AI Content Generation Tools

AI Content Generation Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Play Integrity API

    Play Integrity API

    Play Integrity API (formerly known as SafetyNet) consists of several application programming interfaces (APIs) offered by the Google Play Services to support security sensitive applications and enforce DRM. Currently, these APIs include device integrity verification, app verification, recaptcha and web address verification. It uses an environment called DroidGuard to perform the attestation. == Attestation == The SafetyNet Attestation API, one of the APIs under the SafetyNet umbrella, provides verification that the integrity of the device is not compromised. In practice, non-official ROMs such as LineageOS fail the hardware attestation and thus prevent the user from using a non-compliant ROM with third-party apps (mainly banking) that require the API. Due to this, some consider this a monopolistic practice deterring the entrance of competing mobile operating systems in the market. It requires a network connection to Google servers and validates the hardware signatures. Amongst the checks, the API looks for bootloader unlock status, ROM signatures, kernel strings, it also uses AVB2.0 and dm-verity attestations. Upon successful checks, Google Play will mark the device as Certified. The attestation runs in an environment called DroidGuard (com.google.android.gms.unstable). The SafetyNet Attestation API (one of the four APIs under the SafetyNet umbrella) has been deprecated. As of 6 October 2023, Google planned to replace it with the Play Integrity API by the end of January 2025. The transition ended on 20 May 2025, breaking applications which hadn't been updated. These attestations are offered by Google Play Services and thus are not available on free Android environments, like AOSP. Therefore, developers can require the API to be available and may refuse to execute on AOSP builds. == Google Play Protect == Under the same umbrella, Play Protect is a mechanism to find and remove "vulnerable" apps from one's Android device as well as store apps. Although it's meant to scan for malware-containing apps, it also looks for non-DRM compliant apps. == Criticism == Multiple groups have criticised SafetyNet and the Play Integrity API. Criticisms include that it offers weaker protection compared to alternatives such as Android's hardware attestation API, which provides a stronger form of verification while having the ability to remain compatible with more secure Android operating systems like GrapheneOS. Critics argued it undermines competition by effectively requiring developers to rely on Google's proprietary services, strengthening its monopoly over the Android ecosystem and disadvantaging alternative, privacy-focused operating systems. Users have also developed tools, such as the Play Integrity Fix module for Magisk/KernelSU/APatch, which tricks the attestation using leaked fingerprints of vulnerable devices. Furthermore, some have questioned the effectiveness of the attestation, claiming it does not deliver the level of security promised by Google and instead serves more as a form of vendor lock-in than a meaningful security measure. Activists have also raised concerns that it may violate antitrust and competition laws, like the Digital Markets Act.

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  • Shyster (expert system)

    Shyster (expert system)

    SHYSTER is a legal expert system developed at the Australian National University in Canberra in 1993. It was written as the doctoral dissertation of James Popple under the supervision of Robin Stanton, Roger Clarke, Peter Drahos, and Malcolm Newey. A full technical report of the expert system, and a book further detailing its development and testing have also been published. SHYSTER emphasises its pragmatic approach, and posits that a legal expert system need not be based upon a complex model of legal reasoning in order to produce useful advice. Although SHYSTER attempts to model the way in which lawyers argue with cases, it does not attempt to model the way in which lawyers decide which cases to use in those arguments. SHYSTER is of a general design, permitting its operation in different legal domains. It was designed to provide advice in areas of case law that have been specified by a legal expert using a bespoke specification language. Its knowledge of the law is acquired, and represented, as information about cases. It produces its advice by examining, and arguing about, the similarities and differences between cases. It derives its name from Shyster: a slang word for someone who acts in a disreputable, unethical, or unscrupulous way, especially in the practice of law and politics. == Methods == SHYSTER is a specific example of a general category of legal expert systems, broadly defined as systems that make use of artificial intelligence (AI) techniques to solve legal problems. Legal AI systems can be divided into two categories: legal retrieval systems and legal analysis systems. SHYSTER belongs to the latter category of legal analysis systems. Legal analysis systems can be further subdivided into two categories: judgment machines and legal expert systems. SHYSTER again belongs to the latter category of legal expert systems. A legal expert system, as Popple uses the term, is a system capable of performing at a level expected of a lawyer: "AI systems which merely assist a lawyer in coming to legal conclusions or preparing legal arguments are not here considered to be legal expert systems; a legal expert system must exhibit some legal expertise itself." Designed to operate in more than one legal domain, and be of specific use to the common law of Australia, SHYSTER accounts for statute law, case law, and the doctrine of precedent in areas of private law. Whilst it accommodates statute law, it is primarily a case-based system, in contradistinction to rule-based systems like MYCIN. More specifically, it was designed in a manner enabling it to be linked with a rule-based system to form a hybrid system. Although case-based reasoning possesses an advantage over rule-based systems by the elimination of complex semantic networks, it suffers from intractable theoretical obstacles: without some further theory it cannot be predicted what features of a case will turn out to be relevant. Users of SHYSTER therefore require some legal expertise. Richard Susskind argues that "jurisprudence can and ought to supply the models of law and legal reasoning that are required for computerized [sic] implementation in the process of building all expert systems in law". Popple, however, believes jurisprudence is of limited value to developers of legal expert systems. He posits that a lawyer must have a model of the law (maybe unarticulated) which includes assumptions about the nature of law and legal reasoning, but that model need not rest on basic philosophical foundations. It may be a pragmatic model, developed through experience within the legal system. Many lawyers perform their work with little or no jurisprudential knowledge, and there is no evidence to suggest that they are worse, or better, at their jobs than lawyers well-versed in jurisprudence. The fact that many lawyers have mastered the process of legal reasoning, without having been immersed in jurisprudence, suggests that it may indeed be possible to develop legal expert systems of good quality without jurisprudential insight. As a pragmatic legal expert system SHYSTER is the embodiment of this belief. A further example of SHYSTER’s pragmatism is its simple knowledge representation structure. This structure was designed to facilitate specification of different areas of case law using a specification language. Areas of case law are specified in terms of the cases and attributes of importance in those areas. SHYSTER weights its attributes and checks for dependence between them. In order to choose cases upon which to construct its opinions, SHYSTER calculates distances between cases and uses these distances to determine which of the leading cases are nearest to the instant case. To this end SHYSTER can be seen to adopt and expand upon nearest neighbor search methods used in pattern recognition. These nearest cases are used to produce an argument (based on similarities and differences between the cases) about the likely outcome in the instant case. This argument relies on the doctrine of precedent; it assumes that the instant case will be decided the same way as was the nearest case. SHYSTER then uses information about these nearest cases to construct a report. The report that SHYSTER generates makes a prediction and justifies that prediction by reference only to cases and their similarities and differences: the calculations that SHYSTER performs in coming to its opinion do not appear in that opinion. Safeguards are employed to warn users if SHYSTER doubts the veracity of its advice. == Results == SHYSTER was tested in four different and disparate areas of case law. Four specifications were written, each representing an area of Australian law: an aspect of the law of trover; the meaning of "authorization [sic]" in copyright law of Australia; the categorisation of employment contracts; and the implication of natural justice in administrative decision-making. SHYSTER was evaluated under five headings: its usefulness, its generality, the quality of its advice, its limitations, and possible enhancements that could be made to it. Despite its simple knowledge representation structure, it has shown itself capable of producing good advice, and its simple structure has facilitated the specification of different areas of law. Appreciating the difficulties encountered by legal expert systems developers in adequately representing legal knowledge can assist in appreciating the shortcomings of digital rights management technologies. Some academics believe future digital rights management systems may become sophisticated enough to permit exceptions to copyright law. To this end SHYSTER's attempt to model "authorization [sic]" in the Copyright Act can be viewed as pioneering work in this field. The term "authorization [sic]" is undefined in the Copyright Act. Consequently, a number of cases have been before the courts seeking answers as to what conduct amounts to authorisation. The main contexts in which the issue has arisen are analogous to permitted exceptions to copyright currently prevented by most digital rights management technologies: "home taping of recorded materials, photocopying in educational institutions and performing works in public". When applied to one case concerning compact cassettes, SHYSTER successfully agreed that Amstrad did not authorise the infringement. 'shyster-myci'n Popple highlighted the most obvious avenue of future research using SHYSTER as the development of a rule-based system, and the linking together of that rule-based system with the existing case-based system to form a hybrid system. This intention was eventually realised by Thomas O’Callaghan, the creator of SHYSTER-MYCIN: a hybrid legal expert system first presented at ICAIL '03, 24–28 June 2003 in Edinburgh, Scotland. MYCIN is an existing medical expert system, which was adapted for use with SHYSTER. MYCIN’s controversial "certainty factor" is not used in SHYSTER-MYCIN. The reason for this is the difficulty in scientifically establishing how certain a fact is in a legal domain. The rule-based approach of the MYCIN part is used to reason with the provisions of an Act of Parliament only. This hybrid system enables the case-based system (SHYSTER) to determine open textured concepts when required by the rule-based system (MYCIN). The ultimate conclusion of this joint endeavour is that a hybrid approach is preferred in the creation of legal expert systems where "it is appropriate to use rule-based reasoning when dealing with statutes, and…case-based reasoning when dealing with cases".

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  • Generative engine optimization

    Generative engine optimization

    Generative engine optimization (GEO) is one of the names given to the practice of structuring digital content and managing online presence to improve visibility in responses generated by generative artificial intelligence (AI) systems. The practice influences the way large language models (LLMs) retrieve, summarize, and present information in response to user queries. Related terms include answer engine optimization (AEO) and artificial intelligence optimization (AIO). The concept of GEO first appeared in response to generative AI technologies being integrated into mainstream search and information retrieval systems. Tools are used to monitor how websites and brands are cited, referenced, or incorporated into responses produced by large language models. == Terminology == Several overlapping terms describe related practices, and usage varies across practitioners, vendors, and publications. No consensus definition distinguishing these terms had been established in the academic literature as of early 2026, and the terms are frequently used interchangeably in trade and practitioner contexts. Other terms for the same concept include answer engine optimization (AEO), large language model optimization (LLMO), artificial intelligence optimization (AIO), and AI SEO. In 2026, Google released documentation entitled "Optimizing your website for generative AI features on Google Search." According to this documentation, "optimizing for generative AI search is optimizing for the search experience, and thus still SEO.” This position had previously been shared at conferences, with 2026 being the first time Google released official documentation stating it. == Factors influencing generative engine optimization == By early 2026, the focus of GEO practitioners shifted from simple keyword placement to "semantic relevance", a metric driven by the integration of advertising into conversational AI. OpenAI and Google began monetizing AI search results, which is not currently considered an aspect of generative engine optimization but is adjacent.

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  • Orange (software)

    Orange (software)

    Orange is an open-source data visualization, machine learning and data mining toolkit. It features a visual programming front-end for exploratory qualitative data analysis and interactive data visualization. == Description == Orange is a component-based visual programming software package for data visualization, machine learning, data mining, and data analysis. Orange components are called widgets. They range from simple data visualization, subset selection, and preprocessing to empirical evaluation of learning algorithms and predictive modeling. Visual programming is implemented through an interface in which workflows are created by linking predefined or user-designed widgets, while advanced users can use Orange as a Python library for data manipulation and widget alteration. == Software == Orange is an open-source software package released under GPL and hosted on GitHub. Versions up to 3.0 include core components in C++ with wrappers in Python. From version 3.0 onwards, Orange uses common Python open-source libraries for scientific computing, such as numpy, scipy and scikit-learn, while its graphical user interface operates within the cross-platform Qt framework. The default installation includes a number of machine learning, preprocessing and data visualization algorithms in 6 widget sets (data, transform, visualize, model, evaluate and unsupervised). Additional functionalities are available as add-ons (text-mining, image analytics, bioinformatics, etc.). Orange is supported on macOS, Windows and Linux and can also be installed from the Python Package Index repository (pip install Orange3). == Features == Orange consists of a canvas interface onto which the user places widgets and creates a data analysis workflow. Widgets offer basic functionalities such as reading the data, showing a data table, selecting features, training predictors, comparing learning algorithms, visualizing data elements, etc. The user can interactively explore visualizations or feed the selected subset into other widgets. Canvas: graphical front-end for data analysis Widgets: Data: widgets for data input, data filtering, sampling, imputation, feature manipulation and feature selection Visualize: widgets for common visualization (box plot, histograms, scatter plot) and multivariate visualization (mosaic display, sieve diagram). Classify: a set of supervised machine learning algorithms for classification Regression: a set of supervised machine learning algorithms for regression Evaluate: cross-validation, sampling-based procedures, reliability estimation and scoring of prediction methods Unsupervised: unsupervised learning algorithms for clustering (k-means, hierarchical clustering) and data projection techniques (multidimensional scaling, principal component analysis, correspondence analysis). == Add-ons == Orange users can extend their core set of components with components in the add-ons. Supported add-ons include: Associate: components for mining frequent itemsets and association rule learning. Bioinformatics: components for gene expression analysis, enrichment, and access to expression databases (e.g., Gene Expression Omnibus) and pathway libraries. Data fusion: components for fusing different data sets, collective matrix factorization, and exploration of latent factors. Educational: components for teaching machine learning concepts, such as k-means clustering, polynomial regression, stochastic gradient descent, ... Explain: provides an extension with components for the model explanation, including Shapley value analysis Geo: components for working with geospatial data. Image analytics: components for working with images and ImageNet embeddings Network: components for graph and network analysis. Text mining: components for natural language processing and text mining. Time series: widget components for time series analysis and modeling. Single-cell: support for single-cell gene expression analysis, including components for loading single-cell data, filtering and batch effect removal, marker genes discovery, scoring of cells and genes, and cell type prediction. Spectroscopy: components for analyzing and visualization of (hyper)spectral datasets. Survival analysis: add-on for data analysis dealing with survival data. It includes widgets for standard survival analysis techniques, such as the Kaplan-Meier plot, the Cox regression model, and several derivative widgets. World Happiness: support for downloading socioeconomic data from a database, including OECD and World Development Indicators. Provides access to thousands of country indicators from various economic databases. Fairness: add-on for evaluation and creation of fair machine learning models without discrimination. Widgets range from computing fairness metrics like statistical parity to post-, pre-, in-processing methods to build fair models. == Objectives == The program provides a platform for experiment selection, recommendation systems, and predictive modelling and is used in biomedicine, bioinformatics, genomic research, and teaching. In science, it is used as a platform for testing new machine learning algorithms and for implementing new techniques in genetics and bioinformatics. In education, it was used for teaching machine learning and data mining methods to students of biology, biomedicine, and informatics. == Extensions == Various projects build on Orange either by extending the core components with add-ons or using only the Orange Canvas to exploit the implemented visual programming features and GUI. OASYS — ORange SYnchrotron Suite scOrange — single cell biostatistics Quasar — data analysis in natural sciences == History == In 1996, the University of Ljubljana and Jožef Stefan Institute started development of ML, a machine learning framework in C++, and Python bindings were developed for this framework in 1997, which, together with emerging Python modules, formed a joint framework called Orange. Over the following years, most contemporary major algorithms for data mining and machine learning were implemented in C++ (Orange's core) or Python modules. In 2002, first prototypes to create a flexible graphical user interface were designed using Pmw Python megawidgets. In 2003, the graphical user interface was redesigned and re-developed for Qt framework using PyQt Python bindings. The visual programming framework was defined, and the development of widgets (graphical components of the data analysis pipeline) began. In 2005, extensions for data analysis in bioinformatics was created. In 2008, Mac OS X DMG and Fink-based installation packages were developed. In 2009, over 100 widgets were created and maintained. In 2009, Orange 2.0 beta was released, offering installation packages on the website based on the daily compiling cycle. In 2012, a new object hierarchy was imposed, replacing the old module-based structure. In 2013, a significant redesign of the graphical user interface included a new toolbox and depiction of workflows. In 2015, Orange 3.0 was released. Orange stores the data in NumPy arrays; machine learning algorithms mostly use scikit-learn. In 2015, a text analysis add-on for Orange3 was released. In 2016, Orange released version 3.3. Development scheduled a monthly cycle for stable releases. In 2016, Orange began development and release of an Image Analytics add-on, with server-side deep neural networks for image embedding In 2017, a Spectroscopy add-on for the analysis of spectral data was introduced. In 2017, Geo, an add-on for dealing with geo-location data and visualisation of geo maps was introduced In 2018, Orange began development and release of an add-on for single-cell data analysis. In 2019, Orange separated its graphical interface for development as a separate project, orange-canvas-core In 2020, Orange introduced the Explain add-on with widgets for explaining classification models and regression models, highlighting the strength and contributions specific features make towards predicting a specific class. In 2022, World Happiness, an add-on for the Orange3 data mining suite, was introduced, providing widgets for accessing socioeconomic data from various databases such as World Happiness Report, World Development Indicators, OECD. In 2022, Orange extended the Explain add-on with an Individual Conditional Expectation plot and the Permutation Feature Importance technique. In 2023, Orange introduced the Fairness add-on, including widgets to calculate bias metrics, as well as widgets for pre-, post-, and in-processing methods, allowing the creation of models less susceptible to systematic error due to the vagaries of the data set.

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  • AI browser

    AI browser

    An AI browser is a web browser with integrated artificial intelligence capabilities, such as automatically summarizing web page content or answering questions about it. A more specialized type is an agentic browser, based on the concept of agentic AI, which can take actions – such as navigating webpages or filling out forms – on behalf of the user. Several agentic browsers emerged in 2025, including ChatGPT Atlas (macOS only), Comet, and Dia. As of 2025, this is a recent development in the browser market, including new entrants from OpenAI, Opera and Perplexity. The designation of 'AI browser' also includes established browsers that later added non-agentic AI features, such as Microsoft Edge with the Copilot chatbot, Google Chrome with the Gemini chatbot (for Windows desktop users in the US with their language set to English), and Firefox with multiple chatbot providers (such as ChatGPT, Claude, Copilot, Gemini, and Le Chat). AI browsers have been noted to be susceptible to prompt injection attacks. == Browser extensions and integrations == Rather than creating entirely new browsers, some AI browsing solutions integrate with existing browsers through extensions or companion applications. These tools add agentic capabilities to established browsers without requiring users to switch platforms. Examples include Composite, which functions as a cross-browser agent that works with Chrome, Edge, and other browsers to automate web-based tasks for workers. == Cloud-based implementations == Cloud-based implementations of AI browsers allow users to run automated browsing agents without local installation. These systems operate on remote servers using frameworks such as Puppeteer or Playwright. Examples include Browserbase, Browser-use and AI Browser. The AI typically parses the Document Object Model (DOM) to locate and interact with page elements, and may also analyze browser screenshots to interpret layout and structure. == Criticisms and dangers == AI browsers have been noted to be susceptible to being vulnerable to prompt injection attacks, in which the content of websites can be used to hijack the control of the browser. Multiple organisations have argued against using AI browsers due to this vulnerability. The United Kingdom national cyber security centre and Gartner consider them to be too risky for adoption by most organisations. A study by the CISPA Helmholtz Center and Saarland University concluded that this vulnerability makes them easy targets for malware, fraud, automated defamation, disinformation and biased outputs.

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  • Generative AI pornography

    Generative AI pornography

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

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  • Fuzzy measure theory

    Fuzzy measure theory

    In mathematics, fuzzy measure theory considers generalized measures in which the additive property is replaced by the weaker property of monotonicity. The central concept of fuzzy measure theory is the fuzzy measure (also capacity, see ), which was introduced by Choquet in 1953 and independently defined by Sugeno in 1974 in the context of fuzzy integrals. There exists a number of different classes of fuzzy measures including plausibility/belief measures, possibility/necessity measures, and probability measures, which are a subset of classical measures. == Definitions == Let X {\displaystyle \mathbf {X} } be a universe of discourse, C {\displaystyle {\mathcal {C}}} be a class of subsets of X {\displaystyle \mathbf {X} } , and E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} . A function g : C → R {\displaystyle g:{\mathcal {C}}\to \mathbb {R} } where ∅ ∈ C ⇒ g ( ∅ ) = 0 {\displaystyle \emptyset \in {\mathcal {C}}\Rightarrow g(\emptyset )=0} E ⊆ F ⇒ g ( E ) ≤ g ( F ) {\displaystyle E\subseteq F\Rightarrow g(E)\leq g(F)} is called a fuzzy measure. A fuzzy measure is called normalized or regular if g ( X ) = 1 {\displaystyle g(\mathbf {X} )=1} . == Properties of fuzzy measures == A fuzzy measure is: additive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) = g ( E ) + g ( F ) . {\displaystyle g(E\cup F)=g(E)+g(F).} ; supermodular if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have g ( E ∪ F ) + g ( E ∩ F ) ≥ g ( E ) + g ( F ) {\displaystyle g(E\cup F)+g(E\cap F)\geq g(E)+g(F)} ; submodular if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have g ( E ∪ F ) + g ( E ∩ F ) ≤ g ( E ) + g ( F ) {\displaystyle g(E\cup F)+g(E\cap F)\leq g(E)+g(F)} ; superadditive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) ≥ g ( E ) + g ( F ) {\displaystyle g(E\cup F)\geq g(E)+g(F)} ; subadditive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) ≤ g ( E ) + g ( F ) {\displaystyle g(E\cup F)\leq g(E)+g(F)} ; symmetric if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have | E | = | F | {\displaystyle |E|=|F|} implies g ( E ) = g ( F ) {\displaystyle g(E)=g(F)} ; Boolean if for any E ∈ C {\displaystyle E\in {\mathcal {C}}} , we have g ( E ) = 0 {\displaystyle g(E)=0} or g ( E ) = 1 {\displaystyle g(E)=1} . Understanding the properties of fuzzy measures is useful in application. When a fuzzy measure is used to define a function such as the Sugeno integral or Choquet integral, these properties will be crucial in understanding the function's behavior. For instance, the Choquet integral with respect to an additive fuzzy measure reduces to the Lebesgue integral. In discrete cases, a symmetric fuzzy measure will result in the ordered weighted averaging (OWA) operator. Submodular fuzzy measures result in convex functions, while supermodular fuzzy measures result in concave functions when used to define a Choquet integral. == Möbius representation == Let g be a fuzzy measure. The Möbius representation of g is given by the set function M, where for every E , F ⊆ X {\displaystyle E,F\subseteq X} , M ( E ) = ∑ F ⊆ E ( − 1 ) | E ∖ F | g ( F ) . {\displaystyle M(E)=\sum _{F\subseteq E}(-1)^{|E\backslash F|}g(F).} The equivalent axioms in Möbius representation are: M ( ∅ ) = 0 {\displaystyle M(\emptyset )=0} . ∑ F ⊆ E | i ∈ F M ( F ) ≥ 0 {\displaystyle \sum _{F\subseteq E|i\in F}M(F)\geq 0} , for all E ⊆ X {\displaystyle E\subseteq \mathbf {X} } and all i ∈ E {\displaystyle i\in E} A fuzzy measure in Möbius representation M is called normalized if ∑ E ⊆ X M ( E ) = 1. {\displaystyle \sum _{E\subseteq \mathbf {X} }M(E)=1.} Möbius representation can be used to give an indication of which subsets of X interact with one another. For instance, an additive fuzzy measure has Möbius values all equal to zero except for singletons. The fuzzy measure g in standard representation can be recovered from the Möbius form using the Zeta transform: g ( E ) = ∑ F ⊆ E M ( F ) , ∀ E ⊆ X . {\displaystyle g(E)=\sum _{F\subseteq E}M(F),\forall E\subseteq \mathbf {X} .} == Simplification assumptions for fuzzy measures == Fuzzy measures are defined on a semiring of sets or monotone class, which may be as granular as the power set of X, and even in discrete cases the number of variables can be as large as 2|X|. For this reason, in the context of multi-criteria decision analysis and other disciplines, simplification assumptions on the fuzzy measure have been introduced so that it is less computationally expensive to determine and use. For instance, when it is assumed the fuzzy measure is additive, it will hold that g ( E ) = ∑ i ∈ E g ( { i } ) {\displaystyle g(E)=\sum _{i\in E}g(\{i\})} and the values of the fuzzy measure can be evaluated from the values on X. Similarly, a symmetric fuzzy measure is defined uniquely by |X| values. Two important fuzzy measures that can be used are the Sugeno- or λ {\displaystyle \lambda } -fuzzy measure and k-additive measures, introduced by Sugeno and Grabisch respectively. === Sugeno λ-measure === The Sugeno λ {\displaystyle \lambda } -measure is a special case of fuzzy measures defined iteratively. It has the following definition: ==== Definition ==== Let X = { x 1 , … , x n } {\displaystyle \mathbf {X} =\left\lbrace x_{1},\dots ,x_{n}\right\rbrace } be a finite set and let λ ∈ ( − 1 , + ∞ ) {\displaystyle \lambda \in (-1,+\infty )} . A Sugeno λ {\displaystyle \lambda } -measure is a function g : 2 X → [ 0 , 1 ] {\displaystyle g:2^{X}\to [0,1]} such that g ( X ) = 1 {\displaystyle g(X)=1} . if A , B ⊆ X {\displaystyle A,B\subseteq \mathbf {X} } (alternatively A , B ∈ 2 X {\displaystyle A,B\in 2^{\mathbf {X} }} ) with A ∩ B = ∅ {\displaystyle A\cap B=\emptyset } then g ( A ∪ B ) = g ( A ) + g ( B ) + λ g ( A ) g ( B ) {\displaystyle g(A\cup B)=g(A)+g(B)+\lambda g(A)g(B)} . As a convention, the value of g at a singleton set { x i } {\displaystyle \left\lbrace x_{i}\right\rbrace } is called a density and is denoted by g i = g ( { x i } ) {\displaystyle g_{i}=g(\left\lbrace x_{i}\right\rbrace )} . In addition, we have that λ {\displaystyle \lambda } satisfies the property λ + 1 = ∏ i = 1 n ( 1 + λ g i ) {\displaystyle \lambda +1=\prod _{i=1}^{n}(1+\lambda g_{i})} . Tahani and Keller as well as Wang and Klir have shown that once the densities are known, it is possible to use the previous polynomial to obtain the values of λ {\displaystyle \lambda } uniquely. === k-additive fuzzy measure === The k-additive fuzzy measure limits the interaction between the subsets E ⊆ X {\displaystyle E\subseteq X} to size | E | = k {\displaystyle |E|=k} . This drastically reduces the number of variables needed to define the fuzzy measure, and as k can be anything from 1 (in which case the fuzzy measure is additive) to X, it allows for a compromise between modelling ability and simplicity. ==== Definition ==== A discrete fuzzy measure g on a set X is called k-additive ( 1 ≤ k ≤ | X | {\displaystyle 1\leq k\leq |\mathbf {X} |} ) if its Möbius representation verifies M ( E ) = 0 {\displaystyle M(E)=0} , whenever | E | > k {\displaystyle |E|>k} for any E ⊆ X {\displaystyle E\subseteq \mathbf {X} } , and there exists a subset F with k elements such that M ( F ) ≠ 0 {\displaystyle M(F)\neq 0} . == Shapley and interaction indices == In game theory, the Shapley value or Shapley index is used to indicate the weight of a game. Shapley values can be calculated for fuzzy measures in order to give some indication of the importance of each singleton. In the case of additive fuzzy measures, the Shapley value will be the same as each singleton. For a given fuzzy measure g, and | X | = n {\displaystyle |\mathbf {X} |=n} , the Shapley index for every i , … , n ∈ X {\displaystyle i,\dots ,n\in X} is: ϕ ( i ) = ∑ E ⊆ X ∖ { i } ( n − | E | − 1 ) ! | E | ! n ! [ g ( E ∪ { i } ) − g ( E ) ] . {\displaystyle \phi (i)=\sum _{E\subseteq \mathbf {X} \backslash \{i\}}{\frac {(n-|E|-1)!|E|!}{n!}}[g(E\cup \{i\})-g(E)].} The Shapley value is the vector ϕ ( g ) = ( ψ ( 1 ) , … , ψ ( n ) ) . {\displaystyle \mathbf {\phi } (g)=(\psi (1),\dots ,\psi (n)).}

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  • Federal Virtual World Challenge

    Federal Virtual World Challenge

    The Federal Virtual Challenge, formerly The Federal Virtual Worlds Challenge is a competition led by the Simulation and Training Technology Center (United States Army Research, Development and Engineering Command). The event is conducted in order to reach a global development community that will create innovative and interactive training and analysis services in virtual worlds. The inaugural event began in 2009 with the awards being conducted during March 2010 GameTech conference in Orlando, Florida. == Description == The focus of the challenge is training or analysis capability conducted wholly in a virtual environment. The training and analysis audience includes all United States Federal Agencies including, Department of Defense, Department of Homeland Security, Department of Transportation, and Department of Health and Human Services, NASA, DOT, and many more.

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  • Clubdjpro

    Clubdjpro

    ClubDJPro (often referred to as ClubDJ) is a DJ console and video mixing tool developed by Cube Software Solutions Inc. software. It was released in June 2005. == User interface == ClubDJPro has a GUI that was designed to allow aesthetic revisions via Skins. The skin engine that ClubDJPro uses allows for the ability to expand the software to take up the entire screen. As of 4.4.3.3 there are 3 user changeable skins included in the program which are changeable in the preferences tab. They are called 'AquaLung', 'Eleanor', and 'Grabber'. == Editions == ClubDJPro is available in two different editions, with separate features depending upon their target consumer group. DJ Edition - Can play audio files only. VJ Edition - Contains all of the features of the DJ Edition, in addition to support for video, karaoke, and visualizations. == Supported MIDI Controllers == Supported since version 2.0: Hercules Console Hercules Console MK2 Hercules Control MP3 PCDJ DAC-2 Controller == History == The initial "final release" of ClubDJPro was released on June 24, 2005. On June 26, 2009, the 4th iteration of the ClubDJPro software was released. The development of the software and website appears to have halted. As of March 2018 the website continues to show a new version "Coming Spring 2016".

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  • The Raimones

    The Raimones

    The Raimones (stylized as THE RAiMONES) is a 2017 generative music project that utilized artificial intelligence to compose music in the style of the American punk rock band The Ramones. Developed by Matthias Frey, a researcher at Sony CSL Tokyo, the project was an early experiment in applying deep learning to high-energy, minimalist musical genres. == Technical Development == The project utilized Long short-term memory (LSTM) recurrent neural networks to generate musical structures and lyrics. The model was trained on a dataset consisting of 130 Ramones songs in MIDI format and the band's complete lyrical catalog. The technical framework was built using Python and Jupyter Notebook, drawing influence from the character-level RNN text generation models popularized by Andrej Karpathy. Unlike contemporary AI music projects that focused on the harmonic complexities of classical or pop music, THE RAiMONES sought to determine if neural networks could replicate the "1-2-3-4" rhythmic consistency and formulaic nature of early punk. == "I'm Alive" == The primary output of the project was the song "I'm Alive," released in 2017. The work is described as a form of "augmented intelligence," a hybrid approach where the AI provides the compositional foundation and human musicians handle the arrangement and performance. The song was recorded by the musician Mr. Ratboy (Gilbert Avondet). Avondet's involvement provided a stylistic link to the subject material, as he had previously served as a touring guitarist for Marky Ramone and the Intruders in 1996. The project's discography has since been made available on major streaming platforms, including Apple Music. == Reception and Significance == The project has been cited as a "proof of concept" for AI's ability to tackle "noisy" and aggressive aesthetics. In 2019, the Belgian magazine Knack Focus profiled the project alongside other AI pioneers such as Holly Herndon, noting the project's attempt to recreate the sound of "deceased legends" while maintaining a distinct, machine-like quality. It has also been featured in academic settings, such as at UC Santa Cruz, as a case study for AI-driven genre mimicry.

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  • Galatea (video game)

    Galatea (video game)

    Galatea is an interactive fiction video game by Emily Short featuring a modern rendition of the Greek myth of Galatea, the sculpture of a woman that gained life. It took "Best of Show" in the 2000 IF Art Show and won a XYZZY Award for Best non-player character. The game displays an unusually rich approach to non-player character dialogue and diverts from the typical puzzle-solving in interactive fiction: gameplay consists entirely of interacting with a single character in a single room. Galatea is licensed under the Creative Commons BY-NC-ND 3.0 US license. == Gameplay == Galatea alters the typical interactive fiction game mechanics by concentrating instead on the player's interactions with a single non-player character (NPC), the eponymous Galatea. Much of the interest of the piece derives from the ambiguous nature of the player–NPC dialogue: the form of the conversation and, indeed, the nature of Galatea herself shift depending on the focus the player places on certain aspects of the character's personality. Numerous endings are possible. Gameplay centers around the developing dialogue between Galatea and the player when asking about topics in the previous conversation. Two commands, "think about" and "recap", are provided to keep track of what has already been said; the former is also used to advance the storyline, as the player character draws conclusions about the story as it has unfolded to that point. The game also encourages using sensory commands ("touch", "listen to", "look at"), adding immersion to the experience. == Plot == Galatea is loosely based on the myth of Pygmalion, who carved the sculpture of a woman. In the myth, he falls in love with the statue, named Galatea or Elise in different versions, and the goddess Venus brings her to life. The story begins at the opening of an exhibition of artificial intelligences. The player, alone, discovers Galatea displayed on a pedestal with a small information placard. She is illuminated by a spotlight and wears an emerald dress. Seeing the player about to turn away, Galatea says, "They told me you were coming." From this point, the story may proceed in a number of ways depending on the player's words and actions. === Multilinear interactive fiction === Short describes this as "multilinear interactive fiction": while interactive fiction in general allows the player to find their own way through the story, this leads in most cases to a single ending (or at least a single desired 'correct' ending). With Galatea, Short presents a story with around 70 different endings and hundreds of possible ways of reaching them. The plot is thus designed to appear open-ended with the development of the story entirely dependent on what the player decides to talk or ask about or what actions they choose to perform. Thus the original author and the player share in the creation of a work of fiction. == Development == In interviews, Emily Short has explained that Galatea arose out of her efforts to develop advanced dialog coding for interactive fiction engines. Although code for simple conversational programs like ELIZA have existed since the 1960s, and limited dialog options have existed in interactive fiction since the 1970s, Short's efforts to develop chatterbot-like dialog required her to produce a simple test case scenario to test NPC interaction. Thus the single-room, single-occupant Galatea was a natural result. Development of the game progressed organically with Short engaging in test runs and drafting new dialog options for every conversational dead-end that arose. The game's multiple endings also arose in a similar fashion although Short had intended that there be multiple endings from the start. Although the nature of the game's development as well as its minimalist final form has led to questions regarding whether it is really a game and not just an experimental conversational program, Short has suggested that to her the definition of interactive fiction requires nothing more than a world model and a parser, and "anything you can cook up with those features counts as IF." Short has acknowledged the helpful influence of the close-knit IF community and the "atmosphere in which experimentation is valued" as leading to the success of her works like Galatea. == Reception == Galatea was well received, achieving critical acclaim from interactive fiction reviewers and literary scholars. The game is considered to aspire to a new level of art in interactive fiction, and thereby to have revolutionized the genre, establishing its author, Emily Short, as one of the key figures in the modern interactive fiction scene. Fellow award-winning IF author, Adam Cadre has called Galatea "the best NPC ever"—a view that was echoed by Joystiq's John Bardinelli. Cadre also describes the game as an example of an alternative kind of puzzle where "interactivity comes in deciding where to go, what to see, what to say. Rather than having to open gates along a path, you discover that they're all open at first, but stepping through one causes others to close." Galatea was described in 2007 by Indiegames.com as a "fascinating journey." In a 2009 article, Rock, Paper, Shotgun praised the depth and detail of the game, the complexities of the character design and its "masterful balance between intricacy and simplicity", and "Galatea's emotional turmoil" that is "encoded sweetly into the subtext of what's going on. By simply interacting in a logical manner, you learn more about this character than any cut-scene or info-dump could ever hope to convey." This was reiterated in a 2010 1UP.com article that listed Galatea as #2 in its "Top 5 Introductory Interactive Fiction Games" feature, describing it as intriguingly replayable, and as a "surprisingly rich game for its apparent minimalism". In 2011, PC Gamer highlighted Galatea as an example of the artistic and literary aspects of the interactive fiction genre. The titular character, Galatea, has been compared to the 2007 Portal character GLaDOS due to similarities in the personalities of the characters.

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  • Rifts (role-playing game)

    Rifts (role-playing game)

    Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres. Rifts serves as a cross-over environment for a variety of other Palladium games with different universes connected through "rifts" on Earth that lead to different spaces, times, and realities that Palladium calls the "Rifts Megaverse". Rifts describes itself as an "advanced" role-playing game and not an introduction for those new to the concept. Palladium continues to publish books for the Rifts series, with about 80 books published between 1990 and 2011. Rifts Ultimate Edition was released in August 2005 and designed to update the game with Palladium's incremental changes to its system, changes in the game world, and additional information and character types. The web site is quick to point out that this is not a second edition but an improvement and expansion of the original role playing game. == Background == The RPG had the tentative title Boomers, named after the original name for the Glitter Boy power armor until Kevin Siembieda changed the name after finding out it was in use for Bubblegum Crisis. == Setting == The Rifts world is Earth, but hundreds of years into the future. Ley lines, lines of magic energy, criss-cross the earth forming supernatural geographic areas such as the Bermuda Triangle. Points where Ley Lines intersect, called a nexus, are places of powerful magic, such as the Pyramids of Giza and Stonehenge. If a Ley Line nexus energy surges or is purposely activated, the fabric of space and time can be torn, creating a rift - a hole in space-time leading to another place, time, or dimension. Ley lines contain magical energy called Potential Psychic Energy (PPE), which is found in various places, objects, and animals and is particularly strong in children. An adult's level of PPE can vary based on other factors. PPE also allows Psionics which uses energy known as Inner Strength Points or ISP. Psychic phenomenon (more commonly called psionics) can also vary from individuals, ranging from none at all to Master level abilities. Psychic abilities can manifest in virtually any way imaginable. Some psychics develop differently, such as psi-stalkers; human mutants that feed on psychic energy. === Earth === Rifts begins with two future-historical premises: first, a golden age of humanity occurs, with tremendous advances in science, technology, military, and society. Humanity as a whole is at peace as a majority of Earth's nations decide to cease world war and begin to share ideas and technology freely. Much of the Solar System is conquered, humanity's wars will end, and harmony will reign. This golden age is followed by an unknown cause near the winter solstice and a rare planetary alignment, causing a disaster that cascades into tremendous destruction via a ripple effect. The cataclysm begins with unprecedented storms, earthquakes, tsunamis, and volcanic eruptions, which kill millions of people. The Ley Line networks that crisscross the globe are energized, causing rifts to open both on Earth and throughout the Megaverse. For hundreds of years after the holocaust, many creatures, both mythical beasts and aliens, come through the Rifts to wreak havoc. The old world gone, a new Dark Age dawns and humanity's shrinking population is reduced, due to catastrophe and domestic failure, immeasurably. This period is covered in Palladium's Rifts Chaos Earth spin-off series. Rifts initially takes place in 101 P.A. (equivalent to the year 2387) 289 years after this event. The "Post-Apocalypse" calendar was established by the formation of the Coalition States in 2286. By this time, most of the disasters have quieted down, though Earth is still bathed in PPE. The planet's mystical energy has attracted aliens from other dimensions, who continue to arrive through the Rifts both accidentally and deliberately. The humanoid creatures that arrive on Earth are referred to as Dimensional Beings (called D-Bees). Some resemble familiar fantasy races, such as elves and dwarfs, while others were created specifically for the game setting. Non-humanoid creatures have also arrived, including monstrous creatures and mystical demons. To cope with these natural, supernatural, and alien menaces, the human race has adapted in a variety of ways, many of them borrowed from the technological developments of the lost Golden Age. Powered armor suits and giant vehicles are frequently used to combat the dangers of Rifts, but more invasive augmentation is common. This has three basic categories: "Juicers" augment themselves chemically, the "Borgs" augment themselves mechanically, and "Crazies" use performance-enhancing brain implants. All such augmentations boost strength, speed, endurance, and dexterity to superhuman levels. However, all come at great cost. Chemicals cause the body to wear out faster, decreasing life span to a few years. Mechanical Borg augmentation causes a loss of humanity when those with multiple limb and organ replacements become more machine than human. Brain implants cause mental instability ranging from mild phobias to crippling neurosis or psychosis. ==== North America ==== The strongest power in North America is the Coalition States (CS), which is based in the arcological city of Chi-Town and lays claim to northern Illinois, all of Iowa, the Texas Panhandle, Missouri, and the eastern half of Ontario, Canada. The second greatest power is Free Quebec, a former Coalition State that seceded following a civil war with the other Coalition States. Mexico is ruled by a group of vampire kingdoms, who treat humans as little more than food. North of the Rio Grande, west of Texas and roaming most of the American Southwest are large nomadic bands/tribes of bandits who collectively form the Pecos Empire, consisting of El Paso, Los Alamos, and Houstown. Much of the western United States has more or less willingly reverted to a mix of modern and past technology akin to the Wild West. The Royal Canadian Mounted Police managed to survive the great cataclysm, though Canada itself did not. The Mounties have become an independent law enforcement force called the Tundra Rangers, patrolling the northern wilderness. The Midwest, both upper and central, is home to most of North America's population. The Manistique Imperium and Northern Gun in Michigan's Upper Peninsula, both Coalition allies, are among the largest weapons manufacturing areas on the continent. New Lazlo is one of the largest cities in Michigan's southern portion. Chillicothe in Missouri is a large supplier of Coalition food processing and growing. Missouri's southern half, home to the city-states of Whykin (Poplar Bluff) and Kingsdale (West Plains) are in constant opposition to the CS and claim independence. Arkansas is home to the independent CS ally El Dorado. Southern Illinois and the Ohio Valley is home to the Federation of Magic. Also in the Ohio Valley is Psyscape, a city-state founded by psychics. Tolkeen was a major city in the former Minneapolis region in early Rifts books; the city welcomed users of magic. A military campaign made by the Coalition States (which is the primary event of 109 PA) resulted in the magic-user kingdom being wiped off the map. In the Northeast, the city-state of Lazlo, named after supernatural researcher and writer Victor Lazlo, was built upon the ruins of Toronto. This major center of civilization is well known as a melting pot of humans, D-Bees and other beings, and is the home of Techno-Wizardry. Mad Haven is the name given to the ruins of Manhattan; tectonic forces during the cataclysm have moved it into the coast, creating a peninsula. It is seen by most denizens of Rifts Earth as a refuge of demons and madness. ==== South America ==== The return of Atlantis caused the Amazon River basin to flood most of western South America, giving it the nickname The Land of a Thousand Islands. The Empire of the Sun, consisting of Cuzco, Nazca, Arequipa and Lima, created a wide range of technology and magic, including magic derived from the Nazca lines. In Argentina, the Silver River Republics of Cordoba (the South American Chi-Town), Santiago (one of the most tolerant human nations on Rifts Earth), Achilles (a nation founded by mutants), and New Babylon, a nation where humans and aliens coexist) have thrived and created nations whose strength rivals that of the CS. In Bolivia, freed Human and D-Bees formed the Megaversal Legion: a mercenary company with one of the highest levels of technology on Rifts Earth. ==== Europe ==== England has become a vast wilderness again, broken up by the occasional giant Millennium Tree or feudal kingdom, complete with a New Camelot and a new King Arthur, partially being manipulated by an alien intelligence disguised as Merlin. Also the magic of

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  • Zoho Office Suite

    Zoho Office Suite

    Zoho Office Suite is an online office suite developed by Zoho Corporation. == History == Zoho Office Suite was launched in 2005 with a web-based word processor. Additional products, such as those for spreadsheets and presentations, were incorporated later into the suite. The applications are distributed as software as a service (SaaS). == Products == Zoho uses an open API for its Writer, Sheet, Show, Creator, Meeting, and Planner products. It also has plugins into Microsoft Word and Excel, an OpenOffice.org plugin, and a plugin for Firefox. Zoho Office Suite is free for individuals but offers a plan for teams, which includes Zoho WorkDrive, Zoho Workplace and other Zoho apps. In October 2009, Zoho integrated some of their applications with the Google Apps online suite.

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  • TuVox

    TuVox

    TuVox is a company that produces VXML-based telephone speech-recognition applications to replace DTMF touch-tone systems for their clients. == History == TuVox was founded in 2001 by Steven S. Pollock and Ashok Khosla, formerly of Apple Computer Corporation and Claris Corporation. Since then, TuVox has grown to over 150 employees and has US offices in Cupertino, California and Boca Raton, Florida as well as international offices in London, Vancouver and Sydney. In 2005, TuVox acquired the customers and hosting facilities of Net-By-Tel. In 2007, the company raised $20m for its speech recognition, and phone menu software. On July 22, 2010, West Interactive — a subsidiary of West Corporation — announced its acquisition of TuVox. == Customers == TuVox clients include: 1-800-Flowers.com, AMC Entertainment, American Airlines, British Airways, M&T Bank, Canon Inc., Gateway, Inc., Motorola, Progress Energy Inc., Telecom New Zealand, Time, Inc., BECU, Virgin America and USAA.

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  • Semantic Scholar

    Semantic Scholar

    Semantic Scholar is a research tool for scientific literature. It is developed at the Allen Institute for AI and was publicly released in November 2015. Semantic Scholar uses modern techniques in natural language processing to support the research process, for example by providing automatically generated summaries of scholarly papers. The Semantic Scholar team is actively researching the use of artificial intelligence in natural language processing, machine learning, human–computer interaction, and information retrieval. Semantic Scholar began as a database for the topics of computer science, geoscience, and neuroscience. In 2017, the system began including biomedical literature in its corpus. As of September 2022, it includes over 200 million publications from all fields of science. == Technology == Semantic Scholar provides a one-sentence summary of scientific literature. One of its aims was to address the challenge of reading numerous titles and lengthy abstracts on mobile devices. It also seeks to ensure that the three million scientific papers published yearly reach readers, since it is estimated that only half of this literature is ever read. Artificial intelligence is used to capture the essence of a paper, generating it through an "abstractive" technique. The project uses a combination of machine learning, natural language processing, and machine vision to add a layer of semantic analysis to the traditional methods of citation analysis, and to extract relevant figures, tables, entities, and venues from papers. Another key AI-powered feature is Research Feeds, an adaptive research recommender that uses AI to quickly learn what papers users care about reading and recommends the latest research to help scholars stay up to date. It uses a paper embedding model trained using contrastive learning to find papers similar to those in each Library folder. Semantic Scholar also offers Semantic Reader, an augmented reader with the potential to revolutionize scientific reading by making it more accessible and richly contextual. Semantic Reader provides in-line citation cards that allow users to see citations with TLDR (short for Too Long, Didn't Read) automatically generated short summaries as they read and skimming highlights that capture key points of a paper so users can digest faster. In contrast with Google Scholar and PubMed, Semantic Scholar is designed to highlight the most important and influential elements of a paper. The AI technology is designed to identify hidden connections and links between research topics. Like the previously cited search engines, Semantic Scholar also exploits graph structures, which include the Microsoft Academic Knowledge Graph, Springer Nature's SciGraph, and the Semantic Scholar Corpus (originally a 45 million papers corpus in computer science, neuroscience and biomedicine). == Article identifier == Each paper hosted by Semantic Scholar is assigned a unique identifier called the Semantic Scholar Corpus ID (abbreviated S2CID). The following entry is an example: Liu, Ying; Gayle, Albert A; Wilder-Smith, Annelies; Rocklöv, Joacim (March 2020). "The reproductive number of COVID-19 is higher compared to SARS coronavirus". Journal of Travel Medicine. 27 (2). doi:10.1093/jtm/taaa021. PMID 32052846. S2CID 211099356. == Indexing == Semantic Scholar is free to use and unlike similar search engines (e.g., Google Scholar) does not search for material that is behind a paywall. One study compared the index scope of Semantic Scholar to Google Scholar, and found that for the papers cited by secondary studies in computer science, the two indices had comparable coverage, each only missing a handful of the papers. == Number of users and publications == As of January 2018, following a 2017 project that added biomedical papers and topic summaries, the Semantic Scholar corpus included more than 40 million papers from computer science and biomedicine. In March 2018, Doug Raymond, who developed machine learning initiatives for the Amazon Alexa platform, was hired to lead the Semantic Scholar project. As of August 2019, the number of included papers metadata (not the actual PDFs) had grown to more than 173 million after the addition of the Microsoft Academic Graph records. In 2020, a partnership between Semantic Scholar and the University of Chicago Press Journals made all articles published under the University of Chicago Press available in the Semantic Scholar corpus. At the end of 2020, Semantic Scholar had indexed 190 million papers. In 2020, Semantic Scholar reached seven million users per month.

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