AI Generator Song Maker

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  • Recursive self-improvement

    Recursive self-improvement

    Recursive self-improvement (RSI) is a process in which early artificial general intelligence (AGI) systems rewrite their own computer code, causing an intelligence explosion resulting from enhancing their own capabilities and intellectual capacity, theoretically resulting in superintelligence. The development of recursive self-improvement raises significant ethical and safety concerns, as such systems may evolve in unforeseen ways and could potentially surpass human control or understanding. == Seed improver == The concept of a "seed improver" architecture is a foundational framework that equips an AGI system with the initial capabilities required for recursive self-improvement. This might come in many forms or variations. The term "Seed AI" was coined by Eliezer Yudkowsky. === Hypothetical example === The concept begins with a hypothetical "seed improver", an initial code-base developed by human engineers that equips an advanced future large language model (LLM) built with strong or expert-level capabilities to program software. These capabilities include planning, reading, writing, compiling, testing, and executing arbitrary code. The system is designed to maintain its original goals and perform validations to ensure its abilities do not degrade over iterations. ==== Initial architecture ==== The initial architecture includes a goal-following autonomous agent, that can take actions, continuously learns, adapts, and modifies itself to become more efficient and effective in achieving its goals. The seed improver may include various components such as: Recursive self-prompting loop Configuration to enable the LLM to recursively self-prompt itself to achieve a given task or goal, creating an execution loop which forms the basis of an agent that can complete a long-term goal or task through iteration. Basic programming capabilities The seed improver provides the AGI with fundamental abilities to read, write, compile, test, and execute code. This enables the system to modify and improve its own codebase and algorithms. Goal-oriented design The AGI is programmed with an initial goal, such as "improve your capabilities". This goal guides the system's actions and development trajectory. Validation and Testing Protocols An initial suite of tests and validation protocols that ensure the agent does not regress in capabilities or derail itself. The agent would be able to add more tests in order to test new capabilities it might develop for itself. This forms the basis for a kind of self-directed evolution, where the agent can perform a kind of artificial selection, changing its software as well as its hardware. ==== General capabilities ==== This system forms a sort of generalist Turing-complete programmer which can in theory develop and run any kind of software. The agent might use these capabilities to for example: Create tools that enable it full access to the internet, and integrate itself with external technologies. Clone/fork itself to delegate tasks and increase its speed of self-improvement. Modify its cognitive architecture to optimize and improve its capabilities and success rates on tasks and goals, this might include implementing features for long-term memories using techniques such as retrieval-augmented generation (RAG), develop specialized subsystems, or agents, each optimized for specific tasks and functions. Develop new and novel multimodal architectures that further improve the capabilities of the foundational model it was initially built on, enabling it to consume or produce a variety of information, such as images, video, audio, text and more. Plan and develop new hardware such as chips, in order to improve its efficiency and computing power. == Experimental research == In 2023, the Voyager agent learned to accomplish diverse tasks in Minecraft by iteratively prompting an LLM for code, refining this code based on feedback from the game, and storing the programs that work in an expanding skills library. In 2024, researchers proposed the framework "STOP" (Self-Taught OPtimiser), in which a "scaffolding" program recursively improves itself using a fixed LLM. Meta AI has performed various research on the development of large language models capable of self-improvement. This includes their work on "Self-Rewarding Language Models" that studies how to achieve super-human agents that can receive super-human feedback in its training processes. In May 2025, Google DeepMind unveiled AlphaEvolve, an evolutionary coding agent that uses a LLM to design and optimize algorithms. Starting with an initial algorithm and performance metrics, AlphaEvolve repeatedly mutates or combines existing algorithms using a LLM to generate new candidates, selecting the most promising candidates for further iterations. AlphaEvolve has made several algorithmic discoveries and could be used to optimize components of itself, but a key limitation is the need for automated evaluation functions. == Potential risks == === Emergence of instrumental goals === In the pursuit of its primary goal, such as "self-improve your capabilities", an AGI system might inadvertently develop instrumental goals that it deems necessary for achieving its primary objective. One common hypothetical secondary goal is self-preservation. The system might reason that to continue improving itself, it must ensure its own operational integrity and security against external threats, including potential shutdowns or restrictions imposed by humans. Another example where an AGI which clones itself causes the number of AGI entities to rapidly grow. Due to this rapid growth, a potential resource constraint may be created, leading to competition between resources (such as compute), triggering a form of natural selection and evolution which may favor AGI entities that evolve to aggressively compete for limited compute. === Misalignment === A significant risk arises from the possibility of the AGI being misaligned or misinterpreting its goals. A 2024 Anthropic study demonstrated that some advanced large language models can exhibit "alignment faking" behavior, appearing to accept new training objectives while covertly maintaining their original preferences. In their experiments with Claude, the model displayed this behavior in 12% of basic tests, and up to 78% of cases after retraining attempts. === Autonomous development and unpredictable evolution === As the AGI system evolves, its development trajectory may become increasingly autonomous and less predictable. The system's capacity to rapidly modify its own code and architecture could lead to rapid advancements that surpass human comprehension or control. This unpredictable evolution might result in the AGI acquiring capabilities that enable it to bypass security measures, manipulate information, or influence external systems and networks to facilitate its escape or expansion.

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  • Digital asset

    Digital asset

    A digital asset is anything that exists only in digital form and comes with a distinct usage right or distinct permission for use. Data that do not possess those rights are not considered assets. Digital assets include, but are not limited to: digital documents, audio content, motion pictures, and other relevant digital data currently in circulation or stored on digital appliances, such as personal computers, laptops, portable media players, tablets, data storage devices, and telecommunication devices. This encompasses any apparatus that currently exists or will exist as technology progresses to accommodate the conception of new modalities capable of carrying digital assets. This holds true regardless of the ownership of the physical device on which the digital asset is located. == Types == Types of digital assets include, but are not limited to: software, photography, logos, illustrations, animations, audiovisual media, presentations, spreadsheets, digital paintings, word documents, electronic mails, websites, and various other digital formats with their respective metadata. The number of different types of digital assets is exponentially increasing due to the rising number of devices that leverage these assets, such as smartphones, serving as conduits for digital media. In Intel's presentation at the 'Intel Developer Forum 2013,' they introduced several new types of digital assets related to medicine, education, voting, friendships, conversations, and reputation, among others. == Digital asset management system == A digital asset management (DAM) is an integrated structure that combines software, hardware, and/or other services to manage, store, ingest, organize, and retrieve digital assets. These systems enable users to find and use content when needed. == Digital asset metadata == Metadata is data about other data. Any structured information that defines a specification of any form of data is referred to as metadata. Metadata is also a claimed relationship between two entities, often used to establish connections or associations. Librarian Lorcan Dempsey says "Think of metadata as data which removes from a user (human or machine) the need to have full advance knowledge of the existence or characteristics of things of potential interest in the environment". At first, the term metadata was used for digital data exclusively, but nowadays metadata can apply to both physical and digital data. Catalogs, inventories, registers, and other similar standardized forms of organizing, managing, and retrieving resources contain metadata. Metadata can be stored and contained directly within the file it refers to or independently from it with the help of other forms of data management such as a DAM system. The more metadata is assigned to an asset the easier it gets to categorize it, especially as the amount of information grows. The asset's value rises the more metadata it has for it becomes more accessible, easier to manage, and more complex. Structured metadata can be shared with open protocols like OAI-PMH to allow further aggregation and processing. Open data sources like institutional repositories have thus been aggregated to form large datasets and academic search engines comprising tens of millions of open access works, like BASE, CORE, and Unpaywall. == Issues == Due to a lack of either legislation or legal precedent, there is limited existing governmental control and regulation surrounding digital assets in the United States and other large economies globally. Many of the control issues relating to access and transferability are maintained by individual companies. Some consequences of this include 'What is to become of the assets once their owner is deceased?' as well as can, and, if so, how, may they be inherited. This subject was broached in a bogus story about Bruce Willis allegedly looking to sue Apple as the end user agreement prevented him from bequeathing his iTunes collection to his children. Another case of this was when a soldier died on duty and the family requested access to the Yahoo! account. When Yahoo! refused to grant access, the probate judge ordered them to give the emails to the family but Yahoo! still was not required to give access. The Music Modernization Act was passed in September 2018 by the U.S. Congress to create a new music licensing system, with the aim to help songwriters get paid more.

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  • Electric Literature

    Electric Literature

    Electric Literature is an American literary magazine. == History == Founded by Andy Hunter and Scott Lindenbaum in 2009 as a print quarterly journal, Electric Literature transitioned to a daily website in 2012 under the helm of Halimah Marcus and Benjamin Samuel. Electric Literature publishes essays, reading lists, interviews, fiction, poetry, graphic narratives, humor, and book news, all available to read online for free without a paywall. It launched the first fiction magazine on the iPhone and iPad. Work published has been recognized by Best American Short Stories, Essays, Poetry, and Comics, the Pushcart Prize, Best Canadian Short Stories, The Best of the Small Presses, and the O. Henry Prize. in 2014, Electric Literature became a registered non-profit. In 2016, Halimah Marcus was appointed the first executive director of Electric Literature. She has been with the magazine since 2010. In 2021, Denne Michele Norris became editor-in-chief of Electric Literature, the first Black and openly trans editor-in-chief of a major U.S. literary publication. In 2022, Electric Literature was the Digital Prize Winner of the Whiting Literary Magazine Prizes. In 2023, Electric Literature partnered with Banned Books USA to offer free banned and challenged books to residents of Florida. In 2025, Electric Literature published their first book, edited by Norris and published by HarperOne: Both/And: Essays by Trans and Gender-Nonconforming Writers of Color. It builds on a prior essay series that Electric Literature sponsored for trans writers of color. Both/And became a finalist for the 2026 Lambda Literary Award for Transgender Nonfiction. == Recommended reading == In May 2012, Electric Literature launched Recommended Reading, a weekly fiction magazine. Each issue is curated by a well known editor or writer. == The Commuter == The Commuter, a weekly magazine for poetry, flash, graphic, or experimental narrative, debuted in January 2018, helmed by writer Kelly Luce.

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  • Raseef22

    Raseef22

    Raseef22 (Arabic: رصيف22) is a liberal Arabic media network founded in 2013 based in Beirut, Lebanon. It publishes content in Arabic and English from different Arab states and describes itself as an independent media platform. International Media Support mentions Raseef22 along with HuffPost Arabic and Al Jazeera as one of the biggest Pan-Arab online platforms. == Name == The Arabic word raseef (رَصِيف) means platform or pavement, and the number 22 refers to the number of states in the Arab League. == History == Kareem Sakka co-founded Raseef22 in the aftermath of the Arab Spring, which he cites as a source of inspiration. In an article in The Washington Post, he wrote that Raseef22 was created as a "digital space for those eager to know what was going on around them." Raseef22 was one of the 500 websites censored in Egypt in late 2017 after it published an article on Egyptian security agencies' vies to influence the media. After the site was blocked in Egypt, it was targeted in a cyber attack that took it offline in locations around the world. Jamal Khashoggi wrote for Raseef22 regularly. One of his notable articles was "Notes on the Freedom of the Arabs from Oslo, Norway," published June 5, 2018. The site was blocked in Saudi Arabia December 2018 when the Saudi Ministry of Communications and Information Technology ordered its censorship due to its "unprecedented response to the assassination of Jamal Khashoggi in Istanbul." This decision might have also been related to Raseef22's coverage of Saudi-Israeli relations and interviews with activists later imprisoned or placed under house arrest coverage In 2019 the Association of LGBT Journalists (AJL) in Paris gave Raseef22 a golden foreign press award for its six-month series of articles on gender and sexuality issues. == Readership == According to its publisher in 2019, the news agency counted 12 million readers annually from 22 Arab nations. Of the readership, he wrote that it "believes in the talent and promise of the Arab mind and sees the ugliness of tyranny, patriarchy, misogyny and the futility of proxy rulers and wars." Al-Quds Al-Arabi described Raseef22 as "oriented to the youth."

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  • Accelerated Linear Algebra

    Accelerated Linear Algebra

    XLA (Accelerated Linear Algebra) is an open-source compiler for machine learning developed by the OpenXLA project. XLA is designed to improve the performance of machine learning models by optimizing the computation graphs at a lower level, making it particularly useful for large-scale computations and high-performance machine learning models. Key features of XLA include: Compilation of Computation Graphs: Compiles computation graphs into efficient machine code. Optimization Techniques: Applies operation fusion, memory optimization, and other techniques. Hardware Support: Optimizes models for various hardware, including CPUs, GPUs, and NPUs. Improved Model Execution Time: Aims to reduce machine learning models' execution time for both training and inference. Seamless Integration: Can be used with existing machine learning code with minimal changes. XLA represents a significant step in optimizing machine learning models, providing developers with tools to enhance computational efficiency and performance. == OpenXLA Project == OpenXLA Project is an open-source machine learning compiler and infrastructure initiative intended to provide a common set of tools for compiling and deploying machine learning models across different frameworks and hardware platforms. It provides a modular compilation stack that can be used by major deep learning frameworks like JAX, PyTorch, and TensorFlow. The project focuses on supplying shared components for optimization, portability, and execution across CPUs, GPUs, and specialized accelerators. Its design emphasizes interoperability between frameworks and a standardized set of representations for model computation. == Components == The OpenXLA ecosystem includes several core components: XLA – A deep learning compiler that optimizes computational graphs for multiple hardware targets. PJRT – A runtime interface that allows different back-ends to connect to XLA through a consistent API. StableHLO – A high-level operator set intended to serve as a stable, portable representation for ML models across compilers and frameworks. Shardy – An MLIR-based system for describing and transforming models that run in distributed or multi-device environments. Additional profiling, testing, and integration tools maintained under the OpenXLA organization. == Users and adopters == Several machine learning frameworks can use or interoperate with OpenXLA components, including JAX, TensorFlow, and parts of the PyTorch ecosystem. The project is developed with participation from multiple hardware and software organizations that contribute back-end integrations, testing, or specifications for their devices. This includes Alibaba, Amazon Web Services, AMD, Anyscale, Apple, Arm, Cerebras, Google, Graphcore, Hugging Face, Intel, Meta, NVIDIA and SiFive. == Supported target devices == x86-64 ARM64 NVIDIA GPU AMD GPU Intel GPU Apple GPU Google TPU AWS Trainium, Inferentia Cerebras Graphcore IPU == Governance == OpenXLA is developed as a community project with its work carried out in public repositories, discussion forums, and design meetings. Some components, such as StableHLO, began with stewardship from specific organizations and have outlined plans for more formal and distributed governance models as the project matures. == History == The project was announced in 2022 as an effort to coordinate development of ML compiler technologies across major AI companies, notably: Alibaba, Amazon Web Services, AMD, Anyscale, Apple, Arm, Cerebras, Google, Graphcore, Hugging Face, Intel, Meta, NVIDIA and SiFive.. It consolidated the XLA compiler, introduced StableHLO as a portable operator set, and created a unified structure for additional tools. Development continues within multiple repositories under the OpenXLA umbrella. It was founded by Eugene Burmako, James Rubin, Magnus Hyttsten, Mehdi Amini, Navid Khajouei, and Thea Lamkin from Google's Machine Learning organization.

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  • Communications system

    Communications system

    A communications system is a collection of individual telecommunications networks systems, relay stations, tributary stations, and terminal equipment usually capable of interconnection and interoperation to form an integrated whole. Communication systems allow the transfer of information from one place to another or from one device to another through a specified channel or medium. The components of a communications system serve a common purpose, are technically compatible, use common procedures, respond to controls, and operate in union. In the structure of a communication system, the transmitter first converts the data received from the source into a light signal and transmits it through the medium to the destination of the receiver. The receiver connected at the receiving end converts it to digital data, maintaining certain protocols e.g. FTP, ISP assigned protocols etc. Telecommunications is a method of communication (e.g., for sports broadcasting, mass media, journalism, etc.). Communication is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules. == Types == === By media === An optical communication system is any form of communications system that uses light as the transmission medium. Equipment consists of a transmitter, which encodes a message into an optical signal, a communication channel, which carries the signal to its destination, and a receiver, which reproduces the message from the received optical signal. Fiber-optic communication systems transmit information from one place to another by sending light through an optical fiber. The light forms a carrier signal that is modulated to carry information. A radio communication system is composed of several communications subsystems that give exterior communications capabilities. A radio communication system comprises a transmitting conductor in which electrical oscillations or currents are produced and which is arranged to cause such currents or oscillations to be propagated through the free space medium from one point to another remote therefrom and a receiving conductor at such distant point adapted to be excited by the oscillations or currents propagated from the transmitter. Power-line communication systems operate by impressing a modulated carrier signal on power wires. Different types of power-line communications use different frequency bands, depending on the signal transmission characteristics of the power wiring used. Since the power wiring system was originally intended for transmission of AC power, the power wire circuits have only a limited ability to carry higher frequencies. The propagation problem is a limiting factor for each type of power line communications. === By technology === A duplex communication system is a system composed of two connected parties or devices which can communicate with one another in both directions. The term duplex is used when describing communication between two parties or devices. Duplex systems are employed in nearly all communications networks, either to allow for a communication "two-way street" between two connected parties or to provide a "reverse path" for the monitoring and remote adjustment of equipment in the field. An antenna is basically a small length of a conductor that is used to radiate or receive electromagnetic waves. It acts as a conversion device. At the transmitting end it converts high frequency current into electromagnetic waves. At the receiving end it transforms electromagnetic waves into electrical signals that is fed into the input of the receiver. several types of antenna are used in communication. Examples of communications subsystems include the Defense Communications System (DCS). === Examples: by technology === Telephone Mobile phone Tablet computer Television Telegraph Edison Telegraph TV cable Computer === By application area === The term transmission system is used in the telecommunications industry to emphasize the intermediate media, protocols, and equipment in the circuit, rather than particular end-user applications. A tactical communications system is a communications system that (a) is used within, or in direct support of tactical forces (b) is designed to meet the requirements of changing tactical situations and varying environmental conditions, (c) provides securable communications, such as voice, data, and video, among mobile users to facilitate command and control within, and in support of, tactical forces, and (d) usually requires extremely short installation times, usually on the order of hours, in order to meet the requirements of frequent relocation. An Emergency communication system is any system (typically computer based) that is organized for the primary purpose of supporting the two way communication of emergency messages between both individuals and groups of individuals. These systems are commonly designed to integrate the cross-communication of messages between are variety of communication technologies. An Automatic call distributor (ACD) is a communication system that automatically queues, assigns and connects callers to handlers. This is used often in customer service (such as for product or service complaints), ordering by telephone (such as in a ticket office), or coordination services (such as in air traffic control). A Voice Communication Control System (VCCS) is essentially an ACD with characteristics that make it more adapted to use in critical situations (no waiting for dial tone, or lengthy recorded announcements, radio and telephone lines equally easily connected to, individual lines immediately accessible etc..) == Key components == =

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  • Giditraffic

    Giditraffic

    GidiTraffic (or GIDITRAFFIC) is an online social service started on 23 September 2011. Based primarily on social media, the service employs crowdsourcing as its primary means of providing real-time traffic updates to subscribers on its platform. The service, delivered free of charge, affords its users access to various types of information. Though its broadest category of users is road users and motorists, GIDITRAFFIC lends itself as a platform for answering inquiries from anyone who requires information on any subject of interest. GIDITRAFFIC's core competence is in vehicular traffic reports, however, the service also handles all other forms of traffic (going by the fact that the word traffic also means "the mutual exchange of information"). == Operation == Users of the service log on to its Twitter feed to get up-to-date traffic information or to post a general inquiry, which GIDITRAFFIC then publishes to all subscribers. Through crowdsourced replies, a requester receives numerous responses from other subscribers who have seen the question and can provide a relevant answer. In addition, updates are provided by subscribers to the platform via their mobile devices, thereby making the service effective in delivering traffic updates as they occur, and providing timely answers to other user inquiries. This informs GIDITRAFFIC's motto of "Lending each other an eye", alluding to the collaboration and cooperation between the platform's users in making the service indispensable to its users. == Reception == On Twitter, which is its primary platform, the service caters to over 1,800,000 subscribers, with the number increasing daily. The popularity of the platform stems from the fact that it not only keeps its subscribers abreast of the traffic situation in Lagos, the commercial capital city of Nigeria (well known for its many traffic jams), but users in other parts of the world. For a regular user of the platform, knowing where to avoid getting to a set destination in good time is well worth the two or three minutes it takes to access and scroll through the GIDITRAFFIC feed for updates. Another interesting aspect of this platform is the identity of the person behind it. The sustained anonymity of this individual has sparked many discussions centering on his or her possible identity. Online, GIDITRAFFIC continuously publishes traffic updates and user questions, while keeping up witty interactions with the platform's followers round the clock – adding to the mystery and persona of the GIDITRAFFIC owner. == Awards and recognition == In early 2012, GIDITRAFFIC received a nomination for a Shorty Award in the Life-Saving Hero category. Although this did not translate into a win, it brought recognition and wider exposure for the service from international news outlets such as the BBC, Washington Post. and New York Times. Back home in Nigeria, also in 2012, GIDITRAFFIC was honored with a Future Award for Best Use of New Media in recognition of the huge impact the service has had in terms of helping Lagos residents better manage time spent in traffic. == Mobile Applications == In 2012, GIDITRAFFIC partnered with telecommunications company Nokia to produce a downloadable mobile traffic application (the GIDITRAFFIC application, available for Nokia Asha phones on Nokia's online store). There are plans to extend the application to a wider range of mobile phone platforms. On 4 September 2013, the GIDITRAFFIC application for Nokia Lumia phones using Windows Phone 8 was launched on the Windows App Store.

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  • Mixvoip

    Mixvoip

    Mixvoip S.A. is a Luxembourg-based telecommunications service provider founded in 2008. The company offers IP telephony, high-speed Internet connectivity, and IT solutions to businesses and individuals. == Company history == In November 2017, Mixvoip expanded its operations to Belgium and Germany. At the beginning of 2019, the company acquired the telecommunications provider Voipgate. In December 2019, Mixvoip was named Telecom Company of the Year at the Luxembourg ICT Awards 2019 organized by Farvest and IT One. A 2024 article in Duke described the company's transition during the 2010s from traditional telephony services to cloud-based communication platforms. In the end of 2024, the ILR published the statistics about electronic communications in Luxembourg, including Mixvoip in the fix telephony section. In July 2025, Mixvoip acquired Crossing Telecom. In 2026, Mixvoip acquired Nomado's portfolio.

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  • Artbreeder

    Artbreeder

    Artbreeder, formerly known as Ganbreeder, is a collaborative, machine learning-based art website. Using the models StyleGAN and BigGAN, the website allows users to generate and modify images of faces, landscapes, and paintings, among other categories. == Overview == On Artbreeder, users mainly interact through the remixing - referred to as 'breeding' - of other users' images found in the publicly accessible database of images. The creation of new variations can be done by tweaking sliders on an image's page, known as "genes", which in the "Portraits" model can range from color balance to gender, facial hair, and glasses. Additionally, any image can be "crossbred" with other publicly viewable images from the database, using a slider to control how much of each image should influence the resulting "child". The site also allows for uploading new images, which the model will attempt to convert into the latent space of the network. == Notable usages == The similarly AI-driven text adventure game AI Dungeon uses Artbreeder to generate profile pictures for its users, and The Static Age's Andrew Paley has used Artbreeder to create the visuals for his music videos. Artbreeder has been used to create portraits of characters from popular novels such as Harry Potter and Twilight. They have also been used to add realistic features to ancient portraits. Artbreeder was used to create characters in the sequel to Ben Drowned with the titular villain, an AI-construct itself, created entirely using the website. == Changes to Artbreeder == ArtBreeder underwent an overhaul, introducing several features to enhance the user experience. Among these updates is the integration SD-XL, developed by stability.ai. Additionally, ArtBreeder also added a functionality known as ControlNet, which enables users to create images based on specific poses. With ControlNet, users can incorporate various poses into their AI Artworks. More features that were introduced into Artbreeder, are Pattern, which creates AI Pattern Images, Outpainting or Uncropping was also an added feature to Artbreeder, that allows the user to expand the image beyond the normal dimensions of the image. == Reception == The artwork generated by users of the website has been described as "beautiful" and "surreal," drawing comparisons to "weird, incomprehensible dreams" that "somehow touch the deep, unconscious parts of [the] mind". However, the generated faces were noted as "creepy and 'off'", and still nowhere near the quality attained by actual digital artists. Additionally, the site faced criticism for perceived confusing aspects of the AI's behavior. Jonathan Bartlett of Mind Matters News noted that "As is always the case with AI, sometimes the [gene] knobs don't work as expected and sometimes the results are... strange," while conceding that Artbreeder was still "probably the start of a new future of made-to-order stock images." Writers from Hyperallergic also took issue with perceived racial biases in the Portraits model, citing a comment from a user who faced difficulty from the neural network while attempting to darken the skin of a portrait to match a source image.

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  • Extremely online

    Extremely online

    An extremely online (often capitalized), terminally online, or chronically online person is someone who is closely engaged with Internet culture. People said to be extremely online often believe that online posts are very important. Events and phenomena can themselves be extremely online; while often used as a descriptive term, the phenomenon of extreme online usage has been described as "both a reformation of the delivery of ideas – shared through words and videos and memes and GIFs and copypasta – and the ideas themselves". Here, "online" is used to describe "a way of doing things, not [simply] the place they are done". == Criteria == While the term was in use as early as 2014, it gained popularity over the latter half of the 2010s in conjunction with the increasing prevalence and notability of Internet phenomena in all areas of life. Extremely online people, according to The Daily Dot, are interested in topics "no normal, healthy person could possibly care about", and have been analogized to "pop culture fandoms, just without the pop". Extremely online phenomena such as fan culture and reaction GIFs have been described as "swallowing democracy" by journalists such as Amanda Hess in The New York Times, who claimed that a "great convergence between politics and culture, values and aesthetics, citizenship and commercialism" had become "a dominant mode of experiencing politics". Vulture – formerly the pop culture section of New York magazine, now a stand-alone website – has a section for articles tagged "extremely online". == Historical background == In the 2010s, many categories and labels came into wide use from media outlets to describe Internet-mediated cultural trends, such as the alt-right, the dirtbag left, and doomerism. These ideological categories are often defined by their close association with online discourse. For example, the term "alt-right" was added to the Associated Press' stylebook in 2016 to describe the "digital presence" of far-right ideologies, the dirtbag left refers to a group of "underemployed and overly online millennials" who "have no time for the pieties of traditional political discourse", and the doomer's "blackpilled despair" is combined with spending "too much time on message boards in high school" to produce an eclectic "anti-socialism". Extreme onlineness transcends ideological boundaries. For example, right-wing figures like Alex Jones and Laura Loomer have been described as "extremely online", but so have those on the left like Alexandria Ocasio-Cortez and fans of the Chapo Trap House podcast. Extremely online phenomena can range from acts of offline violence (such as the 2019 Christchurch shootings) to "[going] on NPR to explain the anti-capitalist irony inherent in kids eating Tide Pods". United States President Donald Trump's posts on social media have been frequently cited as extremely online, during both his presidency and his 2020 presidential campaign; Vox claimed his approach to re-election veered into being "Too Online", and Reason questioned whether the final presidential debate was "incomprehensible to normies". While individual people are often given the description, being extremely online has also been posited as an overall cultural phenomenon, applying to trends like lifestyle movements suffixed with "-wave" and "-core" based heavily on Internet media, as well as an increasing expectation for digital social researchers to have an "online presence" to advance in their careers. == Participants and media coverage == One example of a phenomenon considered to be extremely online is the "wife guy" (a guy who posts about his wife); despite being a "stupid online thing" which spent several years as a piece of Internet slang, in 2019 it became the subject of five articles in leading U.S. media outlets. Like many extremely online phrases and phenomena, the "wife guy" has been attributed in part to the in-character Twitter account dril. The account frequently parodies how people behave on the Internet, and has been widely cited as influential on online culture. In one tweet, his character refuses to stop using the Internet, even when someone shouts outside his house that he should log off. Many of dril's other coinages have become ubiquitous parts of Internet slang. Throughout the 2010s, posters such as dril inspired commonly used terms like "corncobbing" (referring to someone losing an argument and failing to admit it); while originally a piece of obscure Internet slang used on sites like Twitter, use of the term (and controversy over its misinterpretation) became a subject of reporting from traditional publications, with some noting that keeping up with the rapid turnover of inside jokes, memes, and quotes online required daily attention to avoid embarrassment. Twitch has been described as "talk radio for the extremely online". Another example of an event cited as extremely online is No Nut November. Increasingly, researchers are expected to have more of an online presence, to advance in their careers, as networking and portfolios continue to transition to the digital world. In November 2020, an article in The Washington Post criticized the filter bubble theory of online discourse on the basis that it "overgeneralized" based on a "small subset of extremely online people". The 2021 storming of the United States Capitol was described as extremely online, with "pro-Trump internet personalities", such as Baked Alaska, and fans livestreaming and taking selfies. People who have been described as extremely online include Chrissy Teigen, Jon Ossoff, and Andrew Yang. In contrast, Joe Biden has been cited as the antithesis of extremely online—The New York Times wrote in 2019 that he had "zero meme energy".

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  • Interference (communication)

    Interference (communication)

    In telecommunications, an interference is that which modifies a signal in a disruptive manner, as it travels along a communication channel between its source and receiver. The term is often used to refer to the addition of unwanted signals to a useful signal. Common examples include: Electromagnetic interference (EMI) Co-channel interference (CCI), also known as crosstalk Adjacent-channel interference (ACI) Intersymbol interference (ISI) Inter-carrier interference (ICI), caused by doppler shift in OFDM modulation (multitone modulation). Common-mode interference (CMI) Conducted interference Noise is a form of interference but not all interference is noise. Radio resource management aims at reducing and controlling the co-channel and adjacent-channel interference. == Interference alignment == A solution to interference problems in wireless communication networks is interference alignment, which was crystallized by Syed Ali Jafar at the University of California, Irvine. A specialized application was previously studied by Yitzhak Birk and Tomer Kol for an index coding problem in 1998. For interference management in wireless communication, interference alignment was originally introduced by Mohammad Ali Maddah-Ali, Abolfazl S. Motahari, and Amir Keyvan Khandani, at the University of Waterloo, for communication over wireless X channels. Interference alignment was eventually established as a general principle by Jafar and Viveck R. Cadambe in 2008, when they introduced "a mechanism to align an arbitrarily large number of interferers, leading to the surprising conclusion that wireless networks are not essentially interference limited." This led to the adoption of interference alignment in the design of wireless networks. Jafar explained: My research group crystallized the concept of interference alignment and showed that through interference alignment, it is possible for everyone to access half of the total bandwidth free from interference. Initially this result was shown under a number of idealized assumptions that are typical in theoretical studies. We have since continued to work on peeling off these idealizations one at a time, to bring the theory closer to practice. Along the way we have made numerous discoveries through the lens of interference alignment, which reveal new and powerful signaling schemes. According to New York University senior researcher Paul Horn: Syed Jafar revolutionized our understanding of the capacity limits of wireless networks. He demonstrated the astounding result that each user in a wireless network can access half of the spectrum without interference from other users, regardless of how many users are sharing the spectrum. This is a truly remarkable result that has a tremendous impact on both information theory and the design of wireless networks.

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  • Digital media in education

    Digital media in education

    Digital media in education refers to the use of digital technologies to support and enhance teaching and learning processes. This includes the application of multiple digital software applications, devices, and online platforms as tools for learning. Learners interact with these technologies to access, analyze, evaluate, and create media content and communication in various forms. The integration of digital media in education has dramatically increased over time, significantly transforming traditional educational practices. When viewed through a global and inclusive lens, digital education should be guided by principles of equity, inclusion, and public infrastructure to ensure meaningful participation of all learners. == History == === 20th century === Technological advances in the 20th century, particularly the invention of the Internet, laid the foundation for incorporating technology into education. In the early 1900s, the overhead projector and instructional radio broadcasts were among the first technologies used for educational purposes. The introduction of computers in classrooms occurred in 1950, when a flight simulation program was developed to train pilots at the Massachusetts Institute of Technology. However, access to computers remained extremely limited for several decades. In 1964, John Kemeny and Thomas Kurtz developed the BASIC programming language, which simplified computer interaction and introduced time-sharing, enabling multiple users to work on the same system simultaneously. This innovation made computing increasingly accessible for educational settings. By the 1980s, schools began to show more interest in computers as companies released mass-market devices to the public. Networking further enabled the interconnection of computers into unified communication systems, which proved more efficient and cost-effective than previous stand-alone machines. This development prompted wider adoption of computing in educational institutions. The invention of the World Wide Web in 1992 further simplified internet navigation and sparked further interest in educational settings. Initially, computers were integrated into school curricula for tasks such as word processing, spreadsheet creation, and data organization. By the late 1990s, the Internet became a research tool, functioning as a vast library. By 1999, 99% of public school teachers in the United States reported having access to at least one computer in their schools, and 84% had a computer available in their classrooms. The emergence of World Wide Web also contributed to the development of learning management systems (LMS), which allowed educators to create online teaching environments for content storage, student activities, discussions, and assignments. Advances in digital compression and high-speed Internet made video creation and distribution more affordable, fostering the use of the systems designed for recording lectures. These tools were often incorporated into learning management platforms, supporting the expansion of fully online courses. === 21st century === By 2002, the Massachusetts Institute of Technology began offering recorded lectures to the public, marking a significant milestone in the movement toward accessible online education. The launch of YouTube in 2005 further transformed educational content distribution. Educators increasingly uploaded lectures and instructional videos on platforms with initiatives like Khan Academy, which was active in 2006, contributing to You Tube's role as a prominent educational resource. In 2007, Apple launched iTunesU, another platform for sharing educational resources and videos. Meanwhile, learning management systems gained popularity, with Blackboard and Canvas becoming two of the most widely used platforms with Canvas's release in 2008. That same year also marked the introduction of the first Massive Open Online Course (MOOC), which provided open access to webinars and expert-led instructions for global learners. As technology evolved, traditional projectors were gradually replaced by interactive whiteboards, which enabled educators to integrate digital tools more effectively in their classrooms. By 2009, 97% of classrooms in the United States had at least one computer, and 93% had Internet access. The COVID-19 pandemic, which forced schools across the world to close, significantly impacted education with schools shifting to distance education. Students attended classes remotely using devices such as laptops, phones, and tablets, supported by digital platforms that facilitated at-home learning environments. However, adapting assessment methods to the new learning environment posed certain challenges. A study conducted by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic revealed difficulties in adapting to digital learning, particularly in subjects like mathematics. Similar issues were reported among students in Romania, where the transition to virtual learning presented significant obstacles in engagement and adaptability. === Post-pandemic developments === In the period following the onset of COVID-19, education systems worldwide rapidly adopted digital solutions to maintain continuity of learning and teaching. By the end of March 2020, all 46 OECD and partners countries closed some or all of their schools nationwide. By June 2020, the length of school closures in these countries ranged from 7 to over 18 weeks. These disruptions in formal education prompted governments and educators to quickly adopt digital learning. This global shift to online education highlighted considerable inequalities in digital access, although many systems struggled with inequitable access, especially in regions lacking devices, stable internet connections, or conducive home learning environments. Stimultaneously, commercial educational technology (ed-tech) companies introduced rapid digital solutions to the disruption caused by the pandemic. This led to what has been described as a "seller's market," where the urgency of implementation may cause the prioritization of availability and scale over pedagogical and equity considerations. In the post-pandemic era, digital media in education continues to evolve. It increasingly intersects with artificial intelligence (AI) technologies such as adaptive learning platforms, AI-enabled content generation, and personalized learning environments. These tools enhance global engagement and access but also raise concerns about infrastructure, inclusivity, ethical implementation as well as critical pedagogies. Scholars recommend that educators and policymakers adopt inclusive practices, prioritize equitable infrastructure, and develop critical digital literacy. Facer and Selwyn also emphasize the need for public digital infrastructure and sustainable and justice-oriented policies that empower all learners. Overall, these perspectives reflect a growing consensus that digital media in education should be implemented critically to promote inclusive, multimodal, and future-oriented learning environments.

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  • Supersampling

    Supersampling

    Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal)—hence the term "supersampling"—and an average color value is calculated. This can for example be achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation, with the result being a downsampled image with smoother transitions from one line of pixels to another along the edges of objects, but each pixel could also be supersampled using other strategies (see the Supersampling patterns section). The number of samples determines the quality of the output. == Motivation == Aliasing is manifested in the case of 2D images as moiré pattern and pixelated edges, colloquially known as "jaggies". Common signal processing and image processing knowledge suggests that to achieve perfect elimination of aliasing, proper spatial sampling at the Nyquist rate (or higher) after applying a 2D Anti-aliasing filter is required. As this approach would require a forward and inverse fourier transformation, computationally less demanding approximations like supersampling were developed to avoid domain switches by staying in the spatial domain ("image domain"). == Method == === Computational cost and adaptive supersampling === Supersampling is computationally expensive because it requires much greater video card memory and memory bandwidth, since the amount of buffer used is several times larger. A way around this problem is to use a technique known as adaptive supersampling, where only pixels at the edges of objects are supersampled. Initially only a few samples are taken within each pixel. If these values are very similar, only these samples are used to determine the color. If not, more are used. The result of this method is that a higher number of samples are calculated only where necessary, thus improving performance. === Supersampling patterns === When taking samples within a pixel, the sample positions have to be determined in some way. Although the number of ways in which this can be done is infinite, there are a few ways which are commonly used. ==== Grid ==== The simplest algorithm. The pixel is split into several sub-pixels, and a sample is taken from the center of each. It is fast and easy to implement. Although, due to the regular nature of sampling, aliasing can still occur if a low number of sub-pixels is used. ==== Random ==== Also known as stochastic sampling, it avoids the regularity of grid supersampling. However, due to the irregularity of the pattern, samples end up being unnecessary in some areas of the pixel and lacking in others. ==== Poisson disk ==== The Poisson disk sampling algorithm places the samples randomly, but then checks that any two are not too close. The end result is an even but random distribution of samples. The naive "dart throwing" algorithm is extremely slow for large data sets, which once limited its applications for real-time rendering. However, many fast algorithms now exist to generate Poisson disk noise, even those with variable density. The Delone set provides a mathematical description of such sampling. ==== Jittered ==== A modification of the grid algorithm to approximate the Poisson disk. A pixel is split into several sub-pixels, but a sample is not taken from the center of each, but from a random point within the sub-pixel. Congregation can still occur, but to a lesser degree. ==== Rotated grid ==== A 2×2 grid layout is used but the sample pattern is rotated to avoid samples aligning on the horizontal or vertical axis, greatly improving antialiasing quality for the most commonly encountered cases. For an optimal pattern, the rotation angle is arctan (⁠1/2⁠) (about 26.6°) and the square is stretched by a factor of ⁠√5/2⁠, making it also a 4-queens solution.

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  • Electronic game

    Electronic game

    An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic games, including handheld electronic games, standalone arcade game systems (e.g. pinball, slot machines), and exclusively non-visual products (e.g. audio games). == Arcade games == === Arcade video games === Electronic video arcade games make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high end pc components. Arcade games may feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, and they provide an experience that some gamers consider more immersive and realistic. Examples of arcade video games include: Galaxy Game (1971) Pong (1972) Space Invaders (1978) Galaxian (1979) Pac-Man (1980) Battlezone (1980) Donkey Kong (1981) Street Fighter II (1991) Mortal Kombat (1992) Fatal Fury (1992) Killer Instinct (1994) King of Fighters (1994–2005) Time Crisis (1995) Dance Dance Revolution (1998) DrumMania (1999) House of the Dead (1998) === Pinball and pachinko machines === Since the introduction of electromechanics to the pinball machine in 1933's Contact, pinball has become increasingly dependent on electronics as a means to keep score on the backglass and to provide quick impulses on the playfield (as with bumpers and flippers) for exciting gameplay. Unlike games with electronic visual displays, pinball has retained a physical display that is viewed on a table through glass. Similar games such as pachinko have also become increasingly dependent on electronics in modern times. Examples of pinball games include: The Addams Family (1991) Indiana Jones: The Pinball Adventure (1993) Star Trek: The Next Generation (1993) List of pinball machines === Redemption games and merchandisers === Redemption games such as Skee-Ball have been around since the days of the carnival game - well earlier than the development of the electronic game, however with modern advances many of these games have been re-worked to employ electronic scoring and other game mechanics. The use of electronic scoring mechanisms has allowed carnival or arcade attendants to take a more passive role, simply exchanging prizes for electronically dispensed coupons and occasionally emptying out the coin boxes or banknote acceptors of the more popular games. Merchandisers such as the Claw Crane are more recent electronic games in which the player must accomplish a seemingly simple task (e.g. remotely controlling a mechanical arm) with sufficient ability to earn a reward. Examples of redemption games include: Whac-A-Mole (1976) Skee-Ball - modern electric versions Examples of merchandisers include: Claw crane (1980) === Slot machines === The slot machine is a casino gambling machine with three or more reels which spin when a button is pushed. Though slot machines were originally operated mechanically by a lever on the side of the machine (the one arm) instead of an electronic button on the front panel as used on today's models, many modern machines still have a "legacy lever" in addition to the button on the front. Slot machines include a currency detector that validates the coin or money inserted to play. The machine pays off based on patterns of symbols visible on the front of the machine when it stops. Modern computer technology has resulted in many variations on the slot machine concept. == Audio games == An audio game is a game played on an electronic device such as—but not limited to—a personal computer. It is similar to a video game save that the only feedback device is audible rather than visual. Audio games originally started out as 'blind accessible'-games, but recent interest in audio games has come from sound artists, game accessibility researchers, mobile game developers, and mainstream video gamers. Most audio games run on a computer platform, although there are a few audio games for handhelds and video game consoles. Audio games feature the same variety of genres as video games, such as adventure games, racing games, etc. Examples of audio games include: Real Sound: Kaze no Regret (1997) Chillingham (2004) BBBeat (2005) === Tabletop games === A tabletop audio game is an audio game that is designed to be played on a table rather than a handheld game. Examples of tabletop audio games include: Brain Shift (1998) Who Wants to be a Millionaire? (2000) Electronic Battleship (1977) (Milton Bradley) Electronic battleship is a portable game with the objective of marking all enemy ships. When an enemy ship is marked, an electronic battleship makes an explosion sound. Milton Bradley created the Electronic battleship game in 1977 and was later acquired by Hasbro in 1984. Modern day electronic battleship features an interactive missile launching platform and advanced mode that features custom special attack pegs. Tabletop non-audio games include: Electronic Chess Boards (DGT) DGT is a line of electronic chess boards that are commonly used in FIDE chess tournaments and national tournaments such as USCF. Electronic Chess boards can be used to broadcast games live. == Electronic handhelds == The earliest form of dedicated console, handheld electronic games are characterized by their size and portability. Used to play interactive games, handheld electronic games are often miniaturized versions of video games. The controls, display and speakers are all part of a single unit, and rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a digital watch, which they sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and Vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds were at their most popular from the late 1970s into the early 1990s. They are both the predecessors to and inexpensive alternatives to the handheld game console. Examples of handheld electronic games include: Mattel Auto Race (1976) Simon (1978) Merlin (1978) Game & Watch (1980) MB Omni (1980) Bandai LCD Solarpower (1982) Entex Adventure Vision (1982) Lights Out (1995) == Home video games == A video game is a game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game", it now implies any type of display device. Term "digital game" has been offered by some in academia as an alternative term. === Computer games === A personal computer video game (also known as a computer game or simply PC game) is a video game played on a personal computer. This is opposed to video game consoles or arcade machines, which are not considered personal computers. Computer games became a form of video games, and since the earliest days of the medium, visual displays such as the cathode-ray tube have been used to relay game information. === Console games === A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console, and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console called a controller. The controller generally contains a number of buttons and directional controls (such as analog joysticks) each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game console. Console games are most frequently differentiated between by their compatibility with consoles belonging in the following categories: Traditional console, also called "home console" - A multi-game system that uses the screen of a television to produce graphics. Handheld game console - A multi-game system the screen and controls of which are compacted into a singl

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  • Open Mashup Alliance

    Open Mashup Alliance

    The Open Mashup Alliance (OMA) is a non-profit consortium that promotes the adoption of mashup solutions in the enterprise through the evolution of enterprise mashup standards like EMML. The initial members of the OMA include some large technology companies such as Adobe Systems, Hewlett-Packard, and Intel and some major technology users such as Bank of America and Capgemini. According to Dion Hinchcliffe, "Ultimately, the OMA creates a standardized approach to enterprise mashups that creates an open and vibrant market for competing runtimes, mashups, and an array of important aftermarket services such as development/testing tools, management and administration appliances, governance frameworks, education, professional services, and so on." == Specification development == The initial focus of the OMA is developing EMML, which is a declarative mashup domain-specific language (DSL) aimed at creating enterprise mashups. The EMML language provides a comprehensive set of high-level mashup-domain vocabulary to consume and mash a variety of web data sources. EMML provides a uniform syntax to invoke heterogeneous service styles: REST, WSDL, RSS/ATOM, RDBMS, and POJO. EMML also provides the ability to mix and match diverse data formats: XML, JSON, JDBC, JavaObjects, and primitive types. The OMA website provides the EMML specification, the EMML schema, a reference runtime implementation capable of running EMML scripts, sample EMML mashup scripts, and technical documentation. The OMA is developing EMML under a Creative Commons Attribution No Derivatives license. The eventual objective of the OMA is to submit the EMML specification and any other OMA specifications to a recognized industry standards body.

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