AI Content Internet Study

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

  • Time series

    Time series

    In mathematics, a time series is a sequence of data points indexed, listed, or graphed in chronological order. Most commonly, a time series consists of observations recorded at successive equally spaced points in time. Thus, it represents a form of discrete-time data. A time series may describe measurements collected over seconds, days, years, or even centuries. Common examples include heights of ocean tides, counts of sunspots, daily temperature readings, and the closing values of stock market indices such as the Dow Jones Industrial Average. A time series is often visualized using a run chart (a type of temporal line chart), which helps identify patterns such as trends, seasonal effects, and irregular fluctuations. Time series are widely used in statistics, actuarial science, signal processing, pattern recognition, econometrics, mathematical finance, weather forecasting, earthquake prediction, electroencephalography, control engineering, astronomy, communications engineering, and many other areas of applied science and engineering that involve temporal measurements. Time series analysis comprises methods for analyzing time series data in order to extract meaningful statistics and other characteristics of the data. Time series forecasting is the use of a model to predict future values based on previously observed values. Generally, time series data is modeled as a stochastic process. While regression analysis is often employed in such a way as to test relationships between one or more different time series, this type of analysis is not usually called "time series analysis", which refers in particular to relationships between different points in time within a single series. Time series data have a natural temporal ordering. This makes time series analysis distinct from cross-sectional studies, in which there is no natural ordering of the observations (e.g. explaining people's wages by reference to their respective education levels, where the individuals' data could be entered in any order). Time series analysis is also distinct from spatial data analysis where the observations typically relate to geographical locations (e.g. accounting for house prices by the location as well as the intrinsic characteristics of the houses). A stochastic model for a time series will generally reflect the fact that observations close together in time will be more closely related than observations further apart. In addition, time series models will often make use of the natural one-way ordering of time so that values for a given period will be expressed as deriving in some way from past values, rather than from future values (see time reversibility). Time series analysis can be applied to real-valued, continuous data, discrete numeric data, or discrete symbolic data (i.e. sequences of characters, such as letters and words in the English language). == Methods for analysis == Methods for time series analysis may be divided into two classes: frequency-domain methods and time-domain methods. The former include spectral analysis and wavelet analysis; the latter include auto-correlation and cross-correlation analysis. In the time domain, correlation and analysis can be made in a filter-like manner using scaled correlation, thereby mitigating the need to operate in the frequency domain. Additionally, time series analysis techniques may be divided into parametric and non-parametric methods. The parametric approaches assume that the underlying stationary stochastic process has a certain structure which can be described using a small number of parameters (for example, using an autoregressive or moving-average model). In these approaches, the task is to estimate the parameters of the model that describes the stochastic process. By contrast, non-parametric approaches explicitly estimate the covariance or the spectrum of the process without assuming that the process has any particular structure. Methods of time series analysis may also be divided into linear and non-linear, and univariate and multivariate. == Panel data == A time series is one type of panel data. Panel data is the general class, a multidimensional data set, whereas a time series data set is a one-dimensional panel (as is a cross-sectional dataset). A data set may exhibit characteristics of both panel data and time series data. One way to tell is to ask what makes one data record unique from the other records. If the answer is the time data field, then this is a time series data set candidate. If determining a unique record requires a time data field and an additional identifier which is unrelated to time (e.g. student ID, stock symbol, country code), then it is panel data candidate. If the differentiation lies on the non-time identifier, then the data set is a cross-sectional data set candidate. == Analysis == There are several types of motivation and data analysis available for time series which are appropriate for different purposes. === Motivation === In the context of statistics, econometrics, quantitative finance, seismology, meteorology, and geophysics the primary goal of time series analysis is forecasting. In the context of signal processing, control engineering and communication engineering it is used for signal detection. Other applications are in data mining, pattern recognition and machine learning, where time series analysis can be used for clustering, classification, query by content, anomaly detection as well as forecasting. === Exploratory analysis === A simple way to examine a regular time series is manually with a line chart. The datagraphic shows tuberculosis deaths in the United States, along with the yearly change and the percentage change from year to year. The total number of deaths declined in every year until the mid-1980s, after which there were occasional increases, often proportionately - but not absolutely - quite large. A study of corporate data analysts found two challenges to exploratory time series analysis: discovering the shape of interesting patterns, and finding an explanation for these patterns. Visual tools that represent time series data as heat map matrices can help overcome these challenges. === Estimation, filtering, and smoothing === This approach may be based on harmonic analysis and filtering of signals in the frequency domain using the Fourier transform, and spectral density estimation. Its development was significantly accelerated during World War II by mathematician Norbert Wiener, electrical engineers Rudolf E. Kálmán, Dennis Gabor and others for filtering signals from noise and predicting signal values at a certain point in time. An equivalent effect may be achieved in the time domain, as in a Kalman filter; see filtering and smoothing for more techniques. Other related techniques include: Autocorrelation analysis to examine serial dependence Spectral analysis to examine cyclic behavior which need not be related to seasonality. For example, sunspot activity varies over 11 year cycles. Other common examples include celestial phenomena, weather patterns, neural activity, commodity prices, and economic activity. Separation into components representing trend, seasonality, slow and fast variation, and cyclical irregularity: see trend estimation and decomposition of time series === Curve fitting === Curve fitting is the process of constructing a curve, or mathematical function, that has the best fit to a series of data points, possibly subject to constraints. Curve fitting can involve either interpolation, where an exact fit to the data is required, or smoothing, in which a "smooth" function is constructed that approximately fits the data. A related topic is regression analysis, which focuses more on questions of statistical inference such as how much uncertainty is present in a curve that is fit to data observed with random errors. Fitted curves can be used as an aid for data visualization, to infer values of a function where no data are available, and to summarize the relationships among two or more variables. Extrapolation refers to the use of a fitted curve beyond the range of the observed data, and is subject to a degree of uncertainty since it may reflect the method used to construct the curve as much as it reflects the observed data. For processes that are expected to generally grow in magnitude one of the curves in the graphic (and many others) can be fitted by estimating their parameters. The construction of economic time series involves the estimation of some components for some dates by interpolation between values ("benchmarks") for earlier and later dates. Interpolation is estimation of an unknown quantity between two known quantities (historical data), or drawing conclusions about missing information from the available information ("reading between the lines"). Interpolation is useful where the data surrounding the missing data is available and its trend, seasonality, and longer-term cycles are known. This is often done by using a relat

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  • Semantic analysis (knowledge representation)

    Semantic analysis (knowledge representation)

    Semantic analysis is a method for eliciting and representing knowledge about organisations. Initially the problem must be defined by domain experts and passed to the project analyst(s). The next step is the generation of candidate affordances. This step will generate a list of semantic units that may be included in the schema. The candidate grouping follows where some of the semantic units that will appear in the schema are placed in simple groups. Finally the groups will be integrated together into an ontology chart. Semantic analysis always starts from the problem definition which if not clear, require the analyst to employ relevant literature, interviews with the stakeholders and other techniques towards collecting supplementary information. All assumptions made must be genuine and not limiting the system.

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  • Executive Order 14110

    Executive Order 14110

    Executive Order 14110, titled Executive Order on Safe, Secure, and Trustworthy Development and Use of Artificial Intelligence (sometimes referred to as "Executive Order on Artificial Intelligence") was the 126th executive order signed by former U.S. President Joe Biden. Signed on October 30, 2023, the order defines the administration's policy goals regarding artificial intelligence (AI), and orders executive agencies to take actions pursuant to these goals. The order is considered to be the most comprehensive piece of governance by the United States regarding AI. It was rescinded by U.S. President Donald Trump within hours of his assuming office on January 20, 2025. Policy goals outlined in the executive order pertain to promoting competition in the AI industry, preventing AI-enabled threats to civil liberties and national security, and ensuring U.S. global competitiveness in the AI field. The executive order required a number of major federal agencies to create dedicated "chief artificial intelligence officer" positions within their organizations. == Background == The drafting of the order was motivated by the rapid pace of development in generative AI models in the 2020s, including the release of large language model ChatGPT. Executive Order 14110 is the third executive order dealing explicitly with AI, with two AI-related executive orders being signed by then-President Donald Trump. The development of AI models without policy safeguards has raised a variety of concerns among experts and commentators. These range from future existential risk from advanced AI models to immediate concerns surrounding current technologies' ability to disseminate misinformation, enable discrimination, and undermine national security. In August 2023, Arati Prabhakar, the director of the Office of Science and Technology Policy, indicated that the White House was expediting its work on executive action on AI. A week prior to the executive order's unveiling, Prabhakar indicated that Office of Management and Budget (OMB) guidance on the order would be released "soon" after. == Policy goals and provisions == The order has been characterized as an effort for the United States to capture potential benefits from AI while mitigating risks associated with AI technologies. Upon signing the order, Biden stated that AI technologies were being developed at "warp speed", and argued that to "realize the promise of AI and avoid the risk, we need to govern this technology". Policy goals outlined by the order include the following: Promoting competition and innovation in the AI industry Upholding civil and labor rights and protecting consumers and their privacy from AI-enabled harms Specifying federal policies governing procurement and use of AI Developing watermarking systems for AI-generated content and warding off intellectual property theft stemming from the use of generative models Maintaining the nation's place as a global leader in AI == Impact on agencies == === Creation of chief AI officer positions === The executive order required a number of large federal agencies to appoint a chief artificial intelligence officer, with a number of departments having already appointed a relevant officer prior to the order. In the days following the order, news publication FedScoop confirmed that the General Services Administration (GSA) and the United States Department of Education appointed relevant chief AI officers. The National Science Foundation (NSF) also confirmed it had elevated an official to serve as its chief AI officer. === Department responsibilities === Under the executive order, the Department of Homeland Security (DHS) was responsible for developing AI-related security guidelines, including cybersecurity-related matters. The DHS will also work with private sector firms in sectors including the energy industry and other "critical infrastructure" to coordinate responses to AI-enabled security threats. Executive Order 14110 mandated the Department of Veterans Affairs to launch an AI technology competition aimed at reducing occupational burnout among healthcare workers through AI-assisted tools for routine tasks. The order also mandated the Department of Commerce's National Institute of Standards and Technology (NIST) to develop a generative artificial intelligence-focused resource to supplement the existing AI Risk Management Framework. == Analysis == The executive order has been described as the most comprehensive piece of governance by the United States government pertaining to AI. Earlier in 2023 prior to the signing of the order, the Biden administration had announced a Blueprint for an AI Bill of Rights, and had secured non-binding AI safety commitments from major tech companies. The issuing of the executive order comes at a time in which lawmakers including Senate Majority Leader Chuck Schumer have pushed for legislation to regulate AI in the 118th United States Congress. According to Axios, despite the wide scope of the executive order, it notably does not touch upon a number of AI-related policy proposals. This includes proposals for a "licensing regime" to government advanced AI models, which has received support from industry leaders including Sam Altman. Additionally, the executive order does not seek to prohibit 'high-risk' uses of AI technology, and does not aim to mandate that tech companies release information surrounding AI systems' training data and models. == Reception == === Political and media reception === The editorial board of the Houston Chronicle described the order as a "first step toward protecting humanity". The issuing of the order received praise from Democratic members of Congress, including Senator Richard Blumenthal (D-CT) and Representative Ted Lieu (D-CA). Representative Don Beyer (D-VA), who leads the House AI Caucus, praised the order as a "comprehensive strategy for responsible innovation", while arguing that Congress must take initiative to pass legislation on AI. The draft of the order received criticism from Republican Senator Ted Cruz (R-TX), who described it as creating "barriers to innovation disguised as safety measures". === Public reception === Polling from the AI Policy Institute showed that 69% of all voters support the executive order, while 15% oppose it. Breaking it down by party, support was at 78% for Democrats, 65% for independents, and 64% for Republicans. === Industry reception === The executive order received strong criticism from the Chamber of Commerce as well as tech industry groups including NetChoice and the Software and Information Industry Association, all of which count "Big Tech" companies Amazon, Meta, and Google as members. Representatives from the organizations argued that the executive order threatens to hinder private sector innovation. === Civil society reception === According to CNBC, a number of leaders advocacy organizations praised the executive order for its provisions on "AI fairness", while simultaneously urging congressional action to strengthen regulation. Maya Wiley, president and CEO of the Leadership Conference on Civil and Human Rights, praised the order while urging Congress to take initiative to "ensure that innovation makes us more fair, just, and prosperous, rather than surveilled, silenced, and stereotyped". A representative from the American Civil Liberties Union (ACLU) praised provisions of the order centered on combating AI-enabled discrimination, while also voiced concern over sections of the order focused on law enforcement and national security. === Second Trump administration === Hours after his inauguration as the 47th president of the United States, Donald Trump rescinded the order, labeling it, among several other of Biden's executive orders and actions, as "unpopular, inflationary, illegal, and radical practices".

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  • Hyperion Data Center

    Hyperion Data Center

    The Richland Parish Data Center, nicknamed "Hyperion", is a planned artificial intelligence data center by Meta Platforms under-construction along Highway La. 183 in Richland Parish, Louisiana, just outside of Holly Ridge. It is one of a number of "titan clusters" being built in preparation for the emergence of AI superintelligence. Modern technological researchers disagree as to whether or not superintelligence will ever exist, though Meta CEO Mark Zuckerberg has expressed belief that its creation is inevitable. Current plans allot for the investment of $27 billion, as the structure is built from 2025 to 2030. == History == Meta was considering potential locations for their flagship data center in early 2024. Before being announced later in December, the plan was completely secret; meetings held between involved organisations and even government officials could only refer to it by the codename "Project Sucre" to protect it from potential corporate espionage. The data center was first announced on 04 December 2024, though its full scale was yet to be revealed. At first, Meta would not even claim responsibility for it, channelling all of its investments through the secret shell subsidiary Laidley LLC. We set out looking for a place where we could expand into gigawatts pretty quickly, and really get moving within that community on a large plot of land very quickly. We looked at finding very, very large contiguous plots of land that had access to the infrastructure that we need, the energy that we needed, and could move very, very quickly for us. The Louisiana-based Entergy Corporation, aiming for the facility to be built in its own backyard, negotiated a deal with the government of Louisiana to provide Meta with enormous tax breaks if they agreed to build Hyperion there. The Louisiana legislature responded by passing Act 730, which provides significant tax rebates on the purchase or lease of equipment for building and operating data centers. Meta found the arrangement acceptable, and bought a plot of land from the government. The government also had to further amend its laws to allow Meta to do this, as pre-existing policy forbade purchasing land directly from the government instead of hosting a public auction. The plot of land, originally called Franklin Farms, was purchased from the Franklin family in 2006 by the government, intending for it to be developed into an automotive manufacturing plant. Greater attention was brought to Hyperion it when Zuckerberg posted about the project on 14 July 2025 on Threads. The project subsequently caught media attention for its large size, as Zuckerberg's post portrayed the structure superimposed over Manhattan (pictured). The construction site spans 2,250 acres (9.1 km2) with a planned floor area of 4,000,000 square feet (371612 m2), making it the third largest building in the world by floor area upon completion. Meta initially reported the construction cost to be over $10 billion, but in October 2025, it announced a partnership with Blue Owl Capital providing for at least $27 billion. == Operation == The facility is expected to consume up to 5 gigawatts (GW) of computational power, more electricity than is currently used by the entire State of Louisiana. As part of their deal made with Meta, Entergy plans to be able to produce at least 3.8 GW of electricity for the operation. == Response to the project == Louisiana Governor Jeff Landry thanked Meta for their decision to build Hyperion in Louisiana, stating that it would "create opportunities for Louisiana workers to fill high-paying jobs of the future." and calling it "A New Chapter" for the state. The Louisiana Economic Development (LED) state agency further praised the project, citing Meta's estimate that it would create 1,500 jobs. Additionally, Richland Parish Supervisor Joey Evans stated that he was excited about the project. As part of their agreement with Meta, Energy announced their plan to increase electricity production state-wide. They say that this will result in the cost of energy reducing, though Entergy filings revealed in June 2025 that the cost of electricity would rise and be passed onto consumers. Meta also pledged to match all of Hyperion's power consumption with 100% environmentally friendly electricity production. So far, Entergy has begun building three gas-powered combined-cycle power plants and a substation in response to the project. Delta Community College announced in response to Hyperion's construction that it would expand its construction and trade programs. In January 2025, Business Facilities Magazine selected Hyperion for its annual Deal of the Year Platinum Award for 2024. Much of the initial backlash following Hyperion's announcement centered around the fast-tracked approval of the project by the state government, and scepticism around Meta's various claims (environmental friendliness, 100% renewable energy, local economic stimulation, price reductions). The Sierra Club criticised Meta for gentrifying the surrounding area, and was highly sceptical of their promise to keep it environmentally friendly. Environmental activist group Earthjustice attempted to have a subpoena of Meta approved to determine if they were compliant with environmental protection laws, though they were unsuccessful. Many residents of Holy Ridge have been critical of the construction, complaining about the increased construction vehicle traffic and intense gentrification. Another point of contention is Meta's continued reliance on out-of-state contractors in the facility's construction in spite of their previous commitment to "hire as many local folk as [we] possibly can." In spite of Entergy's continual denial that the facility's construction will not adversely affect the power grid, numerous electrical outages have been reported since construction began.

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  • Containerization (computing)

    Containerization (computing)

    In software engineering, containerization is operating-system-level virtualization or application-level virtualization over multiple resources so that software applications can run in isolated user spaces called containers in any cloud or non-cloud environment, regardless of type or vendor. The term "container" has different meanings in different contexts, and it is important to ensure that the intended definition aligns with the audience's understanding. == Usage == Each container is basically a fully functional and portable cloud or non-cloud computing environment surrounding the application and keeping it independent of other environments running in parallel. Individually, each container simulates a different software application and runs isolated processes by bundling related configuration files, libraries and dependencies. But, collectively, multiple containers share a common operating system kernel (OS). In recent times, containerization technology has been widely adopted by cloud computing platforms like Amazon Web Services, Microsoft Azure, Google Cloud Platform, and IBM Cloud. Containerization has also been pursued by the U.S. Department of Defense as a way of more rapidly developing and fielding software updates, with first application in its F-22 air superiority fighter. == History == The concept of containerization in computing originated from early operating system–level isolation mechanisms. One of the earliest implementations was the chroot system call introduced in Version 7 Unix in 1979, which changed the apparent root directory for a process and its children, providing a basic form of filesystem isolation. In the early 2000s, more advanced forms of operating system–level virtualization were developed. FreeBSD introduced "jails" in 2000, which extended isolation by restricting processes to a subset of system resources. Around the same time, Solaris introduced "zones" (also known as Solaris Containers), providing similar capabilities with resource management and isolation features. Linux later incorporated comparable functionality through kernel features such as namespaces and control groups (cgroups), which enabled isolation of process IDs, network stacks, filesystems, and resource allocation. These features formed the foundation for Linux Containers (LXC), which provided a userspace interface for managing containers. The widespread adoption of containerization accelerated with the release of Docker in 2013, which introduced a standardized format for packaging applications and their dependencies, along with tooling for image distribution and container management. == Types of containers == OS containers Application containers == Security issues == Because of the shared OS, security threats can affect the whole containerized system. In containerized environments, security scanners generally protect the OS, but not the application containers, which adds unwanted vulnerability. == Container management, orchestration, clustering == Container orchestration or container management is mostly used in the context of application containers. Implementations providing such orchestration include Kubernetes and Docker swarm. == Container cluster management == Container clusters need to be managed. This includes functionality to create a cluster, to upgrade the software or repair it, balance the load between existing instances, scale by starting or stopping instances to adapt to the number of users, to log activities and monitor produced logs or the application itself by querying sensors. Open-source implementations of such software include OKD and Rancher. Quite a number of companies provide container cluster management as a managed service, like Alibaba, Amazon, Google, and Microsoft.

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  • Is-a

    Is-a

    In knowledge representation, ontology components and ontology engineering, including for object-oriented programming and design, is-a (also written as is_a or is a) is a subsumptive relationship between abstractions (e.g., types, classes), wherein one class A is a subclass of another class B (and so B is a superclass of A). In other words, type A is a subtype of type B when A's specification implies B's specification. That is, any object (or class) that satisfies A's specification also satisfies B's specification, because B's specification is weaker. For example, a cat 'is a[n]' animal, but not vice versa. All cats are animals, but not all animals are cats. Behaviour that is relevant to all animals is defined on an animal class, whereas behaviour that is relevant only for cats is defined in a cat class. By defining the cat class as 'extending' the animal class, all cats 'inherit' the behaviour defined for animals, without the need to explicitly code that behaviour for cats. == Related concepts == The is-a relationship is to be contrasted with the has-a (has_a or has a) relationship between types (classes); confusing the relations has-a and is-a is a common error when designing a model (e.g., a computer program) of the real-world relationship between an object and its subordinate. The is-a relationship may also be contrasted with the instance-of relationship between objects (instances) and types (classes): see Type–token distinction. To summarize the relations, there are: hyperonym–hyponym (supertype/superclass–subtype/subclass) relations between types (classes) defining a taxonomic hierarchy, where for a subsumption relation: a hyponym (subtype, subclass) has a type-of (is-a) relationship with its hyperonym (supertype, superclass); holonym–meronym (whole/entity/container–part/constituent/member) relations between types (classes) defining a possessive hierarchy, where for an aggregation (i.e. without ownership) relation: a holonym (whole) has a has-a relationship with its meronym (part), for a composition (i.e. with ownership) relation: a meronym (constituent) has a part-of relationship with its holonym (entity), for a containment relation: a meronym (member) has a member-of relationship with its holonym (container); concept–object (type–token) relations between types (classes) and objects (instances), where a token (object) has an instance-of relationship with its type (class).

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  • Qualification problem

    Qualification problem

    In philosophy and AI (especially, knowledge-based systems), the qualification problem is concerned with the impossibility of listing all the preconditions required for a real-world action to have its intended effect. It might be posed as how to deal with the things that prevent me from achieving my intended result. It is strongly connected to, and opposite the ramification side of, the frame problem. John McCarthy gives the following motivating example, in which it is impossible to enumerate all the circumstances that may prevent a robot from performing its ordinary function: [T]he successful use of a boat to cross a river requires, if the boat is a rowboat, that the oars and rowlocks be present and unbroken, and that they fit each other. Many other qualifications can be added, making the rules for using a rowboat almost impossible to apply, and yet anyone will still be able to think of additional requirements not yet stated.

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  • Kindwise

    Kindwise

    FlowerChecker, also known as Kindwise, is a company that uses machine learning to identify natural objects from images. This includes plants and their diseases, but also insects and mushrooms. It is based in Brno, Czech Republic. It was founded in 2014 by Ondřej Veselý, Jiří Řihák, and Ondřej Vild, at the time Ph.D. students. == Features & Tools == FlowerChecker offers multiple products. Plant.id is a machine learning-based plant identification API launched in 2018, with the plant disease identification API, plant.health, released in April 2022. The plant.id API is suitable for integration into other software, such as mobile apps or urban trees from remote-sensing imagery. Other products include insect.id, mushroom.id and crop.health are machine learning-based identification APIs for the identification of insects, fungi and economically important plants, respectively, and include also online public demos. The FlowerChecker app was discontinued in October 2024 after 10 years of successful operation. == Recognition == In 2019, FlowerChecker won the Idea of the Year award in the AI Awards organized by the Confederation of Industry of the Czech Republic. In 2020, an academic study comparing ten free automated image recognition apps showed that plant.id's performance excelled in most of the parameters studied. In an independent study comparing different image-based species recognition models and their suitability for recognizing invasive alien species, the plant.id achieved the highest accuracy compared to other tools. In a subsequent study, plant.id was utilized to evaluate urban forest biodiversity using remote-sensing imagery, achieving the highest accuracy in tree species identification among compared methods. The technology has also been referenced as an example of practical integration of AI-based plant identification into cross-platform precision agriculture systems. == Research activities == Flowerchecker cooperates with the Nature Conservation Agency of the Czech Republic on a biodiversity mapping project. FlowerChecker plans to adapt its services to participate in the control of invasive species. In 2022, the company entered a consortium to develop a weeder capable of in-row weed detection and removal. In 2025, it received funding for the development of a technology for the removal of invasive species.

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  • Voice search

    Voice search

    Voice search, also called voice-enabled search, allows the user to use a voice to search the Internet, a website, or an app. In a broader definition, voice search includes open-domain keyword query on any information on the Internet, for example in Google Voice Search, Cortana, Siri and Amazon Echo. Voice search is often interactive, involving several rounds of interaction that allows a system to ask for clarification. Voice search is a type of dialog system. Voice search is not a replacement for typed search. Rather the search terms, experience and use cases can differ heavily depending on the input type. == Supported language == Language is the most essential factor for a system to understand, and provide the most accurate results of what the user searches. This covers across languages, dialects, and accents, as users want a voice assistant that both understands them and speaks to them understandably. While spoken and written languages differ, voice search should support natural spoken language instead of only transforming voice into text and doing a regular text search with the help speech recognition. For example, in typed search an eCommerce user can easily copy and paste an alphanumeric product code to search field, but when speaking the search terms can be very different, such as "show me the new Bluetooth headphones by Samsung". == How it works == The difference between text and voice search is not only the input type. The mechanism must include an automatic speech recognition (ASR) for input, but it can also include natural language understanding for natural spoken search queries such as "What's the population for the United States" It can include text-to-speech (TTS) or a regular display for output modalities. Users might sometimes be required to activate the search by using a wake word. Then, the search system will detect the language spoken by the user. It will then detect the keywords and context of the sentence. Lastly, the device will return results depending on its output. A device with a screen might display the results, while a device without a screen will speak them back to the searcher.

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  • OpenVINO

    OpenVINO

    OpenVINO is an open-source software toolkit developed by Intel for optimizing and deploying deep learning models. It supports several popular model formats and categories, such as large language models, computer vision, and generative AI. OpenVINO is optimized for Intel hardware, but offers support for ARM/ARM64 processors. It sees great use in AI Sound Processing drivers when tied with Intel's Gaussian & Neural Accelerator (GNA). Based in C++, it extends API support for C and Python, as well as Node.js (in early preview). OpenVINO is cross-platform and free for use under Apache License 2.0. == Workflow == The simplest OpenVINO usage involves obtaining a model and running it as is. Yet for the best results, a more complete workflow is suggested: obtain a model in one of supported frameworks, convert the model to OpenVINO IR using the OpenVINO Converter tool, optimize the model, using training-time or post-training options provided by OpenVINO's NNCF. execute inference, using OpenVINO Runtime by specifying one of several inference modes. == OpenVINO model format == OpenVINO IR is the default format used to run inference. It is saved as a set of two files, .bin and .xml, containing weights and topology, respectively. It is obtained by converting a model from one of the supported frameworks, using the application's API or a dedicated converter. Models of the supported formats may also be used for inference directly, without prior conversion to OpenVINO IR. Such an approach is more convenient but offers fewer optimization options and lower performance, since the conversion is performed automatically before inference. Some pre-converted models can be found in the Hugging Face repository. The supported model formats are: PyTorch TensorFlow TensorFlow Lite ONNX (including formats that may be serialized to ONNX) PaddlePaddle JAX/Flax == OS support == OpenVINO runs on Windows, Linux and MacOS.

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  • OpenVINO

    OpenVINO

    OpenVINO is an open-source software toolkit developed by Intel for optimizing and deploying deep learning models. It supports several popular model formats and categories, such as large language models, computer vision, and generative AI. OpenVINO is optimized for Intel hardware, but offers support for ARM/ARM64 processors. It sees great use in AI Sound Processing drivers when tied with Intel's Gaussian & Neural Accelerator (GNA). Based in C++, it extends API support for C and Python, as well as Node.js (in early preview). OpenVINO is cross-platform and free for use under Apache License 2.0. == Workflow == The simplest OpenVINO usage involves obtaining a model and running it as is. Yet for the best results, a more complete workflow is suggested: obtain a model in one of supported frameworks, convert the model to OpenVINO IR using the OpenVINO Converter tool, optimize the model, using training-time or post-training options provided by OpenVINO's NNCF. execute inference, using OpenVINO Runtime by specifying one of several inference modes. == OpenVINO model format == OpenVINO IR is the default format used to run inference. It is saved as a set of two files, .bin and .xml, containing weights and topology, respectively. It is obtained by converting a model from one of the supported frameworks, using the application's API or a dedicated converter. Models of the supported formats may also be used for inference directly, without prior conversion to OpenVINO IR. Such an approach is more convenient but offers fewer optimization options and lower performance, since the conversion is performed automatically before inference. Some pre-converted models can be found in the Hugging Face repository. The supported model formats are: PyTorch TensorFlow TensorFlow Lite ONNX (including formats that may be serialized to ONNX) PaddlePaddle JAX/Flax == OS support == OpenVINO runs on Windows, Linux and MacOS.

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  • OpenAI Five

    OpenAI Five

    OpenAI Five is a computer program by OpenAI that plays the five-on-five video game Dota 2. Its first public appearance occurred in 2017, where it was demonstrated in a live one-on-one game against the professional player Dendi, who lost to it. The following year, the system had advanced to the point of performing as a full team of five, and began playing against and showing the capability to defeat professional teams. By choosing a game as complex as Dota 2 to study machine learning, OpenAI thought they could more accurately capture the unpredictability and continuity seen in the real world, thus constructing more general problem-solving systems. The algorithms and code used by OpenAI Five were eventually borrowed by another neural network in development by the company, one which controlled a physical robotic hand. OpenAI Five has been compared to other similar cases of artificial intelligence (AI) playing against and defeating humans, such as AlphaStar in the video game StarCraft II, AlphaGo in the board game Go, Deep Blue in chess, and Watson on the television game show Jeopardy!. == History == Development on the algorithms used for the bots began in November 2016. OpenAI decided to use Dota 2, a competitive five-on-five video game, as a base due to it being popular on the live streaming platform Twitch, having native support for Linux, and had an application programming interface (API) available. Before becoming a team of five, the first public demonstration occurred at The International 2017 in August, the annual premiere championship tournament for the game, where Dendi, a Ukrainian professional player, lost against an OpenAI bot in a live one-on-one matchup. After the match, CTO Greg Brockman explained that the bot had learned by playing against itself for two weeks of real time, and that the learning software was a step in the direction of creating software that can handle complex tasks "like being a surgeon". OpenAI used a methodology called reinforcement learning, as the bots learn over time by playing against itself hundreds of times a day for months, in which they are rewarded for actions such as killing an enemy and destroying towers. By June 2018, the ability of the bots expanded to play together as a full team of five and were able to defeat teams of amateur and semi-professional players. At The International 2018, OpenAI Five played in two games against professional teams, one against the Brazilian-based paiN Gaming and the other against an all-star team of former Chinese players. Although the bots lost both matches, OpenAI still considered it a successful venture, stating that playing against some of the best players in Dota 2 allowed them to analyze and adjust their algorithms for future games. The bots' final public demonstration occurred in April 2019, where they won a best-of-three series against The International 2018 champions OG at a live event in San Francisco. A four-day online event to play against the bots, open to the public, occurred the same month. There, the bots played in 42,729 public games, winning 99.4% of those games. == Architecture == Each OpenAI Five bot is a neural network containing a single layer with a 4096-unit LSTM that observes the current game state extracted from the Dota developer's API. The neural network conducts actions via numerous possible action heads (no human data involved), and every head has meaning. For instance, the number of ticks to delay an action, what action to select – the X or Y coordinate of this action in a grid around the unit. In addition, action heads are computed independently. The AI system observes the world as a list of 20,000 numbers and takes an action by conducting a list of eight enumeration values. Also, it selects different actions and targets to understand how to encode every action and observe the world. OpenAI Five has been developed as a general-purpose reinforcement learning training system on the "Rapid" infrastructure. Rapid consists of two layers: it spins up thousands of machines and helps them 'talk' to each other and a second layer runs software. By 2018, OpenAI Five had played around 180 years worth of games in reinforcement learning running on 256 GPUs and 128,000 CPU cores, using Proximal Policy Optimization, a policy gradient method. == Comparisons with other game AI systems == Prior to OpenAI Five, other AI versus human experiments and systems have been successfully used before, such as Jeopardy! with Watson, chess with Deep Blue, and Go with AlphaGo. In comparison with other games that have used AI systems to play against human players, Dota 2 differs as explained below: Long run view: The bots run at 30 frames per second for an average match time of 45 minutes, which results in 80,000 ticks per game. OpenAI Five observes every fourth frame, generating 20,000 moves. By comparison, chess usually ends before 40 moves, while Go ends before 150 moves. Partially observed state of the game: Players and their allies can only see the map directly around them. The rest of it is covered in a fog of war which hides enemies units and their movements. Thus, playing Dota 2 requires making inferences based on this incomplete data, as well as predicting what their opponent could be doing at the same time. By comparison, Chess and Go are "full-information games", as they do not hide elements from the opposing player. Continuous action space: Each playable character in a Dota 2 game, known as a hero, can take dozens of actions that target either another unit or a position. The OpenAI Five developers allow the space into 170,000 possible actions per hero. Without counting the perpetual aspects of the game, there are an average of ~1,000 valid actions each tick. By comparison, the average number of actions in chess is 35 and 250 in Go. Continuous observation space: Dota 2 is played on a large map with ten heroes, five on each team, along with dozens of buildings and non-player character (NPC) units. The OpenAI system observes the state of a game through developers' bot API, as 20,000 numbers that constitute all information a human is allowed to get access to. A chess board is represented as about 70 lists, whereas a Go board has about 400 enumerations. == Reception == OpenAI Five have received acknowledgement from the AI, tech, and video game community at large. Microsoft founder Bill Gates called it a "big deal", as their victories "required teamwork and collaboration". Chess champion Garry Kasparov, who lost against the Deep Blue AI in 1997, stated that despite their losing performance at The International 2018, the bots would eventually "get there, and sooner than expected". In a conversation with MIT Technology Review, AI experts also considered OpenAI Five system as a significant achievement, as they noted that Dota 2 was an "extremely complicated game", so even beating non-professional players was impressive. PC Gamer wrote that their wins against professional players was a significant event in machine learning. In contrast, Motherboard wrote that the victory was "basically cheating" due to the simplified hero pools on both sides, as well as the fact that bots were given direct access to the API, as opposed to using computer vision to interpret pixels on the screen. The Verge wrote that the bots were evidence that the company's approach to reinforcement learning and its general philosophy about AI was "yielding milestones". In 2019, DeepMind unveiled a similar bot for StarCraft II, AlphaStar. Like OpenAI Five, AlphaStar used reinforcement learning and self-play. The Verge reported that "the goal with this type of AI research is not just to crush humans in various games just to prove it can be done. Instead, it's to prove that — with enough time, effort, and resources — sophisticated AI software can best humans at virtually any competitive cognitive challenge, be it a board game or a modern video game." They added that the DeepMind and OpenAI victories were also a testament to the power of certain uses of reinforcement learning. It was OpenAI's hope that the technology could have applications outside of the digital realm. In 2018, they were able to reuse the same reinforcement learning algorithms and training code from OpenAI Five for Dactyl, a human-like robot hand with a neural network built to manipulate physical objects. In 2019, Dactyl solved the Rubik's Cube.

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  • Granular computing

    Granular computing

    Granular computing is an emerging computing paradigm of information processing that concerns the processing of complex information entities called "information granules", which arise in the process of data abstraction and derivation of knowledge from information or data. Generally speaking, information granules are collections of entities that usually originate at the numeric level and are arranged together due to their similarity, functional or physical adjacency, indistinguishability, coherency, or the like. At present, granular computing is more a theoretical perspective than a coherent set of methods or principles. As a theoretical perspective, it encourages an approach to data that recognizes and exploits the knowledge present in data at various levels of resolution or scales. In this sense, it encompasses all methods which provide flexibility and adaptability in the resolution at which knowledge or information is extracted and represented. == Types of granulation == As mentioned above, granular computing is not an algorithm or process; there is no particular method that is called "granular computing". It is rather an approach to looking at data that recognizes how different and interesting regularities in the data can appear at different levels of granularity, much as different features become salient in satellite images of greater or lesser resolution. On a low-resolution satellite image, for example, one might notice interesting cloud patterns representing cyclones or other large-scale weather phenomena, while in a higher-resolution image, one misses these large-scale atmospheric phenomena but instead notices smaller-scale phenomena, such as the interesting pattern that is the streets of Manhattan. The same is generally true of all data: At different resolutions or granularities, different features and relationships emerge. The aim of granular computing is to try to take advantage of this fact in designing more effective machine-learning and reasoning systems. There are several types of granularity that are often encountered in data mining and machine learning, and we review them below: === Value granulation (discretization/quantization) === One type of granulation is the quantization of variables. It is very common that in data mining or machine-learning applications the resolution of variables needs to be decreased in order to extract meaningful regularities. An example of this would be a variable such as "outside temperature" (temp), which in a given application might be recorded to several decimal places of precision (depending on the sensing apparatus). However, for purposes of extracting relationships between "outside temperature" and, say, "number of health-club applications" (club), it will generally be advantageous to quantize "outside temperature" into a smaller number of intervals. ==== Motivations ==== There are several interrelated reasons for granulating variables in this fashion: Based on prior domain knowledge, there is no expectation that minute variations in temperature (e.g., the difference between 80–80.7 °F (26.7–27.1 °C)) could have an influence on behaviors driving the number of health-club applications. For this reason, any "regularity" which our learning algorithms might detect at this level of resolution would have to be spurious, as an artifact of overfitting. By coarsening the temperature variable into intervals the difference between which we do anticipate (based on prior domain knowledge) might influence number of health-club applications, we eliminate the possibility of detecting these spurious patterns. Thus, in this case, reducing resolution is a method of controlling overfitting. By reducing the number of intervals in the temperature variable (i.e., increasing its grain size), we increase the amount of sample data indexed by each interval designation. Thus, by coarsening the variable, we increase sample sizes and achieve better statistical estimation. In this sense, increasing granularity provides an antidote to the so-called curse of dimensionality, which relates to the exponential decrease in statistical power with increase in number of dimensions or variable cardinality. Independent of prior domain knowledge, it is often the case that meaningful regularities (i.e., which can be detected by a given learning methodology, representational language, etc.) may exist at one level of resolution and not at another. For example, a simple learner or pattern recognition system may seek to extract regularities satisfying a conditional probability threshold such as p ( Y = y j | X = x i ) ≥ α . {\displaystyle p(Y=y_{j}|X=x_{i})\geq \alpha .} In the special case where α = 1 , {\displaystyle \alpha =1,} this recognition system is essentially detecting logical implication of the form X = x i → Y = y j {\displaystyle X=x_{i}\rightarrow Y=y_{j}} or, in words, "if X = x i , {\displaystyle X=x_{i},} then Y = y j {\displaystyle Y=y_{j}} ". The system's ability to recognize such implications (or, in general, conditional probabilities exceeding threshold) is partially contingent on the resolution with which the system analyzes the variables. As an example of this last point, consider the feature space shown to the right. The variables may each be regarded at two different resolutions. Variable X {\displaystyle X} may be regarded at a high (quaternary) resolution wherein it takes on the four values { x 1 , x 2 , x 3 , x 4 } {\displaystyle \{x_{1},x_{2},x_{3},x_{4}\}} or at a lower (binary) resolution wherein it takes on the two values { X 1 , X 2 } . {\displaystyle \{X_{1},X_{2}\}.} Similarly, variable Y {\displaystyle Y} may be regarded at a high (quaternary) resolution or at a lower (binary) resolution, where it takes on the values { y 1 , y 2 , y 3 , y 4 } {\displaystyle \{y_{1},y_{2},y_{3},y_{4}\}} or { Y 1 , Y 2 } , {\displaystyle \{Y_{1},Y_{2}\},} respectively. At the high resolution, there are no detectable implications of the form X = x i → Y = y j , {\displaystyle X=x_{i}\rightarrow Y=y_{j},} since every x i {\displaystyle x_{i}} is associated with more than one y j , {\displaystyle y_{j},} and thus, for all x i , {\displaystyle x_{i},} p ( Y = y j | X = x i ) < 1. {\displaystyle p(Y=y_{j}|X=x_{i})<1.} However, at the low (binary) variable resolution, two bilateral implications become detectable: X = X 1 ↔ Y = Y 1 {\displaystyle X=X_{1}\leftrightarrow Y=Y_{1}} and X = X 2 ↔ Y = Y 2 {\displaystyle X=X_{2}\leftrightarrow Y=Y_{2}} , since every X 1 {\displaystyle X_{1}} occurs iff Y 1 {\displaystyle Y_{1}} and X 2 {\displaystyle X_{2}} occurs iff Y 2 . {\displaystyle Y_{2}.} Thus, a pattern recognition system scanning for implications of this kind would find them at the binary variable resolution, but would fail to find them at the higher quaternary variable resolution. ==== Issues and methods ==== It is not feasible to exhaustively test all possible discretization resolutions on all variables in order to see which combination of resolutions yields interesting or significant results. Instead, the feature space must be preprocessed (often by an entropy analysis of some kind) so that some guidance can be given as to how the discretization process should proceed. Moreover, one cannot generally achieve good results by naively analyzing and discretizing each variable independently, since this may obliterate the very interactions that we had hoped to discover. A sample of papers that address the problem of variable discretization in general, and multiple-variable discretization in particular, is as follows: Chiu, Wong & Cheung (1991), Bay (2001), Liu et al. (2002), Wang & Liu (1998), Zighed, Rabaséda & Rakotomalala (1998), Catlett (1991), Dougherty, Kohavi & Sahami (1995), Monti & Cooper (1999), Fayyad & Irani (1993), Chiu, Cheung & Wong (1990), Nguyen & Nguyen (1998), Grzymala-Busse & Stefanowski (2001), Ting (1994), Ludl & Widmer (2000), Pfahringer (1995), An & Cercone (1999), Chiu & Cheung (1989), Chmielewski & Grzymala-Busse (1996), Lee & Shin (1994), Liu & Wellman (2002), Liu & Wellman (2004). === Variable granulation (clustering/aggregation/transformation) === Variable granulation is a term that could describe a variety of techniques, most of which are aimed at reducing dimensionality, redundancy, and storage requirements. We briefly describe some of the ideas here, and present pointers to the literature. ==== Variable transformation ==== A number of classical methods, such as principal component analysis, multidimensional scaling, factor analysis, and structural equation modeling, and their relatives, fall under the genus of "variable transformation." Also in this category are more modern areas of study such as dimensionality reduction, projection pursuit, and independent component analysis. The common goal of these methods in general is to find a representation of the data in terms of new variables, which are a linear or nonlinear transformation of the original variables, and in which important stati

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  • AlphaStar (software)

    AlphaStar (software)

    AlphaStar is an artificial intelligence (AI) software developed by DeepMind for playing the video game StarCraft II. It was unveiled to the public by name in January 2019. AlphaStar attained "Grandmaster" status in August 2019, considered a milestone for AI in video games at the time. == Background == Games created for humans are considered to have external validity as benchmarks of progress in artificial intelligence. IBM's chess engine Deep Blue (1997) and DeepMind's AlphaGo (2016) were considered major milestones; some argue that StarCraft would also be a major milestone, due to the game's "real-time play, partial observability, no single dominant strategy, complex rules that make it hard to build a fast forward model, and a particularly large and varied action space." Though difficult, StarCraft may still be tractable with current technology because "its rules are known and the world is discrete with only a few types of objects". StarCraft II is a popular fast-paced online real-time strategy game developed by Blizzard Entertainment. == History == DeepMind Technologies was founded in the UK in 2010. As early as 2011, founder Demis Hassabis called StarCraft "the next step up" after games like Go. DeepMind became a subsidiary of Google in 2014, after demonstrating self-learning bots with superhuman ability at a variety of Atari 2600 games. In February 2015, computer scientist Zachary Mason predicted Deepmind's research "leads to StarCraft in five or ten years". In March 2016, following AlphaGo's victory over Lee Sedol, a world champion Go player, Hassabis publicly mulled building an AI for StarCraft, citing it as a strategic game with incomplete information where, unlike Go, much of the "board" is invisible. A formal collaboration was announced at BlizzCon in November 2016, alongside a plan to release an open development environment for bots in Q1 of 2017. By 2017, DeepMind was experimenting with feeding StarCraft data into its software. In August 2017, DeepMind and Blizzard released development tools to assist in bot development, as well as data from 65,000 historical games. At the time, computer scientist and StarCraft tournament manager David Churchill estimated it would take five years for a bot to beat a human, but made the caveat that AlphaGo had beaten expectations. In Wired, tech journalist Tom Simonite stated "No one expects the robot to win anytime soon. But when it does, it will be a far greater achievement than DeepMind's conquest of Go." In December 2018, DeepMind's bot defeated professional player Grzegorz "MaNa" Komincz, 5-0. DeepMind announced the bot, named "AlphaStar", in January 2019. A journalist at Ars Technica and others argued that AlphaStar still had unfair advantages: "AlphaStar has the ability to make its clicks with surgical precision using an API, whereas human players are constrained by the mechanical limits of computer mice". AlphaStar also had a global view rather than being limited by the in-game camera. Furthermore, while there was a cap on the number of actions over a five-second window, AlphaStar was free to allocate its action quota unevenly across the window in order to launch superhuman bursts of activity at critical moments. DeepMind quickly retrained AlphaStar under more realistic constraints, and then lost a rematch with Komincz. Starting in July 2019, the new, constrained version of AlphaStar anonymously competed against players who "opted in" on the public 1v1 European multiplayer ladder. By the end of August 2019, AlphaStar had attained Grandmaster level, ranking among the top 0.2% of human players. == Algorithms == Unlike AlphaZero, AlphaStar initially learns to imitate the moves of the best players in its database of human vs. human games; this step is necessary to solve what DeepMind's Dave Silver calls "the exploration problem": discovering new strategies would otherwise be like finding a "needle in a haystack". Agents then play each other and deploy deep reinforcement learning. These main agents also learn by playing against suboptimal "exploiter agents" whose purpose is to expose weaknesses in the main agents. == Reactions == After his 5-0 defeat in December 2018, Komincz stated "I wasn't expecting the AI to be that good". Stuart Russell assessed that AlphaStar's 2018 victory required "a fair amount of problem-specific effort" and that general-purpose methods were "not quite ready for StarCraft". An article in Wired UK judged AlphaStar's new constraints, adopted for the July 2019 matches, to be "fair" this time around. StarCraft professional Raza "RazerBlader" Sekha stated AlphaStar was "impressive" but had its quirks, succumbing in one game to an unorthodox army composition made up of only air units. The UK's top player, Joshua "RiSky" Hayward, expressed some disappointment, saying AlphaStar "often didn't make the most efficient, strategic decisions". Professional Diego "Kelazhur" Schwimer called AlphaStar's play "unimaginably unusual; it really makes you question how much of StarCraft's diverse possibilities pro players have really explored". AlphaStar's opponents often did not realize they were playing a bot. Ian Sample, of The Guardian, called AlphaStar a "landmark achievement" for the field of AI. Churchill stated that he had previously seen bots that master one or two elements of StarCraft, but that AlphaStar was the first that can handle the game in its entirety. Gary Marcus expressed his continuing skepticism about deep learning, stating: "So far the field has struggled to take techniques like this out of the laboratory and game environments and into the real world, and I don't immediately see this result as progress in that direction". AI researcher Jon Dodge was surprised by AlphaStar, stating that he did not expect such a "superhuman" performance for "another couple of years"; in contrast, Churchill states "StarCraft is nowhere near being 'solved', and AlphaStar is not yet even close to playing at a world champion level". == Legacy == DeepMind argues that insights from AlphaStar might benefit robots, self-driving cars, and virtual assistants, which need to operate with "imperfectly observed information". Silver has indicated his lab "may rest at this point", rather than try to substantially improve AlphaStar. Silver himself argues that "AlphaStar has become the first AI system to reach the top tier of human performance in any professionally played e-sport on the full unrestricted game under professionally approved conditions... Ever since computers cracked Go, chess, and poker, the game of StarCraft has emerged, essentially by consensus from the community, as the next grand challenge for AI." Computer scientist Noel Sharkey argues, disapprovingly, that "military analysts will certainly be eyeing the successful AlphaStar real-time strategies as a clear example of the advantages of AI for battlefield planning". In contrast, Silver argues: "To say that this has any kind of military use is saying no more than to say an AI for chess could be used to lead to military applications".

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  • Maia and Marco

    Maia and Marco

    Maia and Marco are artificial intelligence used by GMA Network. Unveiled in 2023, they are used to fulfill the role of sports newscasters. == Background == Maia and Marco are artificial intelligence (AI) which take the form of three-dimensional human avatars. Maia makes use of a female avatar while Marco uses a male likeness. They have aesthetic features that are typical to Filipino showbusiness personalities. Among the technologies used in making and operating the AI include image generation, text-to-speech AI voice synthesis/generation, and deep learning face animation. They are also demonstrated to be bilingual, being able to speak in English and Tagalog (Filipino). == Use == The AI pair was unveiled by GMA Network on September 24, 2023, for their coverage of Season 99 of the National Collegiate Athletic Association (NCAA). Fulfilling the role of sports newscasters, Maia and Marco would join GMA's courtside human reporters. The AI pair are scheduled to appear four times a month on GMA's digital media platforms. They will not appear in traditional television broadcast. == Reception == The launch of the Maia and Marco was met with strong reactions. Various journalists and other personalities across the Philippine media industry expressed concern that their employment be at risk with the introduction of AI. The quality of the AI ability to emulate human behavior was characterized by critics as "soulless". GMA responding to concerns has stated that the AI would complement rather than replace its live human journalists including sportscasters. The National Union of Journalists of the Philippines urged dialogue among its peers in the newsroom on policy on how to use AI, which the group acknowledge as "inevitable".

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