AI For Business Microsoft

AI For Business Microsoft — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Amazon Kinesis

    Amazon Kinesis

    Amazon Kinesis is a family of services provided by Amazon Web Services (AWS) for processing and analyzing real-time streaming data at a large scale. Launched in November 2013, it offers developers the ability to build applications that can consume and process data from multiple sources simultaneously. Kinesis supports multiple use cases, including real-time analytics, log and event data collection, and real-time processing of data generated by IoT devices. == History == Amazon Kinesis was launched by Amazon Web Services (AWS) in November 2013 as a managed service for processing and analyzing real-time streaming data at a large scale. The service was introduced to address the growing need for businesses to process and analyze data as it was generated, rather than in batches, allowing for real-time insights and decision-making. Since its launch, the Amazon Kinesis family of services has expanded to include four main components: Kinesis Data Streams, Kinesis Data Firehose, Kinesis Data Analytics, and Kinesis Video Streams. Each of these components serves a specific purpose in the processing and analysis of real-time streaming data. In August 2015, AWS announced the availability of Kinesis Data Firehose, a fully managed service for delivering real-time streaming data to destinations such as Amazon S3, Amazon Redshift, and Amazon Elasticsearch. A year later in August 2016, AWS launched Kinesis Data Analytics, enabling customers to analyze streaming data in real time using standard SQL queries. AWS introduced Kinesis Video Streams, a fully managed service for securely capturing, processing, and storing video streams for analytics and machine learning applications, was introduced by AWS in November 2017. == Components == Amazon Kinesis is composed of four main services: Kinesis Data Streams, Kinesis Data Firehose, Kinesis Data Analytics, and Kinesis Video Streams. === Kinesis Data Streams === Kinesis Data Streams is a scalable and durable real-time data streaming service that captures and processes gigabytes of data per second from multiple sources. It enables the storage and processing of data in real time, making it useful for applications that require immediate insights, such as monitoring and alerting. === Kinesis Data Firehose === Kinesis Data Firehose is a fully managed service for delivering real-time streaming data to destinations such as Amazon S3, Amazon Redshift, Amazon Elasticsearch, and AWS-partner data stores. With Data Firehose, users can configure and scale data delivery without manual intervention. === Kinesis Data Analytics === Kinesis Data Analytics enables the analysis of streaming data in real time using standard SQL or Apache Flink. === Kinesis Video Streams === Kinesis Video Streams is a fully managed service for securely capturing, processing, and storing video streams for analytics and machine learning. It supports multiple video codecs and streaming protocols, making it suitable for various use cases, such as security and surveillance, video-enabled IoT devices, and live event broadcasting. == Integration == Amazon Kinesis can be easily integrated with other AWS services, such as AWS Lambda, Amazon S3, Amazon Redshift, and Amazon OpenSearch. This integration enables developers to build end-to-end streaming data processing applications, taking advantage of the extensive AWS ecosystem. == Use cases == Some common use cases for Amazon Kinesis include: Real-time analytics: Analyzing streaming data in real time to provide immediate insights and make data-driven decisions. Log and event data collection: Collecting, processing, and analyzing log and event data generated by applications, infrastructure, and devices. IoT data processing: Processing and analyzing large volumes of data generated by IoT devices in real time. Machine learning: Ingesting and processing video streams for machine learning applications, such as object recognition, facial recognition, and sentiment analysis. == Pricing == Amazon Kinesis follows a pay-as-you-go pricing model, with costs depending on the chosen service, data volume, and processing power required. AWS provides a free tier for Kinesis Data Streams and Kinesis Data Firehose, allowing users to get started with the services at no cost.

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  • Cortana (virtual assistant)

    Cortana (virtual assistant)

    Cortana is a discontinued virtual assistant developed by Microsoft that used the Bing search engine to perform tasks such as setting reminders and answering questions for users. Cortana was available in English, Portuguese, French, German, Italian, Spanish, Chinese, and Japanese language editions, depending on the software platform and region in which it was used. In 2019, Microsoft began reducing the prevalence of Cortana and converting it from an assistant into different software integrations. It was split from the Windows 10 search bar in April 2019. In January 2020, the Cortana mobile app was removed from certain markets, and on March 31, 2021, the Cortana mobile app was shut down globally. On June 2, 2023, Microsoft announced that support for the Cortana standalone app on Microsoft Windows would end in late 2023 and would be replaced by Microsoft Copilot, an AI chatbot. Support for Cortana in the Microsoft Outlook and Microsoft 365 mobile apps was discontinued in fall of 2023. == History == === Beginnings (2009–2014) === The development of Cortana started in 2009 in the Microsoft Speech products team with general manager Zig Serafin and Chief Scientist Larry Heck. Heck and Serafin established the vision, mission, and long-range plan for Microsoft's digital personal assistant and they built a team with the expertise to create the initial prototypes for Cortana. Some of the key researchers in these early efforts included Microsoft Research researchers Dilek Hakkani-Tür, Gokhan Tur, Andreas Stolcke, and Malcolm Slaney, research software developer Madhu Chinthakunta, and user experience designer Lisa Stifelman. To develop the Cortana digital assistant, the team interviewed human personal assistants. The interviews inspired a number of unique features in Cortana, including the assistant's "notebook" feature. Originally, Cortana was meant to be only a codename, but a petition on Windows Phone's UserVoice site proved to be popular and made the codename official. Cortana was demonstrated for the first time at the Microsoft Build developer conference in San Francisco in April 2014. It was launched as a key ingredient of Microsoft's planned "makeover" of future operating systems for Windows Phone and Windows. It was named after Cortana, a synthetic intelligence character in Microsoft's Halo video game franchise originating in Bungie folklore, with Jen Taylor, the character's voice actress, returning to voice the personal assistant's US-specific version. === Expansion (2015–2018) === In January 2015, Microsoft announced the availability of Cortana for Windows 10 desktops and mobile devices as part of merging Windows Phone into the operating system at large. On May 26, 2015, Microsoft announced that Cortana would also be available on other mobile platforms. An Android release was set for July 2015, but the Android APK file containing Cortana was leaked ahead of its release. It was officially released, along with an iOS version, in December 2015. During E3 2015, Microsoft announced that Cortana would come to the Xbox One as part of a universally designed Windows 10 update for the console. Microsoft integrated Cortana into numerous products such as Microsoft Edge. Microsoft's Cortana assistant was deeply integrated into the browser. Cortana was able to find opening hours when on restaurant sites, show retail coupons for websites, or show weather information in the address bar. At the Worldwide Partners Conference 2015 Microsoft demonstrated Cortana integration with products such as GigJam. Conversely, Microsoft announced in late April 2016 that it would block anything other than Bing and Edge from being used to complete Cortana searches, again raising questions of anti-competitive practices by the company. Microsoft's "Windows in the car" concept included Cortana. The concept makes it possible for drivers to make restaurant reservations and see places before they go there. At Microsoft Build 2016, Microsoft announced plans to integrate Cortana into Skype (Microsoft's video-conferencing and instant messaging service) as a bot to allow users to order food, book trips, transcribe video messages and make calendar appointments through Cortana in addition to other bots. As of 2016, Cortana was able to underline certain words and phrases in Skype conversations that relate to contacts and corporations. A writer from Engadget has criticised the Cortana integration in Skype for responding only to very specific keywords, feeling as if she was "chatting with a search engine" due to the impersonal way the bots replied to certain words such as "Hello" causing the Bing Music bot to bring up Adele's song of that name. Microsoft also announced at Microsoft Build 2016 that Cortana would be able to cloud-synchronise notifications between Windows 10 Mobile's and Windows 10's Action Center, as well as notifications from Android devices. In December 2016, Microsoft announced the preview of Calendar.help, a service that enabled people to delegate the scheduling of meetings to Cortana. Users interact with Cortana by including her in email conversations. Cortana would then check people's availability in Outlook Calendar or Google Calendar, and work with others Cc'd on the email to schedule the meeting. The service relied on automation and human-based computation. In May 2017, Microsoft announced INVOKE, a voice-activated speaker featuring Cortana, in collaboration with Harman Kardon. The premium speaker has a cylindrical design and offers 360-degree sound, the ability to make and receive calls with Skype, and all of the other features currently available with Cortana. In 2017, Microsoft partnered with Amazon to integrate Echo and Cortana with each other, allowing users of each smart assistant to summon the other via a command. This feature preview was released in August 2018. Windows 10 users were able to just say "Hey Cortana, open Alexa" and Echo users were able to say "Alexa, open Cortana" to summon the other assistant. === Decreasing focus and discontinuation (2019–2024) === In January 2019, Microsoft CEO Satya Nadella stated that he no longer saw Cortana as a direct competitor against Alexa and Siri. Shortly thereafter, Microsoft began reducing the prevalence of Cortana and converting it from an assistant into different software integrations. It was split from the Windows 10 search bar in April 2019. In January 2020, the Cortana mobile app was removed from certain markets, and then, on July 24, 2020, Cortana was removed from the Xbox dashboard as part of a redesign. On January 31, 2021, Microsoft removed the Cortana mobile application in many markets, including the UK, Australia, Germany, Mexico, China, Spain, Canada, and India. On March 31, 2021, Microsoft shut down the Cortana apps globally for iOS and Android and removed the apps entirely from their corresponding app stores. To access previously recorded content, users had to use Cortana on Windows 10 or other specialized Microsoft applications. Microsoft also reduced emphasis on Cortana in Windows with the 2021 release of Windows 11. Cortana was not used during the device setup process or pinned to the taskbar by default. On June 2, 2023, Microsoft announced the Cortana standalone app on Windows 10 and Windows 11 which would shut down later in the year. In its support article, Microsoft listed several alternatives, most of which have since been rebranded as Microsoft Copilot. They also added that the change would not impact Cortana in Office 365 and Teams environments. On August 11, 2023, Microsoft updated the Cortana standalone app in Windows, informing that it was deprecated and can no longer be used. Microsoft's support article announcing the deprecation of Cortana was updated to reflect this change. Along with the deprecation of the standalone app, it was announced that Cortana support in Teams mobile, Microsoft Teams displays, and Teams rooms would end in late 2023. The support article states that Cortana in the “Play my emails” feature of the Microsoft Outlook mobile app would continue to be available. Later in June 2024, the support article was updated, stating that Cortana in the voice search and the "Play my emails" feature is now removed from the Microsoft Outlook mobile app, officially marking the discontinuation of Cortana across all Microsoft products. On May 22, 2024, Microsoft announced the Windows 11 24H2 update, which removed Cortana, Tips, and WordPad from systems. == Functionality == Cortana was able to set reminders, recognize natural voice without the requirement for keyboard input, and answer questions using information from the Bing search engine. Searches using Windows 10 are made only with the Microsoft Bing search engine, and all links will open with Microsoft Edge, except when a screen reader such as Narrator was being used, where the links will open in Internet Explorer. Windows Phone 8.1's universal Bing SmartSearch features were incorporated into Cortana, which replaced the

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  • AI Humanizers Reviews: What Actually Works in 2026

    AI Humanizers Reviews: What Actually Works in 2026

    Curious about the best AI humanizer? An AI humanizer is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI humanizer slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Paola Velardi

    Paola Velardi

    Paola Velardi (born in Rome, April 26, 1955) is a full professor of computer science at Sapienza University in Rome, Italy. Her research encompasses Artificial Intelligence and specifically, natural language processing, machine learning business intelligence and semantic web. Velardi is one of the hundred female scientists included in the database "100esperte.it" (translated from Italian with "100 female experts"). This online, open database champions the recognition of top-rated female scientists in Science, Technology, Engineering and Mathematics (STEM) areas. Among her prestigious appointments and honors, her inclusion stands out —alongside 45 other international female scientists from the past, present, and future— in the Women in Science pavilion of UNESCO’s Virtual Science Museum. == Research == Paola Velardi's research activity has focused, since the early 1980s, on Artificial Intelligence, with a particular emphasis on natural language processing (NLP), Machine learning, and data mining. Her scientific contributions have evolved over time, following the sector's primary paradigms: Semantic Web and Ontologies: She is known for her pioneering work on semantic disambiguation and automated ontology learning, collaborating on the development of systems such as OntoLearn. Social Computing and Predictive Analysis: She has conducted research on extracting information from social media for epidemiological monitoring (syndromic surveillance) and for the identification of opinion leaders. In the educational field, she has developed machine learning models to predict the risk of student dropout. AI for Health and Elder Monitoring: She has coordinated projects to support frailty in the elderly, developing systems based on ambient intelligence and wearables to detect clinical and behavioral anomalies. She has also contributed to models for analyzing behavioral changes through dynamic clustering. Generative AI and Finance: More recently, her research has expanded into the use of generative AI and deep learning for finance, including benchmark studies on price trend prediction based on Limit Order Books (LOB) and the development of diffusion models for realistic market simulation (the TRADES project). According to Google Scholar bibliometrics updated until December 2025, Velardi's scientific publications have been cited more than 8100 times. Her h-index was 42. She has published more than 200 papers in international journals and conference proceedings. Some of her publications have been published in top rated journals such as Artificial Intelligence, Computational Linguistics, Knowledge-Based Systems, IEEE Transactions on Data and Knowledge Engineering , IEEE Transactions on Pattern Analysis and Machine Intelligence, IEEE Transactions on Computers, IEEE Transactions on Software Engineering , Data Mining and Knowledge Discovery, and Journal of Web Semantics. == Education and previous employments == Velardi graduated in electronic engineering from Sapienza University in 1978. From 1978 to 1983, she worked for the Ugo Bordoni Foundation, a research institution focusing on ICT and working under the supervision of the Italian Ministry of Economic Development. In 1983, she was a visiting scholar at Stanford University. During this period she became passionate about Artificial Intelligence, which will remain her area of research throughout her career. From 1984 to 1986, she came back to her natal city and worked as a researcher for IBM. From 1986 to 1996 she was an associate professor in the engineering faculty of Polytechnic University of the Marches (Ancona, Italy). Starting in November 1996, she taught in and did research for the Department of Computer Science at the Sapienza University. Velardi was the head of Bachelor and Master Programs in Computer Science at Sapienza University from 2010 to 2013 and from 2015 to 2016. == Current employment == Since November 2001, Velardi has been a full professor in the department of computer science ("Dipartimento di Informatica" in Italian) at Sapienza University in Rome, Italy. Since 2013, she has been the coordinator of the Distance Learning Degree in Computer Science at Sapienza University. As of today, Velardi is a Senior Associate at the Institute of Cognitive Sciences and Technologies (ISTC) of the CNR. == Recognition == Velardi is one of the hundred female scientists included in the database "100esperte.it" (translated from Italian with "100 female experts"). This database lists top Italian female STEM scientists. Six out of one hundred scientists in the 100esperte's database are computer scientists like Velardi. Velardi is in the list of the top Italian scientists. A top scientist appearing in the Top-Italian-Scientists database is a scientist whose h-index is greater than 30. In March 2017, she was given an IBM Faculty Award for her research on social recommender systems. In December 2018, Velardi was included in the list of the 50 most influential Italian women in science and technology by Inspiring Fifty, a non-profit that aims to increase diversity in STEM by making female role models in tech more visible. In September 2019 she was the local co-organizer and Program Chair of the 6th ACM Celebration of Women in Computing. In November 2019 Velardi received the Standout Woman Award International at the seat of the Italian Parliament in Montecitorio. == Causes == Velardi aims at debunking the myth of computer science as a man-oriented and "inflexible" discipline. She is the founder of the project "NERD? Non e' roba per donne?" (translated from Italian: "NERD? Is it not stuff for women?"). This project was launched by Velardi in 2012 in the Department of Computer Science at Sapienza University. Since 2013 the project has been carried out in partnership with IBM Italy, which later created a spin-off of the project. The goal of the project is two-fold: (1) conveying computer science as creative, interdisciplinary and problem-solving-oriented science, and (2) encouraging young female students in studying computer science by, for instance, developing apps for smartphones. She has been the program chair of the 19th ACM celebration of Women in Computing. She is the creator and coordinator of the G4GRETA, an educational project that involves students of the third and fourth grades of Rome and Lazio. The project combines the development of IT skills with the themes of environmental sustainability and soft skills (teambuilding, pitching, social networking, etc.) Velardi is also involved in scientific dissemination. In 2020 and 2021 she cooperated with RaiCultura, the cultural division of RAI, the national broadcasting company.

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  • Exposure Notification

    Exposure Notification

    The (Google/Apple) Exposure Notification System (GAEN) is a framework and protocol specification developed by Apple Inc. and Google to facilitate digital contact tracing during the COVID-19 pandemic. When used by health authorities, it augments more traditional contact tracing techniques by automatically logging close approaches among notification system users using Android or iOS smartphones. Exposure Notification is a decentralized reporting protocol built on a combination of Bluetooth Low Energy technology and privacy-preserving cryptography. It is an opt-in feature within COVID-19 apps developed and published by authorized health authorities. Unveiled on April 10, 2020, it was made available on iOS on May 20, 2020, as part of the iOS 13.5 update and on December 14, 2020, as part of the iOS 12.5 update for older iPhones. On Android, it was added to devices via a Google Play Services update, supporting all versions since Android Marshmallow. The Apple/Google protocol is similar to the Decentralized Privacy-Preserving Proximity Tracing (DP-3T) protocol created by the European DP-3T consortium and the Temporary Contact Number (TCN) protocol by Covid Watch, but is implemented at the operating system level, which allows for more efficient operation as a background process. Since May 2020, a variant of the DP-3T protocol is supported by the Exposure Notification Interface. Other protocols are constrained in operation because they are not privileged over normal apps. This leads to issues, particularly on iOS devices where digital contact tracing apps running in the background experience significantly degraded performance. The joint approach is also designed to maintain interoperability between Android and iOS devices, which constitute nearly all of the market. The ACLU stated the approach "appears to mitigate the worst privacy and centralization risks, but there is still room for improvement". In late April, Google and Apple shifted the emphasis of the naming of the system, describing it as an "exposure notification service", rather than "contact tracing" system. == Technical specification == Digital contact tracing protocols typically have two major responsibilities: encounter logging and infection reporting. Exposure Notification only involves encounter logging which is a decentralized architecture. The majority of infection reporting is centralized in individual app implementations. To handle encounter logging, the system uses Bluetooth Low Energy to send tracking messages to nearby devices running the protocol to discover encounters with other people. The tracking messages contain unique identifiers that are encrypted with a secret daily key held by the sending device. These identifiers change every 15–20 minutes as well as Bluetooth MAC address in order to prevent tracking of clients by malicious third parties through observing static identifiers over time. The sender's daily encryption keys are generated using a random number generator. Devices record received messages, retaining them locally for 14 days. If a user tests positive for infection, the last 14 days of their daily encryption keys can be uploaded to a central server, where it is then broadcast to all devices on the network. The method through which daily encryption keys are transmitted to the central server and broadcast is defined by individual app developers. The Google-developed reference implementation calls for a health official to request a one-time verification code (VC) from a verification server, which the user enters into the encounter logging app. This causes the app to obtain a cryptographically signed certificate, which is used to authorize the submission of keys to the central reporting server. The received keys are then provided to the protocol, where each client individually searches for matches in their local encounter history. If a match meeting certain risk parameters is found, the app notifies the user of potential exposure to the infection. Google and Apple intend to use the received signal strength (RSSI) of the beacon messages as a source to infer proximity. RSSI and other signal metadata will also be encrypted to resist deanonymization attacks. === Version 1.0 === To generate encounter identifiers, first a persistent 32-byte private Tracing Key ( t k {\displaystyle tk} ) is generated by a client. From this a 16 byte Daily Tracing Key is derived using the algorithm d t k i = H K D F ( t k , N U L L , 'CT-DTK' | | D i , 16 ) {\displaystyle dtk_{i}=HKDF(tk,NULL,{\text{'CT-DTK'}}||D_{i},16)} , where H K D F ( Key, Salt, Data, OutputLength ) {\displaystyle HKDF({\text{Key, Salt, Data, OutputLength}})} is a HKDF function using SHA-256, and D i {\displaystyle D_{i}} is the day number for the 24-hour window the broadcast is in starting from Unix Epoch Time. These generated keys are later sent to the central reporting server should a user become infected. From the daily tracing key a 16-byte temporary Rolling Proximity Identifier is generated every 10 minutes with the algorithm R P I i , j = Truncate ( H M A C ( d t k i , 'CT-RPI' | | T I N j ) , 16 ) {\displaystyle RPI_{i,j}={\text{Truncate}}(HMAC(dtk_{i},{\text{'CT-RPI'}}||TIN_{j}),16)} , where H M A C ( Key, Data ) {\displaystyle HMAC({\text{Key, Data}})} is a HMAC function using SHA-256, and T I N j {\displaystyle TIN_{j}} is the time interval number, representing a unique index for every 10 minute period in a 24-hour day. The Truncate function returns the first 16 bytes of the HMAC value. When two clients come within proximity of each other they exchange and locally store the current R P I i , j {\displaystyle RPI_{i,j}} as the encounter identifier. Once a registered health authority has confirmed the infection of a user, the user's Daily Tracing Key for the past 14 days is uploaded to the central reporting server. Clients then download this report and individually recalculate every Rolling Proximity Identifier used in the report period, matching it against the user's local encounter log. If a matching entry is found, then contact has been established and the app presents a notification to the user warning them of potential infection. === Version 1.1 === Unlike version 1.0 of the protocol, version 1.1 does not use a persistent tracing key, rather every day a new random 16-byte Temporary Exposure Key ( t e k i {\displaystyle tek_{i}} ) is generated. This is analogous to the daily tracing key from version 1.0. Here i {\displaystyle i} denotes the time is discretized in 10 minute intervals starting from Unix Epoch Time. From this two 128-bit keys are calculated, the Rolling Proximity Identifier Key ( R P I K i {\displaystyle RPIK_{i}} ) and the Associated Encrypted Metadata Key ( A E M K i {\displaystyle AEMK_{i}} ). R P I K i {\displaystyle RPIK_{i}} is calculated with the algorithm R P I K i = H K D F ( t e k i , N U L L , 'EN-RPIK' , 16 ) {\displaystyle RPIK_{i}=HKDF(tek_{i},NULL,{\text{'EN-RPIK'}},16)} , and A E M K i {\displaystyle AEMK_{i}} using the algorithm A E M K i = H K D F ( t e k i , N U L L , 'EN-AEMK' , 16 ) {\displaystyle AEMK_{i}=HKDF(tek_{i},NULL,{\text{'EN-AEMK'}},16)} . From these values a temporary Rolling Proximity Identifier ( R P I i , j {\displaystyle RPI_{i,j}} ) is generated every time the BLE MAC address changes, roughly every 15–20 minutes. The following algorithm is used: R P I i , j = A E S 128 ( R P I K i , 'EN-RPI' | | 0 x 000000000000 | | E N I N j ) {\displaystyle RPI_{i,j}=AES128(RPIK_{i},{\text{'EN-RPI'}}||{\mathtt {0x000000000000}}||ENIN_{j})} , where A E S 128 ( Key, Data ) {\displaystyle AES128({\text{Key, Data}})} is an AES cryptography function with a 128-bit key, the data is one 16-byte block, j {\displaystyle j} denotes the Unix Epoch Time at the moment the roll occurs, and E N I N j {\displaystyle ENIN_{j}} is the corresponding 10-minute interval number. Next, additional Associated Encrypted Metadata is encrypted. What the metadata represents is not specified, likely to allow the later expansion of the protocol. The following algorithm is used: Associated Encrypted Metadata i , j = A E S 128 _ C T R ( A E M K i , R P I i , j , Metadata ) {\displaystyle {\text{Associated Encrypted Metadata}}_{i,j}=AES128\_CTR(AEMK_{i},RPI_{i,j},{\text{Metadata}})} , where A E S 128 _ C T R ( Key, IV, Data ) {\displaystyle AES128\_CTR({\text{Key, IV, Data}})} denotes AES encryption with a 128-bit key in CTR mode. The Rolling Proximity Identifier and the Associated Encrypted Metadata are then combined and broadcast using BLE. Clients exchange and log these payloads. Once a registered health authority has confirmed the infection of a user, the user's Temporary Exposure Keys t e k i {\displaystyle tek_{i}} and their respective interval numbers i {\displaystyle i} for the past 14 days are uploaded to the central reporting server. Clients then download this report and individually recalculate every Rolling Proximity Identifier starting from interval number i {\displaystyle i} ,

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  • Permutation automaton

    Permutation automaton

    In automata theory, a permutation automaton, or pure-group automaton, is a deterministic finite automaton such that each input symbol permutes the set of states. Formally, a deterministic finite automaton A may be defined by the tuple (Q, Σ, δ, q0, F), where Q is the set of states of the automaton, Σ is the set of input symbols, δ is the transition function that takes a state q and an input symbol x to a new state δ(q,x), q0 is the initial state of the automaton, and F is the set of accepting states (also: final states) of the automaton. A is a permutation automaton if and only if, for every two distinct states qi and qj in Q and every input symbol x in Σ, δ(qi,x) ≠ δ(qj,x). A formal language is p-regular (also: a pure-group language) if it is accepted by a permutation automaton. For example, the set of strings of even length forms a p-regular language: it may be accepted by a permutation automaton with two states in which every transition replaces one state by the other. == Applications == The pure-group languages were the first interesting family of regular languages for which the star height problem was proved to be computable. Another mathematical problem on regular languages is the separating words problem, which asks for the size of a smallest deterministic finite automaton that distinguishes between two given words of length at most n – by accepting one word and rejecting the other. The known upper bound in the general case is O ( n 2 / 5 ( log ⁡ n ) 3 / 5 ) {\displaystyle O(n^{2/5}(\log n)^{3/5})} . The problem was later studied for the restriction to permutation automata. In this case, the known upper bound changes to O ( n 1 / 2 ) {\displaystyle O(n^{1/2})} .

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  • Hebbian theory

    Hebbian theory

    Hebbian theory is a neuropsychological theory claiming that an increase in synaptic efficacy arises from a presynaptic cell's repeated and persistent stimulation of a postsynaptic cell. It is an attempt to explain synaptic plasticity, the adaptation of neurons during the learning process. Hebbian theory was introduced by Donald Hebb in his 1949 book The Organization of Behavior. The theory is also called Hebb's rule, Hebb's law, Hebb's postulate, and cell assembly theory. Hebb states it as follows: Let us assume that the persistence or repetition of a reverberatory activity (or "trace") tends to induce lasting cellular changes that add to its stability. ... When an axon of cell A is near enough to excite a cell B and repeatedly or persistently takes part in firing it, some growth process or metabolic change takes place in one or both cells such that A's efficiency, as one of the cells firing B, is increased. The theory is often summarized as "Neurons that fire together, wire together." However, Hebb emphasized that cell A needs to "take part in firing" cell B, and such causality can occur only if cell A fires just before, not at the same time as, cell B. This aspect of causation in Hebb's work foreshadowed what is now known about spike-timing-dependent plasticity, which requires temporal precedence. Hebbian theory attempts to explain associative or Hebbian learning, in which simultaneous activation of cells leads to pronounced increases in synaptic strength between those cells. It also provides a biological basis for errorless learning methods for education and memory rehabilitation. In the study of neural networks in cognitive function, it is often regarded as the neuronal basis of unsupervised learning. == Engrams, cell assembly theory, and learning == Hebbian theory provides an explanation for how neurons might connect to become engrams, which may be stored in overlapping cell assemblies, or groups of neurons that encode specific information. Initially created as a way to explain recurrent activity in specific groups of cortical neurons, Hebb's theories on the form and function of cell assemblies can be understood from the following: The general idea is an old one, that any two cells or systems of cells that are repeatedly active at the same time will tend to become 'associated' so that activity in one facilitates activity in the other. Hebb also wrote: When one cell repeatedly assists in firing another, the axon of the first cell develops synaptic knobs (or enlarges them if they already exist) in contact with the soma of the second cell. D. Alan Allport posits additional ideas regarding cell assembly theory and its role in forming engrams using the concept of auto-association, or the brain's ability to retrieve information based on a partial cue, described as follows: If the inputs to a system cause the same pattern of activity to occur repeatedly, the set of active elements constituting that pattern will become increasingly strongly inter-associated. That is, each element will tend to turn on every other element and (with negative weights) to turn off the elements that do not form part of the pattern. To put it another way, the pattern as a whole will become 'auto-associated'. We may call a learned (auto-associated) pattern an engram. Research conducted in the laboratory of Nobel laureate Eric Kandel has provided evidence supporting the role of Hebbian learning mechanisms at synapses in the marine gastropod Aplysia californica. Because synapses in the peripheral nervous system of marine invertebrates are much easier to control in experiments, Kandel's research found that Hebbian long-term potentiation along with activity-dependent presynaptic facilitation are both necessary for synaptic plasticity and classical conditioning in Aplysia californica. While research on invertebrates has established fundamental mechanisms of learning and memory, much of the work on long-lasting synaptic changes between vertebrate neurons involves the use of non-physiological experimental stimulation of brain cells. However, some of the physiologically relevant synapse modification mechanisms that have been studied in vertebrate brains do seem to be examples of Hebbian processes. One such review indicates that long-lasting changes in synaptic strengths can be induced by physiologically relevant synaptic activity using both Hebbian and non-Hebbian mechanisms. == Principles == In artificial neurons and artificial neural networks, Hebb's principle can be described as a method of determining how to alter the weights between model neurons. The weight between two neurons increases if the two neurons activate simultaneously, and reduces if they activate separately. Nodes that tend to be either both positive or both negative at the same time have strong positive weights, while those that tend to be opposite have strong negative weights. The following is a formulaic description of Hebbian learning (many other descriptions are possible): w i j = x i x j , {\displaystyle \,w_{ij}=x_{i}x_{j},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , and x i {\displaystyle x_{i}} is the input for neuron i {\displaystyle i} . This is an example of pattern learning, where weights are updated after every training example. In a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections allowed). With binary neurons (activations either 0 or 1), connections would be set to 1 if the connected neurons have the same activation for a pattern. When several training patterns are used, the expression becomes an average of the individuals: w i j = 1 p ∑ k = 1 p x i k x j k , {\displaystyle w_{ij}={\frac {1}{p}}\sum _{k=1}^{p}x_{i}^{k}x_{j}^{k},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , p {\displaystyle p} is the number of training patterns and x i k {\displaystyle x_{i}^{k}} the k {\displaystyle k} -th input for neuron i {\displaystyle i} . This is learning by epoch, with weights updated after all the training examples are presented and is last term applicable to both discrete and continuous training sets. Again, in a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections). A variation of Hebbian learning that takes into account phenomena such as blocking and other neural learning phenomena is the mathematical model of Harry Klopf. Klopf's model assumes that parts of a system with simple adaptive mechanisms can underlie more complex systems with more advanced adaptive behavior, such as neural networks. == Relationship to unsupervised learning, stability, and generalization == Because of the simple nature of Hebbian learning, based only on the coincidence of pre- and post-synaptic activity, it may not be intuitively clear why this form of plasticity leads to meaningful learning. However, it can be shown that Hebbian plasticity does pick up the statistical properties of the input in a way that can be categorized as unsupervised learning. This can be mathematically shown in a simplified example. Let us work under the simplifying assumption of a single rate-based neuron of rate y ( t ) {\displaystyle y(t)} , whose inputs have rates x 1 ( t ) . . . x N ( t ) {\displaystyle x_{1}(t)...x_{N}(t)} . The response of the neuron y ( t ) {\displaystyle y(t)} is usually described as a linear combination of its input, ∑ i w i x i {\displaystyle \sum _{i}w_{i}x_{i}} , followed by a response function f {\displaystyle f} : y = f ( ∑ i = 1 N w i x i ) . {\displaystyle y=f\left(\sum _{i=1}^{N}w_{i}x_{i}\right).} As defined in the previous sections, Hebbian plasticity describes the evolution in time of the synaptic weight w {\displaystyle w} : d w i d t = η x i y . {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}y.} Assuming, for simplicity, an identity response function f ( a ) = a {\displaystyle f(a)=a} , we can write d w i d t = η x i ∑ j = 1 N w j x j {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}\sum _{j=1}^{N}w_{j}x_{j}} or in matrix form: d w d t = η x x T w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} .} As in the previous chapter, if training by epoch is done an average ⟨ … ⟩ {\displaystyle \langle \dots \rangle } over discrete or continuous (time) training set of x {\displaystyle \mathbf {x} } can be done: d w d t = ⟨ η x x T w ⟩ = η ⟨ x x T ⟩ w = η C w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\langle \eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} \rangle =\eta \langle \mathbf {x} \mathbf {x} ^{T}\rangle \mathbf {w} =\eta C\mathbf {w} .} where C = ⟨ x x T ⟩ {\displaystyle C=\langle \,\mathbf {x} \mathbf {x} ^{T}\rangle } is the correlation matrix of the input under the additional assumption that ⟨ x ⟩ = 0 {\displaystyle \langle \mathbf

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  • Is an AI Sales Assistant Worth It in 2026?

    Is an AI Sales Assistant Worth It in 2026?

    Shopping for the best AI sales assistant? An AI sales assistant is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI sales assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Smartphone kill switch

    Smartphone kill switch

    A smartphone kill switch is a software-based security feature that allows a smartphone's owner to remotely render it inoperable if it is lost or stolen, thereby deterring theft. There have been a number of initiatives to legally require kill switches on smartphones. Smartphones have high resale value, and are therefore often the target of theft, with thieves selling them to cartels for resale. A kill switch can deter theft by making devices worthless. == Legal requirements == In the United States, Minnesota was the first state to pass a bill requiring smartphones to have such a feature, and California was the first to require that the feature be turned on by default. The California law requires the kill switch to be resistant to reinstallation of the phone's operating system. The CTIA initially resisted the legislation, fearing that it would make phones easier to hack, but later supported kill switches. There is evidence that this legislation has been effective, with smartphone theft declining by 50% between 2013 and 2017 in San Francisco. Secure Our Smartphones (S.O.S.), a New York State and San Francisco initiative started by New York State Attorney General Eric Schneiderman and San Francisco District Attorney George Gascón. The initiative is co-chaired by Schneiderman, Gascón and Boris Johnson, and has 105 members. == Examples == An Android phone signed into a Google account can be remotely locked and erased via Google's Find My Device service, as long as it is connected to the Internet. To prevent this, a thief must sign the device out of Google before the owner locks or erases it. iPhones have a similar service.

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  • Markovian discrimination

    Markovian discrimination

    Markovian discrimination is a class of spam filtering methods used in CRM114 and other spam filters to filter based on statistical patterns of transition probabilities between words or other lexical tokens in spam messages that would not be captured using simple bag-of-words naive Bayes spam filtering. == Markovian Discrimination vs. Bag-of-Words Discrimination == A bag-of-words model contains only a dictionary of legal words and their relative probabilities in spam and genuine messages. A Markovian model additionally includes the relative transition probabilities between words in spam and in genuine messages, where the relative transition probability is the likelihood that a given word will be written next, based on what the current word is. Put another way, a bag-of-words filter discriminates based on relative probabilities of single words alone regardless of phrase structure, while a Markovian word-based filter discriminates based on relative probabilities of either pairs of words, or, more commonly, short sequences of words. This allows the Markovian filter greater sensitivity to phrase structure. Neither naive Bayes nor Markovian filters are limited to the word level for tokenizing messages. They may also process letters, partial words, or phrases as tokens. In such cases, specific bag-of-words methods would correspond to general bag-of-tokens methods. Modelers can parameterize Markovian spam filters based on the relative probabilities of any such tokens' transitions appearing in spam or in legitimate messages. == Visible and Hidden Markov Models == There are two primary classes of Markov models, visible Markov models and hidden Markov models, which differ in whether the Markov chain generating token sequences is assumed to have its states fully determined by each generated token (the visible Markov models) or might also have additional state (the hidden Markov models). With a visible Markov model, each current token is modeled as if it contains the complete information about previous tokens of the message relevant to the probability of future tokens, whereas a hidden Markov model allows for more obscure conditional relationships. Since those more obscure conditional relationships are more typical of natural language messages including both genuine messages and spam, hidden Markov models are generally preferred over visible Markov models for spam filtering. Due to storage constraints, the most commonly employed model is a specific type of hidden Markov model known as a Markov random field, typically with a 'sliding window' or clique size ranging between four and six tokens.

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  • Best AI Code-review Tools in 2026

    Best AI Code-review Tools in 2026

    Looking for the best AI code-review tool? An AI code-review tool is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI code-review tool slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Quotient automaton

    Quotient automaton

    In computer science, in particular in formal language theory, a quotient automaton can be obtained from a given nondeterministic finite automaton by joining some of its states. The quotient recognizes a superset of the given automaton; in some cases, handled by the Myhill–Nerode theorem, both languages are equal. == Formal definition == A (nondeterministic) finite automaton is a quintuple A = ⟨Σ, S, s0, δ, Sf⟩, where: Σ is the input alphabet (a finite, non-empty set of symbols), S is a finite, non-empty set of states, s0 is the initial state, an element of S, δ is the state-transition relation: δ ⊆ S × Σ × S, and Sf is the set of final states, a (possibly empty) subset of S. A string a1...an ∈ Σ is recognized by A if there exist states s1, ..., sn ∈ S such that ⟨si-1,ai,si⟩ ∈ δ for i=1,...,n, and sn ∈ Sf. The set of all strings recognized by A is called the language recognized by A; it is denoted as L(A). For an equivalence relation ≈ on the set S of A’s states, the quotient automaton A/≈ = ⟨Σ, S/≈, [s0], δ/≈, Sf/≈⟩ is defined by the input alphabet Σ being the same as that of A, the state set S/≈ being the set of all equivalence classes of states from S, the start state [s0] being the equivalence class of A’s start state, the state-transition relation δ/≈ being defined by δ/≈([s],a,[t]) if δ(s,a,t) for some s ∈ [s] and t ∈ [t], and the set of final states Sf/≈ being the set of all equivalence classes of final states from Sf. The process of computing A/≈ is also called factoring A by ≈. == Example == For example, the automaton A shown in the first row of the table is formally defined by ΣA = {0,1}, SA = {a,b,c,d}, sA0 = a, δA = { ⟨a,1,b⟩, ⟨b,0,c⟩, ⟨c,0,d⟩ }, and SAf = { b,c,d }. It recognizes the finite set of strings { 1, 10, 100 }; this set can also be denoted by the regular expression "1+10+100". The relation (≈) = { ⟨a,a⟩, ⟨a,b⟩, ⟨b,a⟩, ⟨b,b⟩, ⟨c,c⟩, ⟨c,d⟩, ⟨d,c⟩, ⟨d,d⟩ }, more briefly denoted as a≈b,c≈d, is an equivalence relation on the set {a,b,c,d} of automaton A’s states. Building the quotient of A by that relation results in automaton C in the third table row; it is formally defined by ΣC = {0,1}, SC = {a,c}, sC0 = a, δC = { ⟨a,1,a⟩, ⟨a,0,c⟩, ⟨c,0,c⟩ }, and SCf = { a,c }. It recognizes the finite set of all strings composed of arbitrarily many 1s, followed by arbitrarily many 0s, i.e. { ε, 1, 10, 100, 1000, ..., 11, 110, 1100, 11000, ..., 111, ... }; this set can also be denoted by the regular expression "10". Informally, C can be thought of resulting from A by glueing state a onto state b, and glueing state c onto state d. The table shows some more quotient relations, such as B = A/a≈b, and D = C/a≈c. == Properties == For every automaton A and every equivalence relation ≈ on its states set, L(A/≈) is a superset of (or equal to) L(A). Given a finite automaton A over some alphabet Σ, an equivalence relation ≈ can be defined on Σ by x ≈ y if ∀ z ∈ Σ: xz ∈ L(A) ↔ yz ∈ L(A). By the Myhill–Nerode theorem, A/≈ is a deterministic automaton that recognizes the same language as A. As a consequence, the quotient of A by every refinement of ≈ also recognizes the same language as A.

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  • Artificial general intelligence

    Artificial general intelligence

    Artificial general intelligence (AGI) is a hypothetical type of artificial intelligence that matches or surpasses human capabilities across virtually all cognitive tasks. Beyond AGI, artificial superintelligence (ASI) would outperform the best human abilities across every domain by a wide margin. Unlike artificial narrow intelligence (ANI), whose competence is confined to well‑defined tasks, an AGI system can generalise knowledge, transfer skills between domains, and solve novel problems without task‑specific reprogramming. Creating AGI is a stated goal of technology companies such as OpenAI, Google, xAI, and Meta. A 2020 survey identified 72 active AGI research and development projects across 37 countries. AGI is a common topic in science fiction and futures studies. Contention exists over whether AGI represents an existential risk. Some AI experts and industry figures have stated that mitigating the risk of human extinction posed by AGI should be a global priority. Others find the development of AGI to be in too remote a stage to present such a risk. == Terminology == AGI is also known as strong AI, full AI, human-level AI, human-level intelligent AI, or general intelligent action. The term "artificial general intelligence" was used in 1997 by Mark Gubrud in a discussion of the implications of fully automated military production and operations. A mathematical formalism of AGI named AIXI was proposed in 2000 by Marcus Hutter, who defines intelligence as "an agent’s ability to achieve goals or succeed in a wide range of environments". This type of AGI has also been called "universal artificial intelligence". The term AGI was re-introduced and popularized by Shane Legg and Ben Goertzel around 2002. Some academic sources reserve the term "strong AI" for computer programs that will experience sentience or consciousness. In contrast, weak AI (or narrow AI) can solve a specific problem but lacks general cognitive abilities. Some academic sources use "weak AI" to refer more broadly to any programs that neither experience consciousness nor have a mind in the same sense as humans. Related concepts include artificial superintelligence and transformative AI. An artificial superintelligence (ASI) is a hypothetical type of AGI that is much more generally intelligent than humans, while the notion of transformative AI relates to AI having a large impact on society, for example, similar to the agricultural or industrial revolution. A framework for classifying AGI was proposed in 2023 by Google DeepMind researchers. They define five performance levels of AGI: emerging, competent, expert, virtuoso, and superhuman. For example, a competent AGI is defined as an AI that outperforms 50% of skilled adults in a wide range of non-physical tasks, and a superhuman AGI (i.e., an artificial superintelligence) is similarly defined but with a threshold of 100%. They consider large language models like ChatGPT or LLaMA 2 to be instances of emerging AGI (comparable to unskilled humans). Regarding the autonomy of AGI and associated risks, they define five levels: tool (fully in human control), consultant, collaborator, expert, and agent (fully autonomous). == Characteristics == There is no single agreed-upon definition of intelligence as applied to computers. Computer scientist John McCarthy wrote in 2007: "We cannot yet characterize in general what kinds of computational procedures we want to call intelligent." === Intelligence traits === Researchers generally hold that a system is required to do all of the following to be regarded as an AGI: reason, use strategy, solve puzzles, and make judgments under uncertainty, represent knowledge, including common sense knowledge, plan, learn, communicate in natural language, if necessary, integrate these skills in completion of any given goal. Many interdisciplinary approaches (e.g. cognitive science, computational intelligence, and decision making) consider additional traits such as imagination (the ability to form novel mental images and concepts) and autonomy. Computer-based systems exhibiting these capabilities are now widespread, with modern large language models demonstrating computational creativity, automated reasoning, and decision support simultaneously across domains. === Physical traits === Other capabilities are considered desirable in intelligent systems, as they may affect intelligence or aid in its expression. These include: the ability to sense (e.g. see, hear, etc.), and the ability to act (e.g. move and manipulate objects, change location to explore, etc.) This includes the ability to detect and respond to hazard. === Tests for human-level AGI === Several tests meant to confirm human-level AGI have been considered. ==== Turing test ==== The Turing test was proposed by Alan Turing in his 1950 paper "Computing Machinery and Intelligence". This test involves a human judge engaging in natural language conversations with both a human and a machine designed to generate human-like responses. The machine passes the test if it can convince the judge that it is human a significant fraction of the time. Turing proposed this as a practical measure of machine intelligence, focusing on the ability to produce human-like responses rather than on the internal workings of the machine. The idea of the test is that the machine has to try and pretend to be a man, by answering questions put to it, and it will only pass if the pretence is reasonably convincing. A considerable portion of a jury, who should not be experts about machines, must be taken in by the pretence. In 2014, a chatbot named Eugene Goostman, designed to imitate a 13-year-old Ukrainian boy, reportedly passed a Turing Test event by convincing 33% of judges that it was human. However, this claim was met with significant skepticism from the AI research community, who questioned the test's implementation and its relevance to AGI. A 2025 pre‑registered, three‑party Turing‑test study by Cameron R. Jones and Benjamin K. Bergen showed that GPT-4.5 was judged to be the human in 73% of five‑minute text conversations—surpassing the 67% humanness rate of real confederates and meeting the researchers' criterion for having passed the test. ==== Ikea test ==== The "Ikea test", also known as the Flat Pack Furniture Test, involves an AI controlling a robot which attempts to assemble an Ikea flat-pack furniture product after having been shown the parts and instructions. As early as 2013, MIT's IkeaBot demonstrated fully autonomous multi-robot assembly of an IKEA Lack table in ten minutes, with no human intervention and no pre-programmed assembly instructions. The robots inferred the assembly sequence from the geometry of the parts alone. ==== Coffee test ==== Steve Wozniak proposed a test where a machine is required to enter an average American home and figure out how to make coffee. It must find the coffee machine, find the coffee, add water, find a mug, and brew the coffee by pushing the proper buttons. This test has been substantially approached across multiple systems. In January 2024, Figure AI's Figure 01 humanoid learned to operate a Keurig coffee machine autonomously after watching video demonstrations, using end-to-end neural networks to translate visual input into motor actions. In 2025, researchers at the University of Edinburgh published the ELLMER framework in Nature Machine Intelligence, demonstrating a robotic arm that interprets verbal instructions, analyses its surroundings, and autonomously makes coffee in dynamic kitchen environments — adapting to unforeseen obstacles in real time rather than following pre-programmed sequences. ==== Suleyman's test ==== Mustafa Suleyman's test proposes giving an AI model US$100,000 and asking it to obtain US$1 million. ==== Use of video-games ==== Adams, et al. propose that the ability to learn and succeed in a wide range of video games can be used to test AI intelligence. This range would include games unknown to the AGI developers before the test is administered. === AI-complete problems === A problem is informally called "AI-complete" or "AI-hard" if it is believed that AGI would be needed to solve it, because the solution is beyond the capabilities of a purpose-specific algorithm. == History == === Classical AI === Modern AI research began in the mid-1950s. The first generation of AI researchers were convinced that artificial general intelligence was possible and that it would exist in just a few decades. AI pioneer Herbert A. Simon wrote in 1965: "machines will be capable, within twenty years, of doing any work a man can do". Their predictions were the inspiration for Stanley Kubrick and Arthur C. Clarke's fictional character HAL 9000, who embodied what AI researchers believed they could create by the year 2001. AI pioneer Marvin Minsky was a consultant on the project of making HAL 9000 as realistic as possible according to the consensus predictions of the time. He said in 1967, "Within a generation... the problem of

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  • Top 10 AI Art Generators Compared (2026)

    Top 10 AI Art Generators Compared (2026)

    Shopping for the best AI art generator? An AI art generator is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI art generator slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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    The Best Free AI Text-to-video Tool for Beginners

    Shopping for the best AI text-to-video tool? An AI text-to-video tool is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI text-to-video tool slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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