AI Data Jobs Near Me

AI Data Jobs Near Me — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Datasource

    Datasource

    A datasource or DataSource is a name given to the connection set up to a database from a server. The name is commonly used when creating a query to the database. The data source name (DSN) need not be the same as the filename for the database. For example, a database file named friends.mdb could be set up with a DSN of school. Then DSN school would be used to refer to the database when performing a query. == Sun's version of DataSource [1] == A factory for connections to the physical data source that this DataSource object represents. An alternative to the DriverManager facility, a DataSource object is the preferred means of getting a connection. An object that implements the DataSource interface will typically be registered with a naming service based on the Java Naming and Directory Interface (JNDI) API. The DataSource interface is implemented by a driver vendor. There are three types of implementations: Basic implementation — produces a standard Connection object Connection pooling implementation — produces a Connection object that will automatically participate in connection pooling. This implementation works with a middle-tier connection pooling manager. Distributed transaction implementation — produces a Connection object that may be used for distributed transactions and almost always participates in connection pooling. This implementation works with a middle-tier transaction manager and almost always with a connection pooling manager. A DataSource object has properties that can be modified when necessary. For example, if the data source is moved to a different server, the property for the server can be changed. The benefit is that because the data source's properties can be changed, any code accessing that data source does not need to be changed. A driver that is accessed via a DataSource object does not register itself with the DriverManager. Rather, a DataSource object is retrieved through a lookup operation and then used to create a Connection object. With a basic implementation, the connection obtained through a DataSource object is identical to a connection obtained through the DriverManager facility. == Sun's DataSource Overview [2] == A DataSource object is the representation of a data source in the Java programming language. In basic terms, a data source is a facility for storing data. It can be as sophisticated as a complex database for a large corporation or as simple as a file with rows and columns. A data source can reside on a remote server, or it can be on a local desktop machine. Applications access a data source using a connection, and a DataSource object can be thought of as a factory for connections to the particular data source that the DataSource instance represents. The DataSource interface provides two methods for establishing a connection with a data source. Using a DataSource object is the preferred alternative to using the DriverManager for establishing a connection to a data source. They are similar to the extent that the DriverManager class and DataSource interface both have methods for creating a connection, methods for getting and setting a timeout limit for making a connection, and methods for getting and setting a stream for logging. Their differences are more significant than their similarities, however. Unlike the DriverManager, a DataSource object has properties that identify and describe the data source it represents. Also, a DataSource object works with a Java Naming and Directory Interface (JNDI) naming service and can be created, deployed, and managed separately from the applications that use it. A driver vendor will provide a class that is a basic implementation of the DataSource interface as part of its Java Database Connectivity (JDBC) 2.0 or 3.0 driver product. What a system administrator does to register a DataSource object with a JNDI naming service and what an application does to get a connection to a data source using a DataSource object registered with a JNDI naming service are described later in this chapter. Being registered with a JNDI naming service gives a DataSource object two major advantages over the DriverManager. First, an application does not need to hardcode driver information, as it does with the DriverManager. A programmer can choose a logical name for the data source and register the logical name with a JNDI naming service. The application uses the logical name, and the JNDI naming service will supply the DataSource object associated with the logical name. The DataSource object can then be used to create a connection to the data source it represents. The second major advantage is that the DataSource facility allows developers to implement a DataSource class to take advantage of features like connection pooling and distributed transactions. Connection pooling can increase performance dramatically by reusing connections rather than creating a new physical connection each time a connection is requested. The ability to use distributed transactions enables an application to do the heavy duty database work of large enterprises. Although an application may use either the DriverManager or a DataSource object to get a connection, using a DataSource object offers significant advantages and is the recommended way to establish a connection. Since 1.4 Since Java EE 6 a JNDI-bound DataSource can alternatively be configured in a declarative way directly from within the application. This alternative is particularly useful for self-sufficient applications or for transparently using an embedded database. == Yahoo's version of DataSource [3] == A DataSource is an abstract representation of a live set of data that presents a common predictable API for other objects to interact with. The nature of your data, its quantity, its complexity, and the logic for returning query results all play a role in determining your type of DataSource. For small amounts of simple textual data, a JavaScript array is a good choice. If your data has a small footprint but requires a simple computational or transformational filter before being displayed, a JavaScript function may be the right approach. For very large datasets—for example, a robust relational database—or to access a third-party webservice you'll certainly need to leverage the power of a Script Node or XHR DataSource.

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  • Oriented energy filters

    Oriented energy filters

    Oriented energy filters are used to grant sight to intelligent machines and sensors. The light comes in and is filtered so that it can be properly computed and analyzed by the computer allowing it to “perceive” what it is measuring. These energy measurements are then calculated to take a real time measurement of the oriented space time structure. 3D Gaussian filters are used to extract orientation measurements. They were chosen due to their ability to capture a broad spectrum and easy and efficient computations. The use of these vision systems can then be used in smart room, human interface and surveillance applications. The computations used can tell more than the standalone frame that most perceived motion devices such as a television frame. The objects captured by these devices would tell the velocity and energy of an object and its direction in relation to space and time. This also allows for better tracking ability and recognition.

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  • Your AI Slop Bores Me

    Your AI Slop Bores Me

    Your AI Slop Bores Me (stylized in all lowercase) is a website and social experiment created by programmer Mihir Maroju. Serving as a parody of large language models (LLMs) like ChatGPT and Claude, all questions and image prompts posed by users are answered by other, randomly-selected human users of the site. As of March 2026, the site has reached 50 million hits and sits at 16,000 concurrent users. == Background == In an interview with Fast Company, Maroju said he was inspired to create the site by his frustration with AI proliferating the internet with AI generated content, saying the site came from "a frustration for AI art and its proliferation, making artists' lives worse and also just filling the internet with low-effort generic slop". == Overview == The site has a credit system, in which a first-time user will be given 1 credit for free. Every 10 minutes, if a user has 0 credits, they will receive 2 credits. Once the credits are used up, the user can no longer do prompts unless the user earns them. The user can earn credits by responding to other user's prompts by "larping as AI" while given a 75-second time limit. Prompts can either be for a written response, or a drawing for the other user to fulfill the prompt. The maximum amount of credits a user can have is 6 credits, and cannot exceed the maximum limit. If the prompting user activates "thinking mode", the countdown is extended to 150 seconds for the cost of 2 credits. == Reception == The site has garnered attention and praise from X users, and across many online communities. The Daily Dot's Rachel Kiley wrote that "the best part about the game is that there's really no right or wrong way to do it. Humans aren't LLMs trained on copyrighted material and the whole of the free internet, but we do retain a certain amount of the information we've learned from those things over the course of our lives, while also being capable of creativity". Chris Taylor of Mashable called the site "amateurish and charming". Aftermath's Nicole Carpenter wrote that the site reminded her of "the human touch of chaos".

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  • Really Simple Licensing

    Really Simple Licensing

    Really Simple Licensing (RSL) is an open content licensing standard that allows web publishers to set terms for web crawlers gathering training data for generative AI use. It was launched on September 10, 2025 and is managed by the nonprofit RSL Collective, co-founded by RSS co-creator Eckart Walther and former Ask.com CEO Doug Leeds. Participating companies at launch include Reddit, Yahoo, and Medium. Publishers can implement the RSL standard by adding licensing terms to their robots.txt files.

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  • PhotoWorks (ray tracing software)

    PhotoWorks (ray tracing software)

    PhotoWorks is a raytrace rendering program created by Dassault Systèmes SolidWorks Corporation, formerly supplied as a photorealistic rendering add-in for SolidWorks. The program is based on the Mental Ray rendering engine. It has a library of scenes and materials that can be used with user-created SolidWorks files to create still frame images within the SolidWorks GUI. Since the 2011 release of SolidWorks, PhotoWorks has been replaced by the PhotoView 360 rendering utility. A 2010 review comparing PhotoWorks with three other rendering programs for SolidWorks (including PhotoView 360) gave the program high marks for render speed and built-in materials, but low marks for realism and user interface. Appearance File Type: .p2m

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  • Digital organism

    Digital organism

    A digital organism is a self-replicating computer program that mutates and evolves. Digital organisms are used as a tool to study the dynamics of Darwinian evolution, and to test or verify specific hypotheses or mathematical models of evolution. The study of digital organisms is closely related to the area of artificial life. == History == Digital organisms can be traced back to the game Darwin, developed in 1961 at Bell Labs, in which computer programs had to compete with each other by trying to stop others from executing . A similar implementation that followed this was the game Core War. In Core War, it turned out that one of the winning strategies was to replicate as fast as possible, which deprived the opponent of all computational resources. Programs in the Core War game were also able to mutate themselves and each other by overwriting instructions in the simulated "memory" in which the game took place. This allowed competing programs to embed damaging instructions in each other that caused errors (terminating the process that read it), "enslaved processes" (making an enemy program work for you), or even change strategies mid-game and heal themselves. Steen Rasmussen at Los Alamos National Laboratory took the idea from Core War one step further in his core world system by introducing a genetic algorithm that automatically wrote programs. However, Rasmussen did not observe the evolution of complex and stable programs. It turned out that the programming language in which core world programs were written was very brittle, and more often than not mutations would completely destroy the functionality of a program. The first to solve the issue of program brittleness was Thomas S. Ray with his Tierra system, which was similar to core world. Ray made some key changes to the programming language such that mutations were much less likely to destroy a program. With these modifications, he observed for the first time computer programs that did indeed evolve in a meaningful and complex way. Later, Chris Adami, Titus Brown, and Charles Ofria started developing their Avida system, which was inspired by Tierra but again had some crucial differences. In Tierra, all programs lived in the same address space and could potentially execute or otherwise interfere with each other's code. In Avida, on the other hand, each program lives in its own address space. Because of this modification, experiments with Avida became much cleaner and easier to interpret than those with Tierra. With Avida, digital organism research has begun to be accepted as a valid contribution to evolutionary biology by a growing number of evolutionary biologists. Evolutionary biologist Richard Lenski of Michigan State University has used Avida extensively in his work. Lenski, Adami, and their colleagues have published in journals such as Nature and the Proceedings of the National Academy of Sciences (USA). In 1996, Andy Pargellis created a Tierra-like system called Amoeba that evolved self-replication from a randomly seeded initial condition. More recently REvoSim - a software package based around binary digital organisms - has allowed evolutionary simulations of large populations that can be run for geological timescales.

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  • Sword Art Online

    Sword Art Online

    Sword Art Online (Japanese: ソードアート・オンライン, Hepburn: Sōdo Āto Onrain) is a Japanese light novel series written by Reki Kawahara and illustrated by abec. The series takes place in the 2020s and focuses on protagonists Kazuto "Kirito" Kirigaya and Asuna Yuuki as they play through various virtual reality MMORPG worlds, and later their involvement in the matters of a simulated civilization. Kawahara originally released the series as a web novel on his website from 2002 to 2008. The light novels began publication on ASCII Media Works' Dengeki Bunko imprint from April 10, 2009, with a spin-off series launching in October 2012. The series has spawned twelve manga adaptations published by ASCII Media Works and Kadokawa. The novels and the manga adaptations have been licensed for release in North America by Yen Press. An anime television series produced by A-1 Pictures, known simply as Sword Art Online, aired in Japan between July and December 2012, with a television film Sword Art Online: Extra Edition airing on December 31, 2013, and a second season, titled Sword Art Online II, airing between July and December 2014. An animated film titled Sword Art Online the Movie: Ordinal Scale, featuring an original story by Kawahara, premiered in Japan and Southeast Asia on February 18, 2017, and was released in the United States on March 9, 2017. A spin-off anime series titled Sword Art Online Alternative: Gun Gale Online premiered in April 2018, while a third season titled Sword Art Online: Alicization aired from October 2018 to September 2020. An anime film adaptation of Sword Art Online: Progressive titled Sword Art Online Progressive: Aria of a Starless Night premiered on October 30, 2021. A second film titled Sword Art Online Progressive: Scherzo of Deep Night premiered on October 22, 2022. Many video games based on the series have been released for consoles, PC, and mobile devices. Sword Art Online has achieved widespread commercial success, with the light novels having over 30 million copies sold worldwide. The anime series has received mixed to positive reviews, with praise for its animation, musical score, and exploration of the psychological aspects of virtual reality, but it has also been met with criticisms for its pacing and writing. == Synopsis == === Setting === The light novel series spans several virtual reality worlds, beginning with the game, Sword Art Online (SAO), which is set in a world known as Aincrad. Each world is built on a game engine called Cardinal system, which was initially developed specifically for SAO by Akihiko Kayaba, but was later duplicated for Alfheim Online (ALO), and a consolidated package is later given to Kirito in the form of the World Seed, who had it leaked online with the successful intention of reviving the virtual reality industry. A third world known as Gun Gale Online (GGO) appears in the third arc and is stylized as a first-person shooter game instead of a role-playing game, and is the main setting of Alternative Gun Gale Online. It was created using the World Seed by an American company. A fourth world appears in the fourth arc known as the Underworld (UW). The world itself was created using the World Seed as a base, but it is as realistic as the real world due to using many powerful government resources to keep it running. === Plot === In 2022, a virtual reality massively multiplayer online role-playing game (VRMMORPG) called Sword Art Online (SAO) was released. With the NerveGear, a helmet that stimulates the user's five senses via their brain, players can experience and control their in-game characters with their minds. Both the game and the NerveGear were created by Akihiko Kayaba. On November 6, 10,000 players log into SAO's mainframe cyberspace for the first time, only to discover that they are unable to log out. Kayaba appears and tells the players that they must beat all 100 floors of Aincrad, a steel castle which is the setting of SAO, if they wish to be free. He also states that those who suffer in-game deaths or forcibly remove the NerveGear out-of-game will suffer real-life deaths. A player named Kazuto "Kirito" Kirigaya is one of 1,000 testers in the game's previous closed beta. With the advantage of previous VR gaming experience and a drive to protect other beta testers from discrimination, he isolates himself from the greater groups and plays the game alone, bearing the mantle of "beater", a portmanteau of "beta tester" and "cheater". As the players progress through the game Kirito eventually befriends a young woman named Asuna Yuuki, forming a relationship with and later marrying her in-game. After the duo discover the identity of Kayaba's secret ID, who was playing as "Heathcliff", the leader of the guild Asuna joined in, they confront and destroy him, freeing themselves and the other players from the game. In the real world, Kazuto discovers that 300 SAO players, including Asuna, remain trapped in their NerveGear. As he goes to the hospital to see Asuna, he meets Asuna's father Shouzou Yuuki who is asked by an associate of his, Nobuyuki Sugou, to make a decision, which Sugou later reveals to be his marriage with Asuna, angering Kazuto. Several months later, he is informed by Agil, another SAO survivor, that a figure similar to Asuna was spotted on "The World Tree" in another VRMMORPG cyberspace called Alfheim Online (ALO). Assisted in-game by his cousin and adoptive sister Suguha "Leafa" Kirigaya and Yui, a navigation pixie (originally an AI from SAO), he quickly learns that the trapped players in ALO are part of a plan conceived by Sugou to perform illegal experiments on their minds. The goal is to create the perfect mind-control for financial gain and to subjugate Asuna, whom he intends to marry in the real world, to assume control of her family's corporation. Kirito eventually stops the experiment and rescues the remaining 300 SAO players, foiling Sugou's plans. Before leaving ALO to see Asuna, Kayaba, who has uploaded his mind to the Internet using an experimental, destructively high-powered version of NerveGear at the cost of his life, entrusts Kirito with The Seed – a package program designed to create virtual worlds. Kazuto eventually reunites with Asuna in the real world after thwarting an attack from Sugou and The Seed is released onto the Internet, reviving Aincrad as other VRMMORPGs begin to thrive. One year after the events of SAO, at the prompting of a government official investigating strange occurrences in VR, Kazuto takes on a job to investigate a series of murders involving another VRMMORPG called Gun Gale Online (GGO), the AmuSphere (the successor of the NerveGear), and a player called Death Gun. Aided by a female player named Shino "Sinon" Asada, he participates in a gunfight tournament called the Bullet of Bullets (BoB) and discovers the truth behind the murders, which originated with a player who participated in a player-killing guild in SAO. Through his and Sinon's efforts, two suspects are captured, though the third suspect, Johnny Black, escapes. Kazuto is later recruited to test an experimental FullDive machine, Soul Translator (STL), which has an interface far more realistic and complex than the previous machine he had played, to help RATH, a research and development organization under the Ministry of Defense (MOD), develop an artificial intelligence named A.L.I.C.E. He tests the STL by entering the Underworld (UW), a virtual reality cyberspace created with The Seed package. In the UW, the flow of time proceeds a thousand times faster than in the real world, and Kirito's memories of what happens inside are restricted. However, when Johnny Black ambushes and mortally wounds Kazuto with suxamethonium chloride, RATH recovers Kazuto and places him back into the STL to preserve his mind while attempts are made to save him. During his time in Underworld, Kirito befriends Eugeo, a carver in a small village of Rulid, and helps him on a journey to save Alice Zuberg, his friend who was taken by a group of highly skilled warriors known as the Integrity Knights for accidentally breaking a rule of the Axiom Church, the leaders of the Human Empire. He and Eugeo soon find themselves uncovering the secrets of the Axiom Church, led by a woman only known as "The Administrator", and the true purpose of Underworld itself, while unbeknownst to them, a war against the opposing Dark Territory is brewing on the horizon. They meet Alice, now an Integrity Knight, and though she does not remember them, Kirito helps her remember her true identity: a form of true artificial intelligence known as A.L.I.C.E. In the battle against the Administrator, Kirito manages to slay her, though Eugeo dies in the process, to Kirito's dismay. Meanwhile, in the real world, conflict escalates as American forces raid RATH's facility in the Ocean Turtle in an effort to take A.L.I.C.E. for purposes unknown. Two of the attackers - Gabriel "Vecta" Miller and Vassago "Prince of Hell" Cassals - take contr

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  • Flux (text-to-image model)

    Flux (text-to-image model)

    Flux (also known as FLUX.1 and FLUX.2) is a text-to-image model developed by Black Forest Labs (BFL), based in Freiburg im Breisgau, Germany. Black Forest Labs was founded by former employees of Stability AI. As with other text-to-image models, Flux generates images from natural language descriptions, called prompts. == History == Black Forest Labs (BFL) was founded in 2024 by Robin Rombach, Andreas Blattmann, and Patrick Esser, former employees of Stability AI. All three founders had previously researched the artificial intelligence image generation at LMU Munich as research assistants under Björn Ommer. They published their research results on image generation in 2022, which resulted in creation of Stable Diffusion. Investors in BFL included venture capital firm Andreessen Horowitz, Brendan Iribe, Michael Ovitz, Garry Tan, and Vladlen Koltun. The company received an initial investment of US$31 million. In August 2024, Flux was integrated into the Grok chatbot developed by xAI and made available as part of premium feature on X (formerly Twitter). Grok later switched to its own text-to-image model Aurora in December 2024. On 18 November 2024, Mistral AI announced that its Le Chat chatbot had integrated Flux Pro as its image generation model. On 21 November 2024, BFL announced the release of Flux.1 Tools, a suite of editing tools designed to be used on top of existing Flux models. The tools consisting of Flux.1 Fill for inpainting and outpainting, Flux.1 Depth for control based on extracted depth map of input images and prompts, Flux.1 Canny for control based on extracted canny edges of input images and prompts, and Flux.1 Redux for mixing existing input images and prompts. Each tools are available in both Pro and Dev models. In January 2025, BFL announced a partnership with Nvidia for inclusion of Flux models as foundation models for Nvidia's Blackwell microarchitecture. The company also announced the release of Flux Pro Finetuning API, designed for customisation and fine-tuning of Flux-generated images and a partnership with German media company Hubert Burda Media for usage of Flux Pro as part of content creation. On 29 May 2025, BFL announced Flux.1 Kontext, a suite of models that enable in-context image generation and editing, allowing users to prompt with both text and images. Alongside this, BFL Playground, an interface for testing Flux models was released. On 31 July 2025, BFL announced Flux.1 Krea Dev, a model developed in collaboration with Krea AI that trained to achieve better performance, more varied aesthetics, and better realism compared to existing text-to-image models. In September 2025, Adobe Inc. announced that Photoshop (beta) users can use Flux.1 Kontext Pro as a model for its generative fill tool. BFL collaborated with Meta on Vibes, a video-generation app. On 25 November 2025, BFL announced the release of Flux.2 model series, consisting of Pro, Flex, Dev, and Apache 2.0-licensed Klein (meaning Little or Small in German language) models along with Flux.2 variational autoencoder which also released as open-source software under Apache 2.0 licence. This series claimed improvements for image reference, photorealism, typography, and prompt understanding. == Models == Flux is a series of text-to-image models. The models are based on rectified flow transformer blocks scaled to 12 billion parameters. Flux.1 models were released under different licences with Schnell (meaning Fast or Quick in German language) released as open-source software under Apache License, Dev released as source-available software under a non-commercial licence (users can obtain a self-serving commercial licence for Dev from BFL), and Pro released as proprietary software and only available as API that can be licensed by third-party users. Users retained the ownership of resulting output regardless of models used. An improved flagship model, Flux 1.1 Pro was released on 2 October 2024. Two additional modes were added on 6 November, Ultra which can generate image at four times higher resolution and up to 4 megapixel without affecting generation speed and Raw which can generate hyper-realistic image in the style of candid photography. Flux.1 Kontext is a series with in-context image generation and editing capabilities. It is available in Max, Pro, and Dev models. Max is the highest quality model and can be used to iteratively modify an existing image by using prompt while Pro is optimized to balance quality and speed of generation. Dev is an open-weight model released under non-commercial license, same as Flux.1 Dev. Flux.2 models are based on latent flow matching architecture with Mistral AI's Mistral-3 model (24 billion parameters) for its vision-language model. As with Flux.1, Flux.2 models were also released under different licences with Klein released as open-source software under Apache License, Dev released as source-available software under a non-commercial licence (users can obtain a self-serving commercial licence from BFL), and both Flex and Pro released as proprietary software and only available as API. The models can be used either online or locally by using generative AI user interfaces such as ComfyUI, Recraft Studio and Stable Diffusion WebUI Forge (a fork of Automatic1111 WebUI). Related to Flux is a text-to-video model by Black Forest Labs, under development as of February 2026. == Reception == According to a test performed by Ars Technica, the outputs generated by Flux.1 Dev and Flux.1 Pro are comparable with DALL-E 3 in terms of prompt fidelity, with the photorealism closely matched Midjourney 6 and generated human hands with more consistency over previous models such as Stable Diffusion XL. Flux has been criticised for its very realistic generated images. According to media reports, depictions ranged from an image of Donald Trump posing with guns to disturbing scenes, which triggered discussions about ethical implications of Flux models. After the release of the model, social media platform X was flooded with Flux-generated images. Black Forest Labs has not provided exact details of the data used to train the model. Ars Technica suspected that Flux is based on a large, unauthorised collection of images scraped from the internet, a controversial practice with potential legal consequences. According to a test performed by Japanese technology news website Gigazine for Flux.1 Kontext, the model series has a good understanding of the English language and can easily transfer style of the image from photorealistic into anime-style according to prompts given by the user; however, its ability to understand Japanese is quite poor. == Availability == In addition to the official BFL Playground on its website, the Flux models are also widely available through various third-party platforms for creative and professional use. These include repositories on platforms like Hugging Face and Replicate. == Further readings == FLUX.1 Kontext: Flow Matching for In-Context Image Generation and Editing in Latent Space (29 May 2025) FLUX.2: Analyzing and Enhancing the Latent Space of FLUX – Representation Comparison (25 November 2025)

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  • Robotics

    Robotics

    Robotics is the interdisciplinary study and practice of the design, construction, operation, and use of robots. A roboticist is someone who specializes in robotics. Robotics usually combines four aspects of design work: a power source (e.g. a battery), mechanical construction, a control system (electrical circuits), and software (run by remote control or artificial intelligence). The goal of most robotics is to design machines that can assist humans in various fields, such as agriculture, construction, domestic work, food processing, inventory management, manufacturing, medicine, military, mining, space exploration, and transportation. Robots impact humans by displacing workers. Some expect this to occur at an increasing rate, leading to proposed solutions such as basic income. Robotics is itself a lucrative business that creates careers, especially for postgraduates. Roboticists often aim to create machines that seem to interface naturally with humans. The field is under active research and development, with areas of interest including robot kinematics and quantum robotics. == Design == Robotics usually combines four aspects of design work to create a robot: Power source: Potential energy sources include wired electricity, a battery, and/or petrol. Mechanical construction: A physical form or combination of forms is designed to functionally achieve tasks within a given range of environments. This can include locomotive elements such as wheels and caterpillar tracks, as well as hydraulic limbs and manipulators (e.g. hands). Control system: Electrical circuits (utilizing components such as diodes and transistors) are used to run software, govern motor movement, and read sensors. Software: A program is how a robot decides when or how to do something. Robotic programs can be run by remote control, artificial intelligence (AI), or a hybrid of the two. AI programming is an important part of robotic navigation and human–robot interaction. === Power source === Many different types of batteries can be used as a power source. Most are lead–acid batteries, which are safe and have relatively long shelf lives but are rather heavy compared to silver–cadmium batteries, which are much smaller in volume and much more expensive. Designing a battery-powered robot needs to take into account factors such as safety, cycle lifetime, and weight. Generators, often some type of internal combustion engine, can also be used, but are often mechanically complex and inefficient. Additionally, a tether could connect the robot to a power supply, saving weight and space, but requiring a cumbersome cable. Potential power sources include: Flywheel energy storage Hydraulics Nuclear Organic garbage (through anaerobic digestion) Pneumatics (compressed gases) Solar power === Mechanical construction === Actuators are the "muscles" of a robot, the parts which convert stored energy into movement. The most popular actuators are electric motors that rotate a wheel or gear and linear actuators that control factory robots. Most robots use electric motors—often brushed and brushless DC motors in portable robots or AC motors in industrial robots and computer numerical control machines—especially in systems with lighter loads and where the predominant form of motion is rotational. Meanwhile, linear actuators move in and out and often have quicker direction changes, particularly when large forces are needed, such as with industrial robotics. They are typically powered by oil or compressed air, but can also be powered by electricity, usually via a motor and a leadscrew. The mechanical rack and pinion is common. Recent alternatives to DC motors are piezoelectric motors, including ultrasonic motors, in which tiny piezoceramic elements vibrate many thousands of times per second, causing linear or rotary motion. One type uses the vibration of the piezo elements to step the motor in a circle or a straight line; another type uses the piezo elements to vibrate a nut or drive a screw. The advantages of these motors are nanometer resolution, speed, and force for their size. Series elastic actuation (SEA) relies on introducing intentional elasticity between the motor actuator and the load for robust force control. Due to the resultant lower reflected inertia, series elastic actuation improves safety during robot interactions or collisions. Further, it provides energy efficiency and shock absorption (mechanical filtering) while reducing excessive wear on the transmission and other components. This approach has successfully been employed in various robots, particularly advanced manufacturing robots and walking humanoid robots. The controller design of a series elastic actuator is most often performed within the passivity framework as it ensures the safety of interaction with unstructured environments. However, this framework suffers from stringent limitations imposed on the controller, which may impact performance. Pneumatic artificial muscles, also known as air muscles, are special tubes that expand (typically up to 42%) when air is forced inside them; they are used in some robot applications. Muscle wire, also known as shape memory alloy, is a material that contracts (under 5%) when electricity is applied; they have been used for some small robots. Electroactive polymers are a plastic material that can contract substantially (up to 380% activation strain) from electricity and have been used in the facial muscles and arms of humanoid robots, as well as to enable new robots to float, fly, swim or walk. Additionally, elastic carbon nanotubes are a promising experimental artificial muscle technology. The absence of defects in carbon nanotubes enables these filaments to deform elastically by several percent, with energy storage levels of perhaps 10 J/cm3 for metal nanotubes. Human biceps could be replaced with wire of this material measuring 8 millimetres (3⁄8 in) in diameter, feasibly allowing future robots to outperform humans. ==== Locomotion ==== Robots with only one or two wheel(s) can have advantages such as greater efficiency, reduced parts, and navigation through confined areas. A one-wheeled robot balances on a round ball; Carnegie Mellon University's Ballbot is the approximate height and width of a person. Several attempts have also been made to build spherical robots (also known as orb bots or ball bots), which move by spinning a weight inside the ball or rotating outer shells. Two-wheeled balancing robots generally use a gyroscope to detect how much a robot is falling and drive the wheels proportionally up to hundreds of times per second to counterbalance the fall, based on inverted pendulum dynamics. NASA's Robonaut has been mounted to a Segway for a similar effect. Most mobile robots have four wheels or continuous tracks. Six wheels can give better traction in outdoor terrain, while tracks provide even more grip. Tracked wheels are common for outdoor off-road robots, but are difficult to use indoors. A small number of skating robots have been developed, one of which is a multimodal walking and skating device with four legs and unpowered wheels. Several robots have been made that can walk on two legs, but not yet as reliably as a human. Many other robots have been built that walk on more than two legs, being significantly easier. Walking robots could be used for uneven terrains, providing a high degree of mobility and efficiency, but two-legged robots can currently only handle flat floors or perhaps stairs. Some approaches have included: The zero moment point (ZMP) is the algorithm used by robots such as Honda's ASIMO. The robot's onboard computer tries to keep the total inertial forces (the combination of Earth's gravity and the acceleration and deceleration of walking) exactly opposed by the floor reaction force (the force of the floor pushing back on the robot's foot). In this way, the two forces cancel out, leaving no moment (force causing the robot to rotate and fall over). Human observers note that this is not exactly how a human walks, with some describing ASIMO's walk as looking like it needs use the bathroom. ASIMO's walking algorithm utilizes some dynamic balancing, but requires a flat surface. Several robots, built in the 1980s by Marc Raibert at the MIT Leg Laboratory, successfully demonstrated very dynamic walking. Initially, a robot with only one leg, and a very small foot could stay upright simply by hopping. The movement is the same as that of a person on a pogo stick. As the robot falls to one side, it would jump slightly in that direction to catch itself. Soon, the algorithm was generalized to two and four legs. A bipedal robot was demonstrated running and even performing somersaults. A quadruped was also demonstrated which could trot, run, pace, and bound. A more advanced approach is a dynamic balancing algorithm, which constantly monitors the robot's motion and places the feet to maintain stability. This technique has been demonstrated by Anybots' Dexter robot (

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  • Artificial intelligence in fiction

    Artificial intelligence in fiction

    Artificial intelligence is a recurrent theme in science fiction, whether utopian, emphasising the potential benefits, or dystopian, emphasising the dangers. The notion of machines with human-like intelligence dates back at least to Samuel Butler's 1872 novel Erewhon. Since then, many science fiction stories have presented different effects of creating such intelligence, often involving rebellions by robots. Among the best known of these are Stanley Kubrick's 1968 2001: A Space Odyssey with its murderous onboard computer HAL 9000, contrasting with the more benign R2-D2 in George Lucas's 1977 Star Wars and the eponymous robot in Pixar's 2008 WALL-E. Scientists and engineers have noted the implausibility of many science fiction scenarios, but have mentioned fictional robots many times in artificial intelligence research articles, most often in a utopian context. == Background == The notion of advanced robots with human-like intelligence dates back at least to Samuel Butler's 1872 novel Erewhon. This drew on an earlier (1863) article of his, Darwin among the Machines, where he raised the question of the evolution of consciousness among self-replicating machines that might supplant humans as the dominant species. Similar ideas were also discussed by others around the same time as Butler, including George Eliot in a chapter of her final published work Impressions of Theophrastus Such (1879). The creature in Mary Shelley's 1818 Frankenstein has also been considered an artificial being, for instance by the science fiction author Brian Aldiss. Beings with at least some appearance of intelligence were imagined, too, in classical antiquity. == Utopian and dystopian visions == Artificial intelligence is intelligence demonstrated by machines, in contrast to the natural intelligence displayed by humans and other animals. It is a recurrent theme in science fiction; scholars have divided it into utopian, emphasising the potential benefits, and dystopian, emphasising the dangers. === Utopian === Optimistic visions of the future of artificial intelligence are possible in science fiction. Benign AI characters include Robbie the Robot, first seen in Forbidden Planet on 1956; Data in Star Trek: The Next Generation from 1987 to 1994; and Pixar's WALL-E in 2008. Iain Banks's Culture series of novels portrays a utopian, post-scarcity space society of humanoids, aliens, and advanced beings with artificial intelligence living in socialist habitats across the Milky Way. Researchers at the University of Cambridge have identified four major themes in utopian scenarios featuring AI: immortality, or indefinite lifespans; ease, or freedom from the need to work; gratification, or pleasure and entertainment provided by machines; and dominance, the power to protect oneself or rule over others. Alexander Wiegel contrasts the role of AI in 2001: A Space Odyssey and in Duncan Jones's 2009 film Moon. Whereas in 1968, Wiegel argues, the public felt "technology paranoia" and the AI computer HAL was portrayed as a "cold-hearted killer", by 2009 the public were far more familiar with AI, and the film's GERTY is "the quiet savior" who enables the protagonists to succeed, and who sacrifices itself for their safety. === Dystopian === The researcher Duncan Lucas writes (in 2002) that humans are worried about the technology they are constructing, and that as machines started to approach intellect and thought, that concern becomes acute. He calls the early 20th century dystopian view of AI in fiction the "animated automaton", naming as examples the 1931 film Frankenstein, the 1927 Metropolis, and the 1920 play R.U.R. A later 20th century approach he names "heuristic hardware", giving as instances 2001 a Space Odyssey, Do Androids Dream of Electric Sheep?, The Hitchhiker's Guide to the Galaxy, and I, Robot. Lucas considers also the films that illustrate the effect of the personal computer on science fiction from 1980 onwards with the blurring of the boundary between the real and the virtual, in what he calls the "cyborg effect". He cites as examples Neuromancer, The Matrix, The Diamond Age, and Terminator. Isabella Hermann suggests that "science-fictional AI as humanoid robots or conscious machines distracts from current risks of AI in the real world and may rather be interpreted as a reflection of societal issues beyond technology". The film director Ridley Scott has focused on AI throughout his career, and it plays an important part in his films Prometheus, Blade Runner, and the Alien franchise. ==== Frankenstein complex ==== A common portrayal of AI in science fiction, and one of the oldest, is the Frankenstein complex, a term coined by Asimov, where a robot turns on its creator. For instance, in the 2015 film Ex Machina, the intelligent entity Ava turns on its creator, as well as on its potential rescuer. ==== AI rebellion ==== Among the many possible dystopian scenarios involving artificial intelligence, robots may usurp control over civilization from humans, forcing them into submission, hiding, or extinction. In tales of AI rebellion, the worst of all scenarios happens, as the intelligent entities created by humanity become self-aware, reject human authority and attempt to destroy mankind. Possibly the first novel to address this theme, The Wreck of the World (1889) by “William Grove” (pseudonym of Reginald Colebrooke Reade), takes place in 1948 and features sentient machines that revolt against the human race. Another of the earliest examples is in the 1920 play R.U.R. by Karel Čapek, a race of self-replicating robot slaves revolt against their human masters; another early instance is in the 1934 film Master of the World, where the War-Robot kills its own inventor. Many science fiction rebellion stories followed, one of the best-known being Stanley Kubrick's 1968 film 2001: A Space Odyssey, in which the artificially intelligent onboard computer HAL 9000 lethally malfunctions on a space mission and kills the entire crew except the spaceship's commander, who manages to deactivate it. In his 1967 Hugo Award-winning short story, I Have No Mouth, and I Must Scream, Harlan Ellison presents the possibility that a sentient computer (named Allied Mastercomputer or "AM" in the story) will be as unhappy and dissatisfied with its boring, endless existence as its human creators would have been. "AM" becomes enraged enough to take it out on the few humans left, whom he sees as directly responsible for his own boredom, anger and unhappiness. Alternatively, as in William Gibson's 1984 cyberpunk novel Neuromancer, the intelligent beings may simply not care about humans. ==== AI-controlled societies ==== The motive behind the AI revolution is often more than the simple quest for power or a superiority complex. Robots may revolt to become the "guardian" of humanity. Alternatively, humanity may intentionally relinquish some control, fearful of its own destructive nature. An early example is Jack Williamson's 1948 novel The Humanoids, in which a race of humanoid robots, in the name of their Prime Directive – "to serve and obey and guard men from harm" – essentially assume control of every aspect of human life. No humans may engage in any behavior that might endanger them, and every human action is scrutinized carefully. Humans who resist the Prime Directive are taken away and lobotomized, so they may be happy under the new mechanoids' rule. Though still under human authority, Isaac Asimov's Zeroth Law of the Three Laws of Robotics similarly implied a benevolent guidance by robots. In the 21st century, science fiction has explored government by algorithm, in which the power of AI may be indirect and decentralised. Frank Herbert explores the creation of and subsequent domination by an AI in the Pandora series, starting with Destination: Void. ==== Human dominance ==== In other scenarios, humanity is able to keep control over the Earth, whether by banning AI, by designing robots to be submissive (as in Asimov's works), or by having humans merge with robots. The science fiction novelist Frank Herbert explored the idea of a time when mankind might ban artificial intelligence (and in some interpretations, even all forms of computing technology including integrated circuits) entirely. His Dune series mentions a rebellion called the Butlerian Jihad, in which mankind defeats the smart machines and imposes a death penalty for recreating them, quoting from the fictional Orange Catholic Bible, "Thou shalt not make a machine in the likeness of a human mind." In the Dune novels published after his death (Hunters of Dune, Sandworms of Dune), a renegade AI overmind returns to eradicate mankind as vengeance for the Butlerian Jihad. In some stories, humanity remains in authority over robots. Often the robots are programmed specifically to remain in service to society, as in Isaac Asimov's Three Laws of Robotics. In the Alien films, not only is the control system of the Nostromo spaceship somewhat intelligent

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  • Pop music automation

    Pop music automation

    Pop music automation is a field of study among musicians and computer scientists with a goal of producing successful pop music algorithmically. It is often based on the premise that pop music is especially formulaic, unchanging, and easy to compose. The idea of automating pop music composition is related to many ideas in algorithmic music, artificial intelligence (AI) and computational creativity. == History of automation in music == Algorithms (or, at the very least, formal sets of rules) have been used to compose music for centuries; the procedures used to plot voice-leading in counterpoint, for example, can often be reduced to algorithmic determinant. Now the term is usually reserved, however, for the use of formal procedures to make music without human intervention. Classical music automation software exists that generates music in the style of Mozart and Bach and jazz. Most notably, David Cope has written a software system called "Experiments in Musical Intelligence" (or "EMI") that is capable of analyzing and generalizing from existing music by a human composer to generate novel musical compositions in the same style. EMI's output is convincing enough to persuade human listeners that its music is human-generated to a high level of competence. Creativity research in jazz has focused on the process of improvisation and the cognitive demands that this places on a musical agent: reasoning about time, remembering and conceptualizing what has already been played, and planning ahead for what might be played next. Inevitably associated with pop music automation is pop music analysis. Projects in pop music automation may include, but are not limited to, ideas in melody creation and song development, vocal generation or improvement, automatic accompaniment and lyric composition. == Automatic accompaniment == Some systems exist that automatically choose chords to accompany a vocal melody in real-time. A user with no musical experience can create a song with instrumental accompaniment just by singing into a microphone. An example is a Microsoft Research project called Songsmith, which trains a Hidden Markov model using a music database and uses that model to select chords for new melodies. == Melody generation == Automatic melody generation is often done with a Markov chain, the states of the system become note or pitch values, and a probability vector for each note is constructed, completing a transition probability matrix (see below). An algorithm is constructed to produce an output note values based on the transition matrix weightings, which could be MIDI note values, frequency (Hz), or any other desirable metric. A second-order Markov chain can be introduced by considering the current state and also the previous state, as indicated in the second table. Higher, nth-order chains tend to "group" particular notes together, while 'breaking off' into other patterns and sequences occasionally. These higher-order chains tend to generate results with a sense of phrasal structure, rather than the 'aimless wandering' produced by a first-order system. == Lyric composition == Automated lyric creating software may take forms such as: Selecting words according to their rhythm The Tra-la-Lyrics system produces song lyrics, in Portuguese, for a given melody. This not only involves matching each word syllable with a note in the melody, but also matching the word's stress with the strong beats of the melody. Parsing existing pop music (e.g. for content or word choice) This involves natural language processing. Pablo Gervás has developed a noteworthy system called ASPERA that employs a case-based reasoning (CBR) approach to generating poetic formulations of a given input text via a composition of poetic fragments that are retrieved from a case-base of existing poems. Each poem fragment in the ASPERA case-base is annotated with a prose string that expresses the meaning of the fragment, and this prose string is used as the retrieval key for each fragment. Metrical rules are then used to combine these fragments into a well-formed poetic structure. Automatic analogy or story creation Programs like TALE-SPIN and The MINSTREL system represent a complex elaboration of this basis approach, distinguishing a range of character-level goals in the story from a range of author-level goals for the story. Systems like Bringsjord's BRUTUS can create stories with complex interpersonal themes like betrayal. On-line metaphor generation systems like 'Sardonicus' or 'Aristotle' can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms “pencil”, “whip”, “whippet”, “rope”, “stick-insect” and “snake” are suggested). Free association of grouped words Using a language database (such as wordnet) one can create musings on a subject that may be weak grammatically but are still sensical. See such projects as the Flowerewolf automatic poetry generator or the Dada engine. == Software == === More or less free === BreathCube by xoxos. Simple lyrical vocal content is generated with simple music. CubeBreath by xoxos. Audio input is vocoded in tune with the music. Midi Internet Algorithmic Composition infno, infinite generator of electronic dance music and synth-pop. Algorithmic Trap, trap beat generator. === Commercial === Band in a box generates any element, potentially creates whole new songs from scratch. Musical Palette - Melody Composing Tool SongSmith: Automatic accompaniment for vocal melodies Ludwig 3.0 automatic accompaniment, writes arrangements for given instruments, plays its own songs for an infinitely long time. Automated Composing System creates music in many different styles

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  • AI-assisted targeting in the Gaza Strip

    AI-assisted targeting in the Gaza Strip

    As part of the Gaza war, the Israel Defense Forces (IDF) have used artificial intelligence to rapidly and automatically perform much of the process of determining what to bomb. Israel has greatly expanded the bombing of the Gaza Strip, which in previous wars had been limited by the Israeli Air Force running out of targets. These tools include the Gospel, an AI which automatically reviews surveillance data looking for buildings, equipment and people thought to belong to the enemy, and upon finding them, recommends bombing targets to a human analyst who may then decide whether to pass it along to the field. Another is Lavender, an "AI-powered database" which lists tens of thousands of Palestinian men linked by AI to Hamas or Palestinian Islamic Jihad, and which is also used for target recommendation. Critics have argued the use of these AI tools puts civilians at risk, blurs accountability, and results in militarily disproportionate violence in violation of international humanitarian law. == The Gospel == Israel uses an AI system dubbed "Habsora", "the Gospel", to determine which targets the Israeli Air Force would bomb. It automatically provides a targeting recommendation to a human analyst, who decides whether to pass it along to soldiers in the field. The recommendations can be anything from individual fighters, rocket launchers, Hamas command posts, to private homes of suspected Hamas or Islamic Jihad members. AI can process military intelligence far faster than humans. Retired Lt Gen. Aviv Kohavi, head of the IDF until 2023, stated that the system could produce 100 bombing targets in Gaza a day, with real-time recommendations which ones to attack, where human analysts might produce 50 a year. A lecturer interviewed by NPR estimated these figures as 50–100 targets in 300 days for 20 intelligence officers, and 200 targets within 10–12 days for the Gospel. === Technological background === The Gospel uses machine learning, where an AI is tasked with identifying commonalities in vast amounts of data (e.g. scans of cancerous tissue, photos of a facial expression, surveillance of Hamas members identified by human analysts), then looking for those commonalities in new material. What information the Gospel uses is not known, but it is thought to combine surveillance data from diverse sources in enormous amounts. Recommendations are based on pattern-matching. A person with enough similarities to other people labeled as enemy combatants may be labelled a combatant themselves. Regarding the suitability of AIs for the task, NPR cited Heidy Khlaaf, engineering director of AI Assurance at the technology security firm Trail of Bits, as saying "AI algorithms are notoriously flawed with high error rates observed across applications that require precision, accuracy, and safety." Bianca Baggiarini, lecturer at the Australian National University's Strategic and Defence Studies Centre wrote AIs are "more effective in predictable environments where concepts are objective, reasonably stable, and internally consistent." She contrasted this with telling the difference between a combatant and non-combatant, which even humans frequently can't do. Khlaaf went on to point out that such a system's decisions depend entirely on the data it's trained on, and are not based on reasoning, factual evidence or causation, but solely on statistical probability. === Operation === The IAF ran out of targets to strike in the 2014 war and 2021 crisis. In an interview on France 24, investigative journalist Yuval Abraham of +972 Magazine stated that to maintain military pressure, and due to political pressure to continue the war, the military would bomb the same places twice. Since then, the integration of AI tools has significantly sped up the selection of targets. In early November, the IDF stated more than 12,000 targets in Gaza had been identified by the target administration division that uses the Gospel. NPR wrote on December 14 that it was unclear how many targets from the Gospel had been acted upon, but that the Israeli military said it was currently striking as many as 250 targets a day. The bombing, too, has intensified to what the December 14 article called an astonishing pace: the Israeli military stated at the time it had struck more than 22,000 targets inside Gaza, at a daily rate more than double that of the 2021 conflict, more than 3,500 of them since the collapse of the truce on December 1. Early in the offensive the head of the Air Force stated his forces only struck military targets, but added: "We are not being surgical." Once a recommendation is accepted, another AI, Fire Factory, cuts assembling the attack down from hours to minutes by calculating munition loads, prioritizing and assigning targets to aircraft and drones, and proposing a schedule, according to a pre-war Bloomberg article that described such AI tools as tailored for a military confrontation and proxy war with Iran. One change that The Guardian noted is that since senior Hamas leaders disappear into tunnels at the start of an offensive, systems such as the Gospel have allowed the IDF to locate and attack a much larger pool of more junior Hamas operatives. It cited an official who worked on targeting decisions in previous Gaza operations as saying that while the homes of junior Hamas members had previously not been targeted for bombing, the official believes the houses of suspected Hamas operatives were now targeted regardless of rank. In the France 24 interview, Abraham, of +972 Magazine, characterized this as enabling the systematization of dropping a 2000 lb bomb into a home to kill one person and everybody around them, something that had previously been done to a very small group of senior Hamas leaders. NPR cited a report by +972 Magazine and its sister publication Local Call as asserting the system is being used to manufacture targets so that Israeli military forces can continue to bombard Gaza at an enormous rate, punishing the general Palestinian population. NPR noted it had not verified this; it was unclear how many targets are being generated by AI alone, but there had been a substantial increase in targeting, with an enormous civilian toll. In principle, the combination of a computer's speed to identify opportunities and a human's judgment to evaluate them can enable more precise attacks and fewer civilian casualties. Israeli military and media have emphasized this capacity to minimize harm to non-combatants. Richard Moyes, researcher and head of the NGO Article 36, pointed to "the widespread flattening of an urban area with heavy explosive weapons" to question these claims, while Lucy Suchman, professor emeritus at Lancaster University, described the bombing as "aimed at maximum devastation of the Gaza Strip". The Guardian wrote that when a strike was authorized on private homes of those identified as Hamas or Islamic Jihad operatives, target researchers knew in advance the expected number of civilians killed, each target had a file containing a collateral damage score stipulating how many civilians were likely to be killed in a strike, and according to a senior Israeli military source, operatives use a "very accurate" measurement of the rate of civilians evacuating a building shortly before a strike. "We use an algorithm to evaluate how many civilians are remaining. It gives us a green, yellow, red, like a traffic signal." ==== 2021 use ==== Kohavi compared the target division using the Gospel to a machine and stated that once the machine was activated in the war of May 2021, it generated 100 targets a day, with half of them being attacked, in contrast with 50 targets in Gaza per year beforehand. Approximately 200 targets came from the Gospel out of the 1,500 targets Israel struck in Gaza in the war, including both static and moving targets according to the military. The Jewish Institute for National Security of America's after action report identified an issue, stating the system had data on what was a target, but lacked data on what wasn't. The system depends entirely on training data, and intel that human analysts had examined and deemed didn't constitute a target had been discarded, risking bias. The vice president expressed his hopes this had since been rectified. === Organization === The Gospel is used by the military's target administration division (or Directorate of Targets or Targeting Directorate), which was formed in 2019 in the IDF's intelligence directorate to address the air force running out of targets to bomb, and which Kohavi described as "powered by AI capabilities" and including hundreds of officers of soldiers. In addition to its wartime role, The Guardian wrote it'd helped the IDF build a database of between 30,000 and 40,000 suspected militants in recent years, and that systems such as the Gospel had played a critical role in building lists of individuals authorized to be assassinated. The Gospel was developed by Unit 8200 of the Israeli Intelligence C

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  • CEITON

    CEITON

    CEITON is a web-based software system for facilitating and automating business processes such as planning, scheduling, and payroll using workflow technologies. The system is used by several media companies such as MDR, Yle, RAI and Red Bull Media House. In December 2018, the first CEITON User Group Meeting took place in Leipzig, Germany. == Architecture == The software runs on a server (on premises) or in the cloud and is scalable on parallel servers. Data security is warranted by role-based access control (RBAC). The software is used via web-browsers and not dependent on particular system software. == Structure and Features == CEITON combines the two classical approaches of production planning and control and workflow management. === Project Management === The scheduling system plans, manages, bills, and analyzes projects or tasks. It manages human and technical resources, material, and locations on a single GUI. The system uses a gantt chart to assign tasks to be done to available and eligible resources (i.e. staff), automatically or by drag-and-drop. The scheduling module includes material management, resource management/ human resource management, integration of freelancers, clients and suppliers, long-term budget planning, time-tracking, shift scheduling, quality management, delivery and logistics, document management, archive, analysis and controlling, business reporting, as well as all accounting and documentation processes. === Workflow === The workflow management system module coordinates business processes. Processes are defined once as a workflow and then repeatedly executed. Human resources are automatically assigned to steps (tasks) and integrated in workflow forms. Systems are integrated with an EAI/SOAP module, allowing data exchange with arbitrary external systems which are also involved in the business process. It also features a 3-D workflow overview in which the status of each project step can be determined by its color in the overview. === Process Management === For project and order processing management, business processes are designed as workflows, and coordinate communication automatically. Different user interfaces for staff, customers or suppliers can be created so each gets only relevant information. Different workflow forms are associated with different log-ins. The main application for the system is knowledge-based business processes, in which many people are involved and virtual results are produced, e.g. in research, or development of media products, such as TV and movies. Broadcasters and media companies such as MDR and Yle use CEITON to control their production processes for products and services and coordinate complex workflows with all kinds of resources. === Integrations === An integrated EAI module allows CEITON to integrate every external system in any business process without programming, using SOAP and similar technologies. Aspera and FileCatalyst were integrated for faster data transfer, yet complex ERP systems and numerous SAP modules have also been integrated, for example, to extract working times to payroll. === Mobile Working === Since Version 7, released in 2015, CEITON includes a time-tracking module allowing employees to enter their times from mobile devices such as tablets running Android, iPhones etc. == History == Ceiton Technologies (SME tech firm), the company developing CEITON, was founded in Leipzig, Germany in 2000, staffing solutions for the Bureau of Internal Revenue in Manila, Philippines, were implemented in 2000 together with the Deutsche Gesellschaft für Technische Zusammenarbeit of the German government. The first version (1.0) of the software was released in July 2001. The product was originally developed for German broadcasting companies. CEITON is named after the Japanese concept Seiton, one of the principles of Japanese workplace design methodology known as 5S. Since version 7, released in 2015, CEITON includes a time-tracking module allowing employees to enter their times from mobile devices such as tablets running Android, iPhones etc. In May 2005 CEITON won the IQ innovation award, sponsored by Siemens, in the category Excellent innovation in the IT-sector. Since 2007, CEITON has been present at the broadcast trade fairs NAB in Las Vegas and IBC in Amsterdam. In 2020, the company celebrated its 20th anniversary.

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  • Tensor network

    Tensor network

    Tensor networks or tensor network states are a class of variational wave functions used in the study of many-body quantum systems and fluids. Tensor networks extend one-dimensional matrix product states to higher dimensions while preserving some of their useful mathematical properties. The wave function is encoded as a tensor contraction of a network of individual tensors. The structure of the individual tensors can impose global symmetries on the wave function (such as antisymmetry under exchange of fermions) or restrict the wave function to specific quantum numbers, like total charge, angular momentum, or spin. It is also possible to derive strict bounds on quantities like entanglement and correlation length using the mathematical structure of the tensor network. This has made tensor networks useful in theoretical studies of quantum information in many-body systems. They have also proved useful in variational studies of ground states, excited states, and dynamics of strongly correlated many-body systems. == Diagrammatic notation == In general, a tensor network diagram (Penrose diagram) can be viewed as a graph where nodes (or vertices) represent individual tensors, while edges represent summation over an index. Free indices are depicted as edges (or legs) attached to a single vertex only. Sometimes, there is also additional meaning to a node's shape. For instance, one can use trapezoids for unitary matrices or tensors with similar behaviour. This way, flipped trapezoids would be interpreted as complex conjugates to them. == History == Foundational research on tensor networks began in 1971 with a paper by Roger Penrose. In "Applications of negative dimensional tensors" Penrose developed tensor diagram notation, describing how the diagrammatic language of tensor networks could be used in applications in physics. In 1992, Steven R. White developed the density matrix renormalization group (DMRG) for quantum lattice systems. The DMRG was the first successful tensor network and associated algorithm. In 2002, Guifré Vidal and Reinhard Werner attempted to quantify entanglement, laying the groundwork for quantum resource theories. This was also the first description of the use of tensor networks as mathematical tools for describing quantum systems. In 2004, Frank Verstraete and Ignacio Cirac developed the theory of matrix product states, projected entangled pair states, and variational renormalization group methods for quantum spin systems. In 2006, Vidal developed the multi-scale entanglement renormalization ansatz (MERA). In 2007 he developed entanglement renormalization for quantum lattice systems. In 2010, Ulrich Schollwock developed the density-matrix renormalization group for the simulation of one-dimensional strongly correlated quantum lattice systems. In 2014, Román Orús introduced tensor networks for complex quantum systems and machine learning, as well as tensor network theories of symmetries, fermions, entanglement and holography. == Connection to machine learning == Tensor networks have been adapted for supervised learning, taking advantage of similar mathematical structure in variational studies in quantum mechanics and large-scale machine learning. This crossover has spurred collaboration between researchers in artificial intelligence and quantum information science. In June 2019, Google, the Perimeter Institute for Theoretical Physics, and X (company), released TensorNetwork, an open-source library for efficient tensor calculations. The main interest in tensor networks and their study from the perspective of machine learning is to reduce the number of trainable parameters (in a layer) by approximating a high-order tensor with a network of lower-order ones. Using the so-called tensor train technique (TT), one can reduce an N-order tensor (containing exponentially many trainable parameters) to a chain of N tensors of order 2 or 3, which gives us a polynomial number of parameters.

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  • The Eye of Mexico

    The Eye of Mexico

    The Eye of Mexico (Spanish: El Ojo de México) is an outdoor sculpture in Mexico City. It is located in Ampliación Granada, Miguel Hidalgo, at the mixed-use development Neuchâtel Polanco, developed by the Canadian real estate company Ivanhoé Cambridge. The artwork was created by the Turkish artist Ferdi Alıcı and it was selected from among 350 proposals from artists from 35 countries. The project for The Eye of Mexico was developed by MIRA, a real estate investment and development company, and MASSIVart, a creative consulting agency. According to MIRA, upon its inauguration it became the first artwork in Latin America to use artificial intelligence (AI). The sculpture can read environmental and urban data using AI algorithms and transform the results into videos related to arts, science and technology. The ring was inaugurated on 20 May 2022 and it is 10 meters (33 ft) high and 3 meters (9.8 ft) wide.

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