE 2 - ANWHERE ON TOP OF ? Person: 2 Computer: THREE OF THEM. Person: Had you touched any pyramid before you put the green one on the little cube? Computer: YES, THE GREEN ONE. Person: When did you pick it up? Computer: WHILE I WAS STACKING UP THE RED CUBE, A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why? Computer: TO GET RID OF IT. Person: Why did you do that? Computer: TO CLEAN OFF THE RED CUBE. Person: Why did you clear off that cube? Computer: TO PUT IT ON A LARGE GREEN CUBE. Person: Why did you do that? Computer: TO STACK UP THE RED CUBE , A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why did you do that? Computer: BECAUSE YOU ASKED ME TO. Person: How did you do it? Computer: BY PUTTING A LARGE RED BLOCK ON THE TABLE ; THEN LETTING GO OF IT ; THEN PUTTING A LARGE GREEN CUBE ON IT ; THEN LETTING GO OF THAT CUBE ; THEN PUTTING THE RED CUBE ON THAT CUBE; THEN LETTING GO OF THAT CUBE. Person: How many objects did you touch while you were doing it? Computer: FOUR OF THEM. Person: What did the red cube support before you started to clean it off? Computer: THE GREEN PYRAMID. Person: There were five blocks to the left of the box then. Computer: NO, ONLY FOUR OF THEM: THE RED CUBE, TWO LARGE GREEN CUBES AND A LARGE RED BLOCK. Person: Put the blue pyramid on the block in the box. Computer: OK. Person: Is there anything which is bigger than every pyramid but is not as wide as the thing that supports it? Computer: YES, THE BLUE BLOCK. Person: Does a steeple Computer (interrupting): SORRY, I DON'T KNOW THE WORD "STEEPLE". Person: A "steeple" is a stack which contains two green cubes and a pyramid. Computer: I UNDERSTAND. Person: Are there any steeples now? Computer: NO. Person: Build one. Computer: OK. Person: Call the biggest block "superblock". Computer: OK. Person: Have you picked superblock up since we began? Computer: YES. Person: Why did you drop it? Computer: BY "IT", I ASSUME YOU MEAN THE SUPERBLOCK. I CAN'T EXPLAIN A NON-EXISTENT EVENT. Person: Is there anything to the right of the red pyramid? Computer: YES, FOUR THINGS: THE BOX, THE RED CUBE, THE BLUE PYRAMID AND THE BLOCK NAMED SUPERBLOCK Person: Thank you. Computer: YOU'RE WELCOME! == Consequences == SHRDLU was considered a tremendously successful demonstration of artificial intelligence (AI). This led other AI researchers to excessive optimism which was soon lost when later systems attempted to deal with situations with a more realistic level of ambiguity and complexity. Subsequent efforts of the SHRDLU type, such as Cyc, have tended to focus on providing the program with considerably more information from which it can draw conclusions. In a 1991 interview, Winograd said about SHRDLU: [...] the famous dialogue with SHRDLU where you could pick up a block, and so on, I very carefully worked through, line by line. If you sat down in front of it, and asked it a question that wasn't in the dialogue, there was some probability it would answer it. I mean, if it was reasonably close to one of the questions that was there in form and in content, it would probably get it. But there was no attempt to get it to the point where you could actually hand it to somebody and they could use it to move blocks around. And there was no pressure for that whatsoever. Pressure was for something you could demo. Take a recent example, Negroponte's Media Lab, where instead of "perish or publish" it's "demo or die." I think that's a problem. I think AI suffered from that a lot, because it led to "Potemkin villages", things which - for the things they actually did in the demo looked good, but when you looked behind that there wasn't enough structure to make it really work more generally. Though not intentionally developed as such, SHRDLU is considered the first known formal example of interactive fiction, as the user interacts with simple commands to move objects around a virtual environment, though lacking the distinct story-telling normally present in the interactive fiction genre. The 1976-1977 game Colossal Cave Adventure is broadly considered to be the first true work of interactive fiction.

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  • Fei-Fei Li

    Fei-Fei Li

    Fei-Fei Li (Chinese: 李飞飞; pinyin: Lǐ Fēifēi; born July 3, 1976) is a Chinese-born American computer scientist best known for establishing ImageNet, the dataset that enabled rapid advances in computer vision in the 2010s. She is a professor of computer science at Stanford University, with research expertise in artificial intelligence, machine learning, deep learning, computer vision, and cognitive neuroscience. Li is a co-director of the Stanford Institute for Human-Centered Artificial Intelligence and a co-director of the Stanford Vision and Learning Lab, and served as Chief Scientist of AI/ML at Google Cloud and the director of the Stanford Artificial Intelligence Laboratory from 2013 to 2018. In 2017, she co-founded AI4ALL, a nonprofit organization working to increase diversity in the field of artificial intelligence. In 2023, Li was named one of the Time 100 AI Most Influential People. Li received the Intel Lifetime Achievements Innovation Award in 2017 for her contributions to artificial intelligence, and was elected member of the National Academy of Engineering, the National Academy of Medicine in 2020 and the American Academy of Arts and Sciences in 2021. In 2025, she was named as one of the "Architects of AI" for Time's Person of the Year. On August 3, 2023, Li was appointed to the United Nations Scientific Advisory Board, established by Secretary-General Antonio Guterres. In 2024, Li was included on the Gold House's most influential Asian A100 list. In 2024, she raised $230 million for a startup called World Labs, which she and three colleagues founded to develop a "spatial intelligence" AI technology that can understand how the three-dimensional physical world works. In 2026, World Labs raised $1 Billion. == Early life and education == Li was born in Beijing, China, in 1976 and grew up in Chengdu, Sichuan. She studied at Sichuan Chengdu No.7 High School. When she was 12, her father immigrated to Parsippany, New Jersey. When she was 16, Li and her mother joined him in the United States. While attending Parsippany High School, Li worked weekends at her family's dry-cleaning shop. She graduated from Parsippany High School in 1995. She was inducted into the hall of fame at Parsippany High School in 2017. Li pursued undergraduate study at Princeton University, where she received a Bachelor of Arts with a major in physics in 1999. Li completed her senior thesis, "Auditory binaural correlogram difference: a new computational model for Huggins dichotic pitch", under the supervision of Bradley Dickinson, professor of electrical engineering. During her years at Princeton, Li returned home most weekends to help run her family's dry cleaning business and worked as a dishwasher to supplement the family income. Li pursued graduate study at the California Institute of Technology, where she received a Master of Science in electrical engineering in 2001 and a Doctor of Philosophy in electrical engineering in 2005. Li completed her dissertation, "Visual Recognition: Computational Models and Human Psychophysics", under the primary supervision of Pietro Perona and secondary supervision of Christof Koch. Her graduate studies were supported by the National Science Foundation Graduate Research Fellowship and The Paul & Daisy Soros Fellowships for New Americans. == Career and research == From 2005 to 2006, Li was an assistant professor in the Electrical and Computer Engineering Department at the University of Illinois Urbana-Champaign, and from 2007 to 2009, she was an assistant professor in the Computer Science Department at Princeton University. She joined Stanford in 2009 as an assistant professor, and was promoted to associate professor with tenure in 2012, and then full professor in 2018. At Stanford, Li served as the director of Stanford Artificial Intelligence Lab (SAIL) from 2013 to 2018. Her research has focused on computer vision, deep learning, and cognitive neuroscience, with over 300 peer-reviewed publications. She became the founding co-director of Stanford's University-level initiative - the Human-Centered AI Institute, along with co-director Dr. John Etchemendy, former provost of Stanford University. The institute aligns with Li's aims to advance AI research, education, policy, and practice to improve the human condition. While at Princeton in 2007, Li led the development of ImageNet, a massive visual database designed to advance object recognition in AI. The project involved labeling over 14 million images using Amazon Mechanical Turk and inspired the ImageNet Large Scale Visual Recognition Challenge (ILSVRC), which catalyzed progress in deep learning and led to dramatic improvements in image classification performance. The database addressed a key bottleneck in computer vision: the lack of large, annotated datasets for training machine learning models. Today, ImageNet is credited as a cornerstone innovation that underpins advancements in autonomous vehicles, facial recognition, and medical imaging. On her sabbatical from Stanford University from January 2017 to fall of 2018, Li joined Google Cloud as its Chief Scientist of AI/ML and Vice President. At Google, her team focused on democratizing AI technology and lowering the barrier for entrance to businesses and developers, including the developments of products like AutoML. In September 2017, Google secured a contract from the Department of Defense called Project Maven, which aimed to use AI techniques to interpret images captured by drone cameras. Google told employees who protested the company's work on Project Maven that their role was "specifically scoped to be for non-offensive purposes". In June 2018, Google told employees it would not seek renewal of the contract. In internal emails which were later leaked to reporters, Li expressed enthusiasm for the Google Cloud role in Project Maven, but warned against mentioning its AI component, saying that military AI is linked in the public mind with the danger of autonomous weapons. Asked about those leaked emails, Li told The New York Times, "I believe in human-centered AI to benefit people in positive and benevolent ways. It is deeply against my principles to work on any project that I think is to weaponize AI." In the fall of 2018, Li left Google and returned to Stanford University to continue her professorship. In 2023, Li co-led the launch of the RAISE-Health (Responsible AI for Safe and Equitable Health) initiative at Stanford University in collaboration with Stanford medicine. The initiative aims to develop frameworks for the responsible use of artificial intelligence in healthcare, including clinical care, biomedical research, and patient safety. According to her Stanford profile, she has been on partial academic leave from January 2024 through the end of 2025 to focus on entrepreneurial ventures. In 2024, Li said there was a disparity between private-sector investment in AI and support for academic and government research, and called for greater public funding for scientific uses of the technology and for studying its risks. Li is also known for her non-profit work as the co-founder and chairperson of nonprofit organization AI4ALL, whose mission is to educate the next generation of AI technologists, thinkers and leaders by promoting diversity and inclusion through human-centered AI principles. The program was created in collaboration with Melinda French Gates and Jensen Huang. Prior to establishing AI4ALL in 2017, Li and her former student Olga Russakovsky, currently an assistant professor in Princeton University, co-founded and co-directed the precursor program at Stanford called SAILORS (Stanford AI Lab OutReach Summers). SAILORS was an annual summer camp at Stanford dedicated to 9th grade high school girls in AI education and research, established in 2015 till it changed its name to AI4ALL @Stanford in 2017. In 2018, AI4ALL has successfully launched five more summer programs in addition to Stanford, including Princeton University, Carnegie Mellon University, Boston University, University of California Berkeley, and Canada's Simon Fraser University. We are at a turning point. AI's influence continues to grow, but representation and inclusion of a diversity of researchers in the field does not. It's critical that we seize this moment to create structures that will support long-term, positive changes. This won't happen via a single mechanism or quick fix. It starts with early education and extends to the existing structures of power within academia, work cultures among current AI researchers, and gatekeeping functions of research publishing, to name a few levers of change. Li has been described as a "researcher bringing humanity to AI". Li was elected as a member of the American Academy of Arts and Sciences in 2021, the National Academy of Engineering in 2020, and the National Academy of Medicine in 2020. In a November 2023 interview with The Guardian, Li said that while she would not refer to herself as the "godmother

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  • Avid Free DV

    Avid Free DV

    Avid Free DV is a non-linear editing video editing software application developed by Avid Technology. Avid introduced Free DV in January 2003 at the 2003 MacWorld Expo; the company discontinued it in September 2007. Free DV was intended to give editors a sample of the Avid interface to use in deciding whether or not to purchase Avid software, so when compared with other Avid products its features were relatively minimal. When it was available it was not limited by time or watermarking, so it could be used as a non-linear editor for as long as desired. == Comparisons == When compared with other consumer-end non-linear editors such as iMovie and Windows Movie Maker, it sported more powerful video processing tools, but lacked the ease-of-use and shallow learning curve emphasized in similar programs because it had the full interface of the professional Avid system. However, Avid did offer a number of flash-based tutorials to help new users learn how to use the program for capturing, editing, clipping, processing, and outputting audio/video, among other things. == Limitations == The limitations of Avid Free DV included that it allowed only two video and audio tracks, had fewer editing tools than other Avid products, had few import and export formats, and allowed capture and output of standard-definition DV only, via FireWire. Avid Free DV projects and media were not compatible with other Avid systems. As the name implied, Avid Free DV was available as a free download, although users were required to complete a short survey on the Avid website before they were given a download link and key. In addition to using Free DV to evaluate Avid prior to purchase, it could also act as a stepping stone for people wishing to learn to use Avid's other editing products, such as Xpress Pro, Media Composer and Symphony. While additional skills and techniques are necessary to use these professionally geared systems, the basic operation remains the same. == Operating systems == Avid Free DV was available for Windows XP and Mac OS X. The officially supported Mac OS X versions were Panther versions up to 10.3.5, and Tiger versions up to 10.4.3 only. == Supported formats == Avid Free DV supported QuickTime (MOV) and DV AVIs. == Reception == John P. Mello Jr. of The Boston Globe gave Free DV a negative review, finding the user interface obfuscatory and the process of ingesting video error-prone. He summarized: "Professional video editors who use an Avid competitor may jump at the chance to take a free look at how Avid does things. But for the merely curious, this software is a nightmare". Video Systems's Steve Mullen opined that its lack of interoperability with Avid's professional editing software contracted Avid's stated goal to entice budding video editors into buying into the company's software ecosystem.

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  • SHRDLU

    SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. == Functionality == SHRDLU is primarily a language parser that allows user interaction using English terms. The user instructs SHRDLU to move various objects around in the "blocks world" containing various basic objects such as blocks, cones and balls. SHRDLU combined four simple ideas to make the simulation of "understanding" more convincing. One was that SHRDLU's world is so simple that the entire set of objects and locations could be described by including as few as 50 words: nouns like "block" and "cone", verbs like "place on" and "move to", and adjectives like "big" and "blue". The possible combinations of these basic language building blocks are quite simple. SHRDLU also includes a basic memory to supply context. One could ask SHRDLU to "put the green cone on the red block" and then "take the cone off"; "the cone" would be taken to mean the green cone one had just talked about. SHRDLU can search back further through the interactions to find the proper context in most cases when additional adjectives were supplied. One could also ask questions about the history; for instance, one could ask "did you pick up anything before the cone?" A side effect of this memory, and the original rules SHRDLU was supplied with, is that the program can answer questions about what was possible in the world and what was not. For instance, SHRDLU can deduce that blocks could be stacked by looking for examples, but also realize that triangles could not be stacked, after having tried it. The "world" contains basic physics to make blocks fall over, independent of the language parser. Finally, SHRDLU can also remember names given to objects, or arrangements of them. For instance one could say "a steeple is a small triangle on top of a tall rectangle"; SHRDLU can then answer questions about steeples in the blocks world, and build new ones. This is an example of a SHRDLU session: Person: Pick up a big red block. Computer: OK. Person: Grasp the pyramid. Computer: I DON'T UNDERSTAND WHICH PYRAMID YOU MEAN. Person (changing their mind): Find a block which is taller than the one you are holding and put it into the box. Computer: BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING. Computer: OK. Person: What does the box contain? Computer: THE BLUE PYRAMID AND THE BLUE BLOCK. Person: What is the pyramid supported by? Computer: THE BOX. Person: How many blocks are not in the box? Computer: FOUR OF THEM. Person: Is at least one of them narrower than the one which i told you to pick up? Computer: YES, THE RED CUBE. Person: Is it supported? Computer: YES, BY THE TABLE. Person: Can the table pick up blocks? Computer: NO. Person: Can a pyramid be supported by a block? Computer: YES. Person: Can a pyramid support a pyramid? Computer: I DON'T KNOW. Person: Stack up two pyramids. Computer: I CAN'T. Person: Will you please stack up both of the red blocks and either a green cube or a pyramid? Computer: OK. Person: Which cube is sitting on the table? Computer: THE LARGE GREEN ONE WHICH SUPPORTS THE RED PYRAMID. Person: Is there a large block behind a pyramid? Computer: YES, THREE OF THEM: A LARGE RED ONE, A LARGE GREEN CUBE, AND THE BLUE ONE. Person: Put a small one onto the green cube which supports a pyramid. Computer: OK. Person: Put the littlest pyramid on top of it. Computer: OK. Person: Does the shortest thing the tallest pyramid's support supports support anything green? Computer: YES, THE GREEN PYRAMID. Person: What color is it? Computer: BY "IT", I ASSUME YOU MEAN THE SHORTEST THING THE TALLEST PYRAMID'S SUPPORT SUPPORTS. Computer: RED Person: How many things are on top of green cubes? Computer: I'M NOT SURE WHAT YOU MEAN BY "ON TOP OF" IN THE PHRASE "ON TOP OF GREEN CUBES" . DO YOU MEAN: 1 - DIRECTLY ON THE SURFACE 2 - ANWHERE ON TOP OF ? Person: 2 Computer: THREE OF THEM. Person: Had you touched any pyramid before you put the green one on the little cube? Computer: YES, THE GREEN ONE. Person: When did you pick it up? Computer: WHILE I WAS STACKING UP THE RED CUBE, A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why? Computer: TO GET RID OF IT. Person: Why did you do that? Computer: TO CLEAN OFF THE RED CUBE. Person: Why did you clear off that cube? Computer: TO PUT IT ON A LARGE GREEN CUBE. Person: Why did you do that? Computer: TO STACK UP THE RED CUBE , A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why did you do that? Computer: BECAUSE YOU ASKED ME TO. Person: How did you do it? Computer: BY PUTTING A LARGE RED BLOCK ON THE TABLE ; THEN LETTING GO OF IT ; THEN PUTTING A LARGE GREEN CUBE ON IT ; THEN LETTING GO OF THAT CUBE ; THEN PUTTING THE RED CUBE ON THAT CUBE; THEN LETTING GO OF THAT CUBE. Person: How many objects did you touch while you were doing it? Computer: FOUR OF THEM. Person: What did the red cube support before you started to clean it off? Computer: THE GREEN PYRAMID. Person: There were five blocks to the left of the box then. Computer: NO, ONLY FOUR OF THEM: THE RED CUBE, TWO LARGE GREEN CUBES AND A LARGE RED BLOCK. Person: Put the blue pyramid on the block in the box. Computer: OK. Person: Is there anything which is bigger than every pyramid but is not as wide as the thing that supports it? Computer: YES, THE BLUE BLOCK. Person: Does a steeple Computer (interrupting): SORRY, I DON'T KNOW THE WORD "STEEPLE". Person: A "steeple" is a stack which contains two green cubes and a pyramid. Computer: I UNDERSTAND. Person: Are there any steeples now? Computer: NO. Person: Build one. Computer: OK. Person: Call the biggest block "superblock". Computer: OK. Person: Have you picked superblock up since we began? Computer: YES. Person: Why did you drop it? Computer: BY "IT", I ASSUME YOU MEAN THE SUPERBLOCK. I CAN'T EXPLAIN A NON-EXISTENT EVENT. Person: Is there anything to the right of the red pyramid? Computer: YES, FOUR THINGS: THE BOX, THE RED CUBE, THE BLUE PYRAMID AND THE BLOCK NAMED SUPERBLOCK Person: Thank you. Computer: YOU'RE WELCOME! == Consequences == SHRDLU was considered a tremendously successful demonstration of artificial intelligence (AI). This led other AI researchers to excessive optimism which was soon lost when later systems attempted to deal with situations with a more realistic level of ambiguity and complexity. Subsequent efforts of the SHRDLU type, such as Cyc, have tended to focus on providing the program with considerably more information from which it can draw conclusions. In a 1991 interview, Winograd said about SHRDLU: [...] the famous dialogue with SHRDLU where you could pick up a block, and so on, I very carefully worked through, line by line. If you sat down in front of it, and asked it a question that wasn't in the dialogue, there was some probability it would answer it. I mean, if it was reasonably close to one of the questions that was there in form and in content, it would probably get it. But there was no attempt to get it to the point where you could actually hand it to somebody and they could use it to move blocks around. And there was no pressure for that whatsoever. Pressure was for something you could demo. Take a recent example, Negroponte's Media Lab, where instead of "perish or publish" it's "demo or die." I think that's a problem. I think AI suffered from that a lot, because it led to "Potemkin villages", things which - for the things they actually did in the demo looked good, but when you looked behind that there wasn't enough structure to make it really work more generally. Though not intentionally developed as such, SHRDLU is considered the first known formal example of interactive fiction, as the user interacts with simple commands to move objects around a virtual environment, though lacking the distinct story-telling normally present in the interactive fiction genre. The 1976-1977 game Colossal Cave Adventure is broadly considered to be the first true work of interactive fiction.

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  • Cristóbal Valenzuela

    Cristóbal Valenzuela

    Cristóbal Valenzuela (born 1989) is a Chilean-born technologist, software developer, and CEO of Runway. In 2018, Valenzuela co-founded the AI research company Runway in New York City with Anastasis Germanidis and Alejandro Matamala. == Education == Valenzuela graduated from Adolfo Ibáñez University (AIU), a research private university in Chile. From there, Valenzuela obtained a bachelor's degree in economics and business management, along with a master's degree in arts in design in 2012. In 2018, he graduated with a media arts degree from ITP NYU's Tisch School of the Arts. == Career and recognition == One of Valenzuela's first jobs was as a teaching and research assistant at the Adolfo Ibáñez University School of Design, and later an adjunct professor in the same department. In 2018, he became a researcher at NYU's Tisch School of the Arts ITP program, where he worked with Daniel Shiffman. He contributes to open-source software projects, including ml5.js, an open-source machine learning software. He co-founded Runway with two colleagues from ITP, Anastasis Germanidis, and Alejandro Matamala. The goal of Runway is to create new tools for human imagination using generative AI. In recent years, Valenzuela's work has been sponsored by Google and the Processing Foundation and his projects have been exhibited throughout Latin America and the US, including the Santiago Museum of Contemporary Art, Lollapalooza, NYC Media Lab, New Latin Wave, Inter-American Development Bank, Stanford University and New York University. In September 2023, Valenzuela was named as one of the TIME 100 Most Influential People in AI (TIME100 AI).

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