AI For Kids Dale Lane

AI For Kids Dale Lane — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Boris FX

    Boris FX

    Boris FX is a visual effects, video editing, photography, and audio software plug-in developer based in Miami, Florida, USA. The developer is known for its flagship products, Continuum (formerly Boris Continuum Complete/BCC), Sapphire, Mocha, and Silhouette. Boris FX creates plug-in tools for feature film, broadcast television, and multimedia post-production workflows. The plug-ins are compatible with various NLEs, including Adobe After Effects and Premiere Pro, Avid Media Composer, Apple Final Cut Pro, and OFX hosts such as Autodesk Flame, Foundry Nuke, Blackmagic Design DaVinci Resolve and Fusion, and VEGAS Pro. Boris FX has incorporated artificial intelligence into its software, introducing features for noise reduction, rotoscoping, upscaling, and masking. The company has acquired technologies via mergers and acquisitions from Imagineer Systems, GenArts, Silhouette FX, Digital Film Tools, CrumplePop and Andersson Technologies to expand its visual effects, editing, photography, and audio tools. == History == Boris FX was founded in 1995 by Boris Yamnitsky. The former Media 100 engineer (a member of the original Media 100 launch team in 1993) released “Boris FX,” the first plug-in-based digital video effects (DVE) for Adobe Premiere and Media 100, in 1995. The plug-in won Best of Show at Apple Macworld in Boston, MA that same year. The Boris FX Suite includes a range of visual effects and post-production tools, such as Sapphire, Continuum, Mocha Pro, Silhouette, SynthEyes, CrumplePop, Optics, and Particle Illusion. == Media 100 == In October 2005, Yamnitsky acquired Media 100 the company that launched his plug-in career. Boris FX had a long relationship with Media 100 which bundled Boris RED software as its main titling and compositing solution. Media 100's video editing software is available as freeware for macOS. == Continuum == Continuum is a visual effect and compositing plugin suite that includes a library of over 300 effects and more than 40 transitions, including tools for image restoration, compositing, titling, particle generation, and stylized effects, along with features such as lens flares, lighting effects, and cinematic color grading presets. A key component of Continuum is its integration with the Mocha planar tracking and masking system, enabling advanced tracking and rotoscoping within the effects. The suite also includes Particle Illusion, a real-time particle generator used for creating visual effects such as explosions, smoke, and abstract motion graphics, as well as Primatte Studio, a chroma keying and compositing toolset for green screen and blue screen workflows. Continuum supports GPU acceleration and offers compatibility with HDR and 360/VR content. Regular updates introduce new effects, presets, and performance enhancements to expand its capabilities. In October 2018, Continuum relaunched Particle Illusion, a Mocha Essentials workflow with magnetic edge-snapping, and updates to Title Studio. In October 2019, Continuum introduced Corner Pin Studio with built-in Mocha tracking for quick screen replacement and inserts, 6 stylized transitions, and 4 creative effects. In October 2020, Continuum released an update that included over 80 GPU-accelerated effects such as film stocks, color grades, optical filter simulations, and a digital gobo library. The update also introduced a custom FX Editor interface, real-time particles, and more than 1,000 drag-and-drop presets. In November 2021, it added multi-frame rendering for After Effects, native Apple M1 support, fluid dynamics in Particle Illusion, and 60 color-grade presets. In October 2022, the software introduced 10 additional transitions, a revised Particle Illusion workflow, an atmospheric glow effect, and more than 250 curated presets. Continuum plugins have been used in television, streaming, and film projects, including A Black Lady Sketch Show (HBO/HBO Max), Star Trek: Discovery (CBS), Andor (Disney+), The Curse of Oak Island (History Channel), Keeping up with the Kardashians (E!), This Old House (PBS), Ms. Marvel (Disney+), MasterChef (Fox), WipeOut (TBS), The Boys (Prime Video), and The Today Show (NBC). == Mocha Pro == In December 2014, Boris FX merged with Imagineer Systems, the UK-based developer of the Academy Award-winning planar motion tracking software, Mocha Pro. Mocha Pro's features include planar tracking (motion tracking), rotoscoping, image stabilization, 3D camera tracking, and object removal. In June 2016, Mocha released (v5) which introduced Mocha Pro's tools as plug-ins for Adobe After Effects and Premiere Pro, Avid Media Composer, and OFX hosts Foundry's NUKE, Blackmagic Design Fusion, VEGAS Pro, and HitFilm. A simplified version, Mocha AE, is included with Adobe After Effects Creative Cloud and has been bundled with the software since CS4. A similar version is also available with HitFilm Pro from FXhome and VEGAS Pro. Mocha's tracking SDK is integrated into other visual effects tools, including SAM Quantel Pablo Rio, Silhouette FX, CoreMelt, and Motion VFX. Mocha Pro has been used in various film and television productions, including Birdman, Black Swan, the Harry Potter series, The Hobbit, Star Wars, The Mandalorian, Star Trek: Discovery, and The Umbrella Academy. It has also been employed in projects such as Gone Girl, The Hunger Games: Mockingjay – Part 1, Game of Thrones, and House of Cards. == Sapphire == GenArts, founded by Karl Sims in 1996, developed visual effects plug-ins that were used by studios and post-production facilities. In September 2016, Boris FX merged with former competitor, GenArts, Inc., developer of Sapphire high-end visual effects plug-ins, to expand its suite of motion graphics and VFX tools. The merger brought Sapphire alongside Boris Continuum Complete (BCC) and Mocha Pro, integrating these tools for film and television post-production. The Sapphire suite includes a library of over 270 effects and transitions, organized into categories such as lighting, stylization, distortions, textures, and transitions. Commonly used effects include glows, lens flares, film looks, and blurs. The plug-ins are designed to be GPU-accelerated, allowing for improved rendering performance and real-time previews in supported host applications. A central feature of Sapphire is the Builder tool, a node-based workspace that allows users to create custom effects and transitions by combining multiple Sapphire plug-ins. This enables a high level of creative flexibility and reusability, making it a popular tool for both editors and VFX artists. Sapphire also integrates with Mocha, Boris FX's planar tracking and masking system, allowing for advanced control of visual elements within an effect. In October 2017, Boris FX released its first new version of Sapphire since the GenArts acquisition. Sapphire (v11) now includes integrated Mocha tracking and masking tools. Sapphire is available for Adobe, Avid, the Autodesk Flame family, and OFX hosts including Blackmagic DaVinci Resolve and Fusion, and Foundry's NUKE. As part of the merger, Boris FX acquired the rights to Particle Illusion. In 2018, Boris FX reintroduced the product to the larger NLE/Compositing market. Sapphire's plug-ins transitioned from C to C++ to improve performance and support higher-resolution visual effects. This update enhanced floating-point calculations, compatibility with film editing APIs, and integration with NVIDIA's CUDA for faster rendering. The plug-ins have been used in various films, including Avatar, the Harry Potter and the Prisoner of Azkaban, Iron Man, The Lord of the Rings, The Matrix trilogy, Titanic, and X-Men. == Particle Illusion == As part of the merger with GenArts in 2016, Boris FX acquired the rights to the Particle Illusion (formerly particleIllusion) product, a storied particle system from the original developer Alan Lorence, the founder of Wondertouch. In 2018, Boris FX released a redesigned version of the product to a larger NLE/compositing market as part of Continuum (2019). The new Particle Illusion plug-in supports Adobe, Avid, and many OFX hosts. == Silhouette == In September 2019, Boris FX merged with SilhouetteFX, Academy Award-winning developer of Silhouette, a high-end digital paint, advanced rotoscoping, motion tracking, and node-based compositing application for visual effects in film post-production. The acquisition integrated Silhouette's advanced rotoscoping and paint technology, recognized by the Academy of Motion Pictures, into Boris FX's suite of products, alongside Sapphire, Continuum, and Mocha Pro. In May 2021, Boris FX released Silhouette 2021, the first version of Silhouette released by Boris FX to function both as a standalone application and as a plug-in for Adobe, Autodesk, Nuke, and other OFX hosts. Silhouette has been used in the visual effects of films such as Avatar, Avengers: Infinity War, Blade Runner 2049, Ex Machina, and Interstellar. == Optics == In June 2020, Boris FX launched Optics, its first plugin deve

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  • Logic Theorist

    Logic Theorist

    Logic Theorist is a computer program completed in 1956 by Allen Newell, Herbert A. Simon, and Cliff Shaw. It was the first program deliberately engineered to perform automated reasoning, and has been described as "the first artificial intelligence program". Logic Theorist proved 38 of the first 52 theorems in chapter two of Whitehead and Bertrand Russell's Principia Mathematica, and found new and shorter proofs for some of them. == History == In 1955, when Newell and Simon began to work on the Logic Theorist, the field of artificial intelligence did not yet exist; the term "artificial intelligence" would not be coined until the following summer. Simon was a political scientist who had previously studied the way bureaucracies function as well as developing his theory of bounded rationality (for which he would later win the Nobel Memorial Prize in Economic Sciences in 1978). He believed the study of business organizations requires, like artificial intelligence, an insight into the nature of human problem solving and decision making. Simon has stated that when consulting at RAND Corporation in the early 1950s, he saw a printer typing out a map, using ordinary letters and punctuation as symbols. This led him to think that a machine that could manipulate symbols could simulate decision making and possibly even the process of human thought. The program that printed the map had been written by Newell, a RAND scientist studying logistics and organization theory. For Newell, the decisive moment was in 1954 when Oliver Selfridge came to RAND to describe his work on pattern matching. Watching the presentation, Newell suddenly understood how the interaction of simple, programmable units could accomplish complex behavior, including the intelligent behavior of human beings. "It all happened in one afternoon," he would later say. It was a rare moment of scientific epiphany. "I had such a sense of clarity that this was a new path, and one I was going to go down. I haven't had that sensation very many times. I'm pretty skeptical, and so I don't normally go off on a toot, but I did on that one. Completely absorbed in it—without existing with the two or three levels consciousness so that you're working, and aware that you're working, and aware of the consequences and implications, the normal mode of thought. No. Completely absorbed for ten to twelve hours." Newell and Simon began to talk about the possibility of teaching machines to think. Their first project was a program that could prove mathematical theorems like the ones used in Bertrand Russell and Alfred North Whitehead's Principia Mathematica. They enlisted the help of computer programmer Cliff Shaw, also from RAND, to develop the program. (Newell says "Cliff was the genuine computer scientist of the three".) The first version was hand-simulated: they wrote the program onto 3x5 cards and, as Simon recalled:In January 1956, we assembled my wife and three children together with some graduate students. To each member of the group, we gave one of the cards, so that each one became, in effect, a component of the computer program ... Here was nature imitating art imitating nature. They succeeded in showing that the program could successfully prove theorems as well as a talented mathematician. Eventually Shaw was able to run the program on the computer at RAND's Santa Monica facility. In the summer of 1956, John McCarthy, Marvin Minsky, Claude Shannon and Nathan Rochester organized a conference on the subject of what they called "artificial intelligence" (a term coined by McCarthy for the occasion). Newell and Simon proudly presented the group with the Logic Theorist. It was met with a lukewarm reception. Pamela McCorduck writes "the evidence is that nobody save Newell and Simon themselves sensed the long-range significance of what they were doing." Simon confides that "we were probably fairly arrogant about it all" and adds: They didn't want to hear from us, and we sure didn't want to hear from them: we had something to show them! ... In a way it was ironic because we already had done the first example of what they were after; and second, they didn't pay much attention to it. Logic Theorist soon proved 38 of the first 52 theorems in chapter 2 of the Principia Mathematica. The proof of theorem 2.85 was actually more elegant than the proof produced laboriously by hand by Russell and Whitehead (2026-03-20: What is called here Theorem 2.85 is, in fact, numbered as 2.53 in the page 107 of the 1963 Cambridge University Press edition (https://www.uhu.es/francisco.moreno/gii_mac/docs/Principia_Mathematica_vol1.pdf) and which appears, under the same 2.53 number, on page 112 of the 1910 CUP Edition, according to the digitalization on wikibooks (https://en.wikisource.org/wiki/Russell_%26_Whitehead%27s_Principia_Mathematica/Part_1/Section_A#Discussion_2)). Simon was able to show the new proof to Russell himself who "responded with delight". They attempted to publish the new proof in The Journal of Symbolic Logic, but it was rejected on the grounds that a new proof of an elementary mathematical theorem was not notable, apparently overlooking the fact that one of the authors was a computer program. Newell and Simon formed a lasting partnership, founding one of the first AI laboratories at the Carnegie Institute of Technology and developing a series of influential artificial intelligence programs and ideas, including the General Problem Solver, Soar, and their unified theory of cognition. == Architecture == The Logic Theorist is a program that performs logical processes on logical expressions. The Logic Theorist operates on the following principles: === Expressions === An expression is made of elements. There are two kinds of memories: working and storage. Each working memory contains a single element. The Logic Theorist usually uses 1 to 3 working memories. Each storage memory is a list representing a full expression or a set of elements. In particular, it contains all the axioms and proven logical theorems. An expression is an abstract syntax tree, each node being an element with up to 11 attributes. For example, the logical expression ¬ P → ( Q ∧ ¬ P ) {\displaystyle \neg P\to (Q\wedge \neg P)} is represented as a tree with a root element representing → {\displaystyle \to } . Among the attributes of the root element are pointers to the two elements representing the subexpressions ¬ P {\displaystyle \neg P} and Q ∧ ¬ P {\displaystyle Q\wedge \neg P} . === Processes === There are four kinds of processes, from the lowest to the highest level. Instruction: These are similar to assembly code. They may either perform a primitive operation on an expression in working memory, or perform a conditional jump to another instruction. An example is "put the right sub-element of working-memory 1 to working-memory 2" Elementary process: These are similar to subroutines. A sequence of instructions that can be called. Method: A sequence of elementary processes. There are 4 methods: substitution: given an expression, it attempts to transform it to a proven theorem or axiom by substitutions of variables and logical connectives. detachment: given expression B {\displaystyle B} , it attempts to find a proven theorem or axiom of form A → B ′ {\displaystyle A\to B'} , where B ′ {\displaystyle B'} yields B {\displaystyle B} after substitution, then attempts to prove A {\displaystyle A} by substitution. chaining forward: given expression A → C {\displaystyle A\to C} , it attempts to find for a proven theorem or axiom of form A → B {\displaystyle A\to B} , then attempt to prove B → C {\displaystyle B\to C} by substitution. chaining backward: given expression A → C {\displaystyle A\to C} , it attempts to find for a proven theorem or axiom of form B → C {\displaystyle B\to C} , then attempt to prove A → B {\displaystyle A\to B} by substitution. executive control method: This method applies each of the 4 methods in sequence to each theorem to be proved. == Logic Theorist's influence on AI == Logic Theorist introduced several concepts that would be central to AI research: Reasoning as search Logic Theorist explored a search tree: the root was the initial hypothesis, each branch was a deduction based on the rules of logic. Somewhere in the tree was the goal: the proposition the program intended to prove. The pathway along the branches that led to the goal was a proof – a series of statements, each deduced using the rules of logic, that led from the hypothesis to the proposition to be proved. Heuristics Newell and Simon realized that the search tree would grow exponentially and that they needed to "trim" some branches, using "rules of thumb" to determine which pathways were unlikely to lead to a solution. They called these ad hoc rules "heuristics", using a term introduced by George Pólya in his classic book on mathematical proof, How to Solve It. (Newell had taken courses from Pólya at Stanford). Heuristics would become an important area o

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  • AI Futures Project

    AI Futures Project

    The AI Futures Project is a nonprofit research organization based in the United States that specializes in forecasting the development and societal impact of advanced artificial intelligence. The organization is best known for its 2025 scenario forecast, AI 2027, which examines the potential near-term emergence of artificial general intelligence (AGI) and its possible global consequences. == History == The AI Futures Project was founded in 2025 by Daniel Kokotajlo, a former researcher in the governance division of OpenAI. Kokotajlo resigned from OpenAI in April 2024, expressing concerns that the company prioritized rapid product development over AI safety and was advancing without sufficient safeguards. He founded the nonprofit to conduct independent forecasting and policy research. The organization is registered as a 501(c)(3) nonprofit in the United States and is funded through donations. It operates with a small research staff and network of advisors drawn from fields including AI policy, forecasting, and risk analysis. == Activities == The mission of the AI Futures Project is to develop detailed scenario forecasts of the trajectory of advanced AI systems to inform policymakers, researchers, and the public. In addition to written reports, the group has conducted tabletop exercises and workshops based on its scenarios, involving participants from academia, technology, and public policy. == AI 2027 == In April 2025, the AI Futures Project released AI 2027, a detailed scenario forecast describing possible developments in AI between 2025 and 2027. The report was authored by Daniel Kokotajlo along with Eli Lifland, Thomas Larsen, and Romeo Dean, with editing assistance from blogger Scott Alexander. The scenario depicts very rapid progress in AI capabilities, including the development of autonomous AI systems capable of recursive self-improvement. AI 2027 presents two alternative endings: one in which international competition over advanced AI leads to catastrophic loss of human control, and another in which coordinated global action slows down development and averts imminent disaster. The authors emphasize that the narratives are hypothetical and intended as planning tools rather than literal forecasts. == Reception == AI 2027 attracted attention from technology journalists and AI researchers. Some commentators praised the report for its level of detail and its usefulness as a strategic planning exercise, while others criticized the scenario as implausibly aggressive in its timelines. The report was cited in policy discussions about AI governance. U.S. Vice President JD Vance reportedly read AI 2027 and referenced its warnings in conversations about international AI coordination. More recent reporting noted that the authors of AI 2027 had publicly revised some of their timelines. According to Kokotajlo, developments since the report's original publication suggested a slower path toward fully autonomous AI research systems than initially forecasted.

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  • Instantaneously trained neural networks

    Instantaneously trained neural networks

    Instantaneously trained neural networks are feedforward artificial neural networks that create a new hidden neuron node for each novel training sample. The weights to this hidden neuron separate out not only this training sample but others that are near it, thus providing generalization. This separation is done using the nearest hyperplane that can be written down instantaneously. In the two most important implementations the neighborhood of generalization either varies with the training sample (CC1 network) or remains constant (CC4 network). These networks use unary coding for an effective representation of the data sets. This type of network was first proposed in a 1993 paper of Subhash Kak. Since then, instantaneously trained neural networks have been proposed as models of short term learning and used in web search, and financial time series prediction applications. They have also been used in instant classification of documents and for deep learning and data mining. As in other neural networks, their normal use is as software, but they have also been implemented in hardware using FPGAs and by optical implementation. == CC4 network == In the CC4 network, which is a three-stage network, the number of input nodes is one more than the size of the training vector, with the extra node serving as the biasing node whose input is always 1. For binary input vectors, the weights from the input nodes to the hidden neuron (say of index j) corresponding to the trained vector is given by the following formula: w i j = { − 1 , for x i = 0 + 1 , for x i = 1 r − s + 1 , for i = n + 1 {\displaystyle w_{ij}={\begin{cases}-1,&{\mbox{for }}x_{i}=0\\+1,&{\mbox{for }}x_{i}=1\\r-s+1,&{\mbox{for }}i=n+1\end{cases}}} where r {\displaystyle r} is the radius of generalization and s {\displaystyle s} is the Hamming weight (the number of 1s) of the binary sequence. From the hidden layer to the output layer the weights are 1 or -1 depending on whether the vector belongs to a given output class or not. The neurons in the hidden and output layers output 1 if the weighted sum to the input is 0 or positive and 0, if the weighted sum to the input is negative: y = { 1 if ∑ x i ≥ 0 0 if ∑ x i < 0 {\displaystyle y=\left\{{\begin{matrix}1&{\mbox{if }}\sum x_{i}\geq 0\\0&{\mbox{if }}\sum x_{i}<0\end{matrix}}\right.} == Other networks == The CC4 network has also been modified to include non-binary input with varying radii of generalization so that it effectively provides a CC1 implementation. In feedback networks the Willshaw network as well as the Hopfield network are able to learn instantaneously.

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  • Speculative decoding

    Speculative decoding

    Speculative decoding is an inference-time optimization for autoregressive large language models (LLMs) that generates multiple tokens per decoding step instead of one. A smaller draft model proposes a sequence of candidate tokens, and the larger target model verifies them in a single forward pass through a modified rejection sampling scheme. The verification preserves the target model's original output distribution, so the technique produces the same results as standard decoding while cutting latency by roughly two to three times. The name is an analogy to speculative execution in CPU design, where a processor runs instructions along a predicted branch before the outcome is known. == Background == Standard autoregressive decoding in large language models generates one token at a time. The model computes a probability distribution over its vocabulary, samples the next token, and feeds that token back as input. For large models, this process is bottlenecked by memory bandwidth rather than arithmetic throughput: loading the model's parameters from high-bandwidth memory (HBM) to the processor takes up most of the wall-clock time at each step. Because of this, a forward pass over one token and a forward pass over several tokens in a batch take roughly the same time. Speculative decoding relies on this property. == Mechanism == The technique alternates between two phases: drafting and verification. During drafting, a fast approximation model generates a short run of K candidate tokens, typically between 3 and 12. The draft model is usually a much smaller version of the target model or a lightweight auxiliary network. During verification, the target model scores the entire draft sequence in one batched forward pass. A modified rejection sampling algorithm compares the draft and target probabilities at each position. If the target model would have been at least as likely to produce a given token, that token is accepted; the first token that fails is resampled from a corrected distribution, and everything after it is thrown out. The result is that the output distribution is the same as if each token had been generated one at a time. How many tokens get accepted per cycle depends on how well the draft model matches the target. For common words and predictable continuations the match tends to be good, so the target model can confirm several tokens at once. == History == An early precursor was blockwise parallel decoding, proposed in 2018 by Stern, Shazeer, and Uszkoreit. Their method predicted multiple future tokens through auxiliary prediction heads and validated them against the autoregressive model, but it only worked with greedy decoding and did not preserve the full sampling distribution. The modern form of the technique came from Yaniv Leviathan, Matan Kalman, and Yossi Matias at Google Research, who posted "Fast Inference from Transformers via Speculative Decoding" on arXiv in November 2022. Separately and at about the same time, Charlie Chen and colleagues at DeepMind arrived at a closely related method they called speculative sampling, published in February 2023. Both papers introduced the use of rejection sampling to guarantee that the output distribution is unchanged. Leviathan et al. showed roughly 2–3x speedup on T5-XXL (11 billion parameters); Chen et al. reported 2–2.5x on the Chinchilla model (70 billion parameters). The Leviathan et al. paper was presented as an oral at the International Conference on Machine Learning in July 2023. == Variants == SpecInfer (Miao et al., 2024) uses multiple small language models to jointly build a tree of candidate continuations rather than a single chain. The target model verifies the whole tree in parallel and keeps the longest valid path, with reported speedups of 1.5–3.5x. Medusa (Cai et al., 2024) takes a different approach by not using a separate draft model at all. Extra lightweight decoding heads are attached to the target model itself, and each one predicts a token at a different future position. The candidates are evaluated through a tree-structured attention mechanism. The authors measured 2.2–3.6x speedup. EAGLE (Li et al., 2024) performs autoregression on the target model's internal feature representations (specifically the second-to-top layer) rather than on tokens directly. On LLaMA 2 Chat 70B, this gave a 2.7–3.5x latency reduction. Later versions added dynamic draft trees (EAGLE-2) and further optimizations (EAGLE-3), reaching 3–6.5x speedup. == Adoption == By 2024, speculative decoding had become a standard part of production LLM serving. Google uses it in the AI Overviews feature of Google Search. Open-source inference frameworks such as vLLM, NVIDIA's TensorRT-LLM, and SGLang all include built-in support for speculative decoding and its variants. Apple, AWS, and Meta have also published research extending the method or deploying it at scale.

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  • Revoscalepy

    Revoscalepy

    revoscalepy is a machine learning package in Python created by Microsoft. It is available as part of Machine Learning Services in Microsoft SQL Server 2017 and Machine Learning Server 9.2.0 and later. The package contains functions for creating linear model, logistic regression, random forest, decision tree and boosted decision tree, in addition to some summary functions for inspecting data. Other machine learning algorithms such as neural network are provided in microsoftml, a separate package that is the Python version of MicrosoftML. revoscalepy also contains functions designed to run machine learning algorithms in different compute contexts, including SQL Server, Apache Spark, and Hadoop. In June 2021, Microsoft announced to open source the revoscalepy and RevoScaleR packages, making them freely available under the MIT License.

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  • Jakub Pachocki

    Jakub Pachocki

    Jakub Pachocki (born 1991) is a Polish computer scientist and former competitive programmer. He is best known as OpenAI's chief scientist and for his role in overseeing development of GPT-4. == Background == Pachocki was born in 1991 in Gdańsk, Poland. In high school, he was a six-time finalist of the Polish Olympiad in Informatics. In 2009, he qualified for the International Olympiad in Informatics, winning a silver medal. Pachocki obtained his undergraduate degree in Computer Science from the University of Warsaw. He represented his university at the International Collegiate Programming Contest with his team winning a gold medal and coming second place overall in 2012. In the same year he was also the champion of the Google Code Jam. From 2011 to 2012, Pachocki worked at Facebook as a software engineering intern. Pachocki attended graduate school at Carnegie Mellon University, where he obtained his PhD under the supervision of Gary Miller. == Career == After graduation, Pachocki did postdoc work at Harvard University and Simons Institute for the Theory of Computing. === OpenAI === In 2017, Pachocki joined OpenAI. In 2021, he became OpenAI's research director where he led the development of GPT-4 and OpenAI Five. In May 2024, he became chief scientist after his mentor Ilya Sutskever left the company. OpenAI CEO Sam Altman has called Pachocki "easily one of the greatest minds of our generation". == Competitive programming achievements == International Olympiad in Informatics: Silver medal (2009) International Collegiate Programming Contest World Finals: Gold medal (second place overall in 2012) Google Code Jam: Champion (2012), Third place (2011) Facebook Hacker Cup: Second place (2013) TopCoder Open Algorithm: Second place (2012) A more comprehensive list of achievements can be found at the Competitive Programming Hall Of Fame website.

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  • Vilém Flusser

    Vilém Flusser

    Vilém Flusser (May 12, 1920 – November 27, 1991) was a Czech-born Brazilian philosopher, writer and journalist, best known for his contributions to media studies, communication theory, and the philosophy of language. He lived for a long period in São Paulo (where he became a Brazilian citizen) and later in France, and his works are written in many different languages. His early work was marked by discussion of the thought of Martin Heidegger, and by the influence of existentialism and phenomenology. Phenomenology would play a major role in the transition to the later phase of his work, in which he turned his attention to the philosophy of communication and of artistic production. He contributed to the dichotomy logic theory through history: the period of image worship, and period of text worship, with deviations consequently into idolatry and "textolatry". == Life == Flusser was born in 1920 in Prague, Czechoslovakia into a family of Jewish intellectuals. His father, Gustav Flusser, studied mathematics and physics (under Albert Einstein among others). Vilém attended German and Czech primary schools and later a German grammar school. In 1938, Flusser started to study philosophy at the Juridical Faculty of the Charles University in Prague. In 1939, shortly after the Nazi occupation, Flusser emigrated to London (with Edith Barth, his later wife, and her parents) to continue his studies for one term at the London School of Economics and Political Science. Vilém Flusser lost all of his family in the German concentration camps: his father died in Buchenwald in 1940; his grandparents, his mother and his sister were brought to Theresienstadt and later to Auschwitz where they were killed. The next year, he emigrated to Brazil, living both in São Paulo and Rio de Janeiro. He started working at a Czech import/export company and then at Stabivolt, a manufacturer of radios and transistors. In 1960 he started to collaborate with the Brazilian Institute of Philosophy (IBF) in São Paulo and published in the Revista Brasileira de Filosofia; by these means he seriously approached the Brazilian intellectual community. Flusser had as his friend and closest interlocutor the Brazilian philosopher Vicente Ferreira da Silva. Flusser and Vicente Ferreira da Silva met in São Paulo in the 1960s and began a close intellectual dialogue that continued until Ferreira da Silva's death in 1963. Flusser wrote several essays on Ferreira da Silva's work and that Ferreira da Silva's concept of "Fundamental ontology” had a significant impact on Flusser's understanding of the nature of reality. During the 60s Flusser published and taught at several schools in São Paulo, being Lecturer for Philosophy of Science at the Escola Politécnica of the University of São Paulo and Professor of Philosophy of Communication at the Escola Dramática and the Escola Superior de Cinema in São Paulo. He also participated actively in the arts, collaborating with the Bienal de São Paulo, among other cultural events. Beginning in the 1950s he taught philosophy and worked as a journalist, before publishing his first book Língua e realidade (Language and Reality) in 1963. In 1972 he decided to leave Brazil. Some say it was because it was becoming difficult to publish because of the military regime. Others dispute this reason, since his work on communication and language did not threaten the military. In 1970, when a reform took place at the University of São Paulo by the Brazilian military government, all Lecturers of Philosophy (members of the Department of Philosophy) were dismissed. Flusser, who taught at the Engineering School (Escola Politécnica), had to leave the university as well. In 1972 he and his wife Edith settled temporarily in Merano (Tyrol). Further short stays in various European countries followed until they moved to Robion in southern France in 1981, where they remained until Flusser's death in 1991. To the end of his life, he was quite active writing and giving lectures around media theory and working with new topics (Philosophy of Photography, Technical Images, etc.). He died in 1991 in a car accident near the Czech–German border, while trying to visit his native city, Prague, to give a lecture. Vilém Flusser is the cousin of David Flusser. == Philosophy == Flusser's essays are short, provocative and lucid, with a resemblance to the style of journalistic articles. Critics have noted he is less a 'systematic' thinker than a 'dialogic' one, purposefully eclectic and provocative (Cubitt 2004). However, his early books, written in the 1960s, primarily in Portuguese, and published in Brazil, have a slightly different style. Flusser's writings relate to each other, however, which means that he intensively works over certain topics and dissects them into a number of brief essays. His main topics of interest were: epistemology, ethics, aesthetics, ontology, language philosophy, semiotics, philosophy of science, the history of Western culture, the philosophy of religion, the history of symbolic language, technology, writing, the technical image, photography, migration, media and literature, and, especially in his later years, the philosophy of communication and of artistic production. His writings reflect his wandering life: although the majority of his work was written in German and Portuguese, he also wrote in English and French, with scarce translation to other languages. Because Flusser's writings in different languages are dispersed in the form of books, articles or sections of books, his work as a media philosopher and cultural theorist is only now becoming more widely known. The first book by Flusser to be published in English was Towards a Philosophy of Photography in 1984 by the then new journal European Photography, which was his own translation of the work. The Shape of Things, was published in London in 1999 and was followed by a new translation of Towards a Philosophy of Photography. Flusser's archives have been held by the Academy of Media Arts in Cologne and are currently housed at the Berlin University of the Arts. === Philosophy of photography === Writing about photography in the 1970s and 80s, in the face of the early worldwide impact of computer technologies, Flusser argued that the photograph was the first in a number of technical image forms to have fundamentally changed the way in which the world is seen. Historically, the importance of photography had been that it introduced nothing less than a new epoch: 'The invention of photography constitutes a break in history that can only be understood in comparison to that other historical break constituted by the invention of linear writing.' Whereas ideas might previously have been interpreted in terms of their written form, photography heralded new forms of perceptual experience and knowledge. As Flusser Archive Supervisor Claudia Becker describes, "For Flusser, photography is not only a reproductive imaging technology, it is a dominant cultural technique through which reality is constituted and understood". In this context, Flusser argued that photographs have to be understood in strict separation from 'pre-technical image forms'. For example, he contrasted them to paintings which he described as images that can be sensibly 'decoded', because the viewer is able to interpret what he or she sees as more or less direct signs of what the painter intended. By contrast, even though photography produces images that seem to be 'faithful reproductions' of objects and events they cannot be so directly 'decoded'. The crux of this difference stems, for Flusser, from the fact that photographs are produced through the operations of an apparatus. And the photographic apparatus operates in ways that are not immediately known or shaped by its operator. For example, he described the act of photographing as follows: The photographer's gesture as the search for a viewpoint onto a scene takes place within the possibilities offered by the apparatus. The photographer moves within specific categories of space and time regarding the scene: proximity and distance, bird- and worm's-eye views, frontal- and side-views, short or long exposures, etc. The Gestalt of space–time surrounding the scene is prefigured for the photographer by the categories of his camera. These categories are an a priori for him. He must 'decide' within them: he must press the trigger. Roughly put, the person using a camera might think that they are operating its controls to produce a picture that shows the world the way they want it to be seen, but it is the pre-programmed character of the camera that sets the parameters of this act and it is the apparatus that shapes the meaning of the resulting image. Given the central role of photography to almost all aspects of contemporary life, the programmed character of the photographic apparatus shapes the experience of looking at and interpreting photographs as well as most of the cultural contexts in which we do so. Flusse

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  • Phase congruency

    Phase congruency

    Phase congruency is a measure of feature significance in computer images, a method of edge detection that is particularly robust against changes in illumination and contrast. == Foundations == Phase congruency reflects the behaviour of the image in the frequency domain. It has been noted that edgelike features have many of their frequency components in the same phase. The concept is similar to coherence, except that it applies to functions of different wavelength. For example, the Fourier decomposition of a square wave consists of sine functions, whose frequencies are odd multiples of the fundamental frequency. At the rising edges of the square wave, each sinusoidal component has a rising phase; the phases have maximal congruency at the edges. This corresponds to the human-perceived edges in an image where there are sharp changes between light and dark. == Definition == Phase congruency compares the weighted alignment of the Fourier components of a signal A n {\displaystyle A_{\rm {n}}} with the sum of the Fourier components. P C ( t ) = max ϕ ¯ ∑ n A n cos ⁡ ( ϕ n ( t ) − ϕ ¯ ) ∑ n A n {\displaystyle PC(t)=\max _{\bar {\phi }}{\frac {\sum _{\rm {n}}A_{\rm {n}}\cos(\phi _{\rm {n}}(t)-{\bar {\phi }})}{\sum _{\rm {n}}A_{n}}}} where ϕ n {\displaystyle \phi _{\rm {n}}} is the local or instantaneous phase as can be calculated using the Hilbert transform and A n {\displaystyle A_{\rm {n}}} are the local amplitude, or energy, of the signal. When all the phases are aligned, this is equal to 1. Several ways of implementing phase congruency have been developed, of which two versions are available in open source, one written for MATLAB and the other written in Java as a plugin for the ImageJ software. Given the different notations used for its formulation, a unified version has been recently presented, where a methodology for the parameter tuning is also presented. == Advantages == The square-wave example is naive in that most edge detection methods deal with it equally well. For example, the first derivative has a maximal magnitude at the edges. However, there are cases where the perceived edge does not have a sharp step or a large derivative. The method of phase congruency applies to many cases where other methods fail. A notable example is an image feature consisting of a single line, such as the letter "l". Many edge-detection algorithms will pick up two adjacent edges: the transitions from white to black, and black to white. On the other hand, the phase congruency map has a single line. A simple Fourier analogy of this case is a triangle wave. In each of its crests there is a congruency of crests from different sinusoidal functions. == Disadvantages == Calculating the phase congruency map of an image is very computationally intensive, and sensitive to image noise. Techniques of noise reduction are usually applied prior to the calculation.

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  • Radiant AI

    Radiant AI

    The Radiant AI is a technology developed by Bethesda Softworks for The Elder Scrolls video games. It allows non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The technology was developed for The Elder Scrolls IV: Oblivion and expanded in The Elder Scrolls V: Skyrim; it is also used in Fallout 3, Fallout: New Vegas and Fallout 4, also published by Bethesda, with 3 and 4 being developed by them as well. == Technology == The Radiant AI technology, as it evolved in its iteration developed for Skyrim, comprises two parts: === Radiant AI === The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. The absence of individual scripting for each character allows for the construction of a world on a much larger scale than other games had developed, and aids in the creation of what Todd Howard described as an "organic feel" for the game. === Radiant Story === The Radiant Story system deals with how the game itself reacts to the player behavior, such as the creation of new dynamic quests. Dynamically generated quests are placed by the game in locations the player hasn't visited yet and are related to earlier adventures.

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  • Emospark

    Emospark

    EmoSpark is an artificial intelligence console created in London, United Kingdom by Patrick Levy-Rosenthal. The device uses facial recognition and language analysis to evaluate human emotion and convey responsive content according to the emotion. The console measures 90 mm x 90 mm x 90 mm and is cube shaped. It operates on an "Emotional Processing Unit", an emotion chip developed by Emoshape Inc. that enables the system to create emotional profile graphs of its surroundings. The emotional processing unit is a patent pending technology that is said to create synthesised emotional responses in machines. EmoSpark was funded through an Indiegogo campaign which aimed to raise $200,000. == Product overview == EmoSpark was created by French inventor Patrick Levy-Rosenthal, as an emotionally intelligent artificial life unit for the home that can interact with people. It is powered by Android and can communicate with users through typed input from a computer, tablet, smartphone or TV as well as through spoken commands. The EmoSpark's features are categorized into two types: functional and emotional. EmoSpark is said to have the ability to perform practical software-based tasks. Through the smartphone interface, it is able to gauge a person’s emotions and is reported to have a conversational library of over 2 million sentences. The face-tracking technology identifies users likes and dislikes to categorize their emotional responses to stimuli such as videos and music. The device has an emotional spectrum that is composed of eight emotions which are surprise, sadness, joy, trust, fear, disgust, anger and anticipation. EmoSpark monitors a person's facial expressions and emotions through images from an external camera, which are then processed through an emotion text analysis and content analysis. The New Scientist reported that EmoSpark had the ability to work on the best way to cheer up its users, emotionally. === Connectivity === EmoSpark is able to connect to Facebook and YouTube to present users with content designed to improve their mood, or to Wikipedia for collaborative knowledge that can be shared when users ask questions of it. Through Android OS, EmoSpark is able to be customized with Google Play store apps. The cube is expected to develop its own personality based on the communications it has had with the people using it. == EmoShape == The Emotion Chip (EPU) used in the cube is created by the US company Emoshape Inc, founded by Levy-Rosenthal. EmoShape Ltd (UK) was the company that developed EmoSpark cube. Patrick Levy-Rosenthal also received the IST Prize in 2005 from the European Council for Applied Science, Technology and Engineering.

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  • Protégé (software)

    Protégé (software)

    Protégé is a free, open source ontology editor and a knowledge management system. The Protégé meta-tool was first built by Mark Musen in 1987 and has since been developed by a team at Stanford University. The software is the most popular and widely used ontology editor in the world. == Overview == Protégé provides a graphical user interface to define ontologies. It also includes deductive classifiers to validate that models are consistent and to infer new information based on the analysis of an ontology. Like Eclipse, Protégé is a framework for which various other projects suggest plugins. This application is written in Java and makes heavy use of Swing to create the user interface. According to their website, there are over 300,000 registered users. A 2009 book calls it "the leading ontological engineering tool". Protégé is developed at Stanford University and is made available under the BSD 2-clause license. Earlier versions of the tool were developed in collaboration with the University of Manchester.

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  • EasyChair

    EasyChair

    EasyChair is a web-based conference management software system. It has been used since 2002 in the scientific community for tasks such as organising research paper submission and review. In 2012, EasyChair added an open access online publication service for conference proceedings. == Description == EasyChair is a paid web-based conference management software system used, among other tasks, to organize paper submission and review, similar to other event management system software such as OpenConf. EasyChair used to be run by the Department of Computer Science at the University of Manchester but now it is a commercial service, owned by EasyChair Ltd. in Stockport (established 2016). EasyChair used to be free, for standard service, but as of 2022, only minimal services are free. The EasyChair website also provides an open access online publication service for conference proceedings. When launched in 2012, the service was for computer science only, but in 2016 it was expanded to all sciences. == History == The EasyChair software has been in continuous development since 2002. As of 2015, the code base consists of nearly 300,000 lines of code, and it has been used by more than 41,000 conferences. More than two and a half million users in the scientific community reported using it in 2019.

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  • Civitai

    Civitai

    Civitai is an online platform and marketplace for generative artificial intelligence (Gen AI) content, primarily focused on AI-generated images and models, and AI-generated videos. == History == Civitai was founded in 2022 by Justin Maier. By January 2023, the site reached 100,000 registered users and 3 million by November. In November 2023, Civitai secured funding from venture capital firm Andreessen Horowitz. By April 2024, Civitai had 23.2 million monthly accesses. The company is headquartered in Boise, Idaho. == Platform == Civitai allows users to share and download AI models, particularly those used for image generation. The platform supports various AI models, including Stable Diffusion and Flux, and provides a space for users to showcase and monetize their AI-generated content. Users have profile pages and can comment on other users' models and images. The website also features a virtual currency called Buzz that can be used to generate images on Civitai's servers. Buzz can be bought or earned by engaging with the site. The platform is open source. == Controversies == In 2023, 404 Media reported that Civitai began a "Bounties" marketplace where users could commission deepfakes, of real or fake people. Users are rewarded with Buzz for completing Bounties. In December 2023, AI provider OctoML announced it had ended its business relationship with Civitai after concerns were raised users were generating images that “could be categorized as child pornography.”

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  • Dataism

    Dataism

    Dataism is a term that has been used to describe the mindset or philosophy created by the emerging significance of big data. It was first used by David Brooks in The New York Times in 2013. The term has been expanded to describe what historian Yuval Noah Harari, in his book Homo Deus: A Brief History of Tomorrow from 2015, calls an emerging ideology or even a new form of religion, in which "information flow" is the "supreme value". In art, the term was used by Albert-Laszlo Barabasi to refer to an artist movement that uses data as its primary source of inspiration. == History == "If you asked me to describe the rising philosophy of the day, I'd say it is Data-ism", wrote David Brooks in The New York Times in February 2013. Brooks argued that in a world of increasing complexity, relying on data could reduce cognitive biases and "illuminate patterns of behavior we haven't yet noticed". In 2015, Steve Lohr's book Data-ism looked at how Big Data is transforming society, using the term to describe the Big Data revolution. In his 2016 book Homo Deus: A Brief History of Tomorrow, Yuval Noah Harari argues that all competing political or social structures can be seen as data processing systems: "Dataism declares that the universe consists of data flows, and the value of any phenomenon or entity is determined by its contribution to data processing" and "we may interpret the entire human species as a single data processing system, with individual humans serving as its chips." According to Harari, a Dataist should want to "maximise dataflow by connecting to more and more media". Harari predicts that the logical conclusion of this process is that, eventually, humans will give algorithms the authority to make the most important decisions in their lives, such as whom to marry and which career to pursue. Harari argues that Aaron Swartz could be called the "first martyr" of Dataism. In 2022, Albert-László Barabási coined the term "Dataism" to define an artistic movement that positions data as the central means of understanding nature, society, technology, and human essence. This movement underscores the necessity for art to integrate with data to stay relevant in contemporary society. Dataism responds to the intricacy and interconnectedness of modern social, economic, and technological realms, which exceed individual understanding. Advocating for the use of methodologies from various fields like science, business, and politics in art, Dataism sees this fusion as essential for art to retain its significance and influence. == Criticism == Commenting on Harari's characterisation of Dataism, security analyst Daniel Miessler believes that Dataism does not present the challenge to the ideology of liberal humanism that Harari claims, because humans will simultaneously be able to believe in their own importance and that of data. Harari himself raises some criticisms, such as the problem of consciousness, which Dataism is unlikely to illuminate. Humans may also find out that organisms are not algorithms, he suggests. Dataism implies that all data is public, even personal data, to make the system work as a whole, which is a factor that's already showing resistance today. Other analysts, such as Terry Ortleib, have looked at the extent to which Dataism poses a dystopian threat to humanity. The Facebook–Cambridge Analytica data scandal showed how political leaders manipulated Facebook's users' data to build specific psychological profiles that went on to manipulate the network. A team of data analysts reproduced the AI technology developed by Cambridge Analytica around Facebook's data and was able to define the following rules: 10 likes enables a machine to know a person like a coworker, 70 likes like a friend would, 150 likes like a parent would, 300 likes like a lover would, and beyond it may be possible to know a people better than they know themselves.

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