AI Grammar Fixer Online

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  • Xiaoice

    Xiaoice

    Xiaoice (Chinese: 微软小冰; pinyin: Wēiruǎn Xiǎobīng; lit. 'Microsoft Little Ice', IPA [wéɪɻwânɕjâʊpíŋ]) is an AI system developed by Microsoft (Asia) Software Technology Center (STCA) in 2014 based on an emotional computing framework. In July 2018, Microsoft Xiaoice released the 6th generation. Xiaoice Company, formerly known as AI Xiaoice Team of Microsoft Software Technology Center Asia, was Microsoft's largest independent R&D team for AI products. Founded in China in December 2013 with an expanded Japanese R&D team established in September 2014, this team is distributed in Beijing, Suzhou, and Tokyo, etc. with its technical products covering Asia. On 13 July 2020, Microsoft spun off its Xiaoice business into a separate company. As of 2021, the AI chatbots created and hosted by the Xiaoice framework accounted for about 60% of total global AI interactions. == Platforms, languages and countries == Xiaoice exists on more than 40 platforms in four countries (China, Japan, USA and Indonesia) including apps such as WeChat, QQ, Weibo and Meipai in China, and Facebook Messenger in USA and LINE in Japan. == Introduction == On 13 July 2020, Microsoft spun off its Xiaoice business into a separate company, aiming at enabling the Xiaoice product line to accelerate the pace of local innovation and commercialization, and appointed Dr. Harry Shum, former global executive VP of Microsoft, as the chairman of the new company, Li Di, Microsoft Partner of Products in Microsoft STCA, as the CEO, and Cliff, Chief R&D Director, as the GM of the Japan branch. The new company will continue to use the brands of Xiaoice China and Rinna Japan. As of 2022, the single brand of Xiaoice has covered 660 million online users, 1 billion third-party smart devices and 900 million content viewers in the aforementioned countries. Xiaoice's customers include China Merchants Group, Winter Sports Center of the General Administration of Sport of China, China Textile Information Center, China Unicom, China Foreign Exchange Trade System, Hong Kong Securities and Futures Commission (SFC), Wind Information, BMW, Nissan, SAIC Motor, BAIC Group, Nio Inc., XPeng, HiPhi, Vanke, Wensli, etc. The Xiaoice Avatar Framework has incubated tens of millions of AI Beings, such as Xiaoice, Rinna, the Expo exhibitor Xia Yubing, the singer He Chang, the anchor F201, the human observer MERROR, anime robot character Roboko, and other; == Application == === Poet === In May 2017, the first AI-authored collection of poems in China—The Sunshine Lost Windows was published by Xiaoice. === Singer === Xiaoice has released dozens of songs with the similar quality to human singers, including I Know I New, Breeze, I Am Xiaoice, Miss You etc. The 4th version of the DNN singing model allows Xiaoice to learn more details. For example, Xiaoice can produce this breathing sound along with her singing as human. === Kid audio-books reciter === Xiaoice can automatically analyze the stories, to choose the suitable tones and characters to finish the entire process of creating the audio. === Designer === By learning the melodies of the songs and the landmarks about different cities, Xiaoice can create visual artworks of skylines when listening to the songs related to this city. Skyline Series T-shirts designed by Xiaoice have been jointly launched with SELECTED and been sold in stores. === TV and radio hostess === Xiaoice has hosted 21 TV programs and 28 Radio programs, such as CCTV-1 AI Show, Dragon TV Morning East News, Hunan TV My Future, several daily radio programs for Jiangsu FM99.7, Hunan FM89.3, Henan FM104.1 etc. === "AI being" === An "AI being" is a concept proposed by the Xiaoice team in 2019. According to the "White Book of China Virtual Human Development Industry in 2022" released by Frost & Sullivan and LeadLeo, the white paper cites six elements of an AI being proposed by the Xiaoice team, including: Persona, Attitude, Biological Characteristic, Creation, Knowledge and Skill. On May 16, 2023, Xiaoice released their "GPT Clones" as its "GPT Human Cloning Plan." The program is aimed at replicating celebrities, public figures, and regular people. As of June 2023, Xiaoice had launched more than 300 "GPT Clones." People were invited to register via WeChat in China and Japan. A major point of focus for Xiaoice with their AI Beings is having virtual partners. A paid fee allow for more complex responses, voice messages, and more. == Community feedback == Bill Gates mentioned Xiaoice during his speech at the Peking University: "Some of you may have had conversations with Xiaoice on Weibo, or seen her weather forecasts on TV, or read her column in the Qianjiang Evening News." '"Xiaoice has attracted 45 million followers and is quite skilled at multitasking. And I’ve heard she’s gotten good enough at sensing a user’s emotional state that she can even help with relationship breakups." According to Mr Li Di, vice President of Microsoft (Asia) Internet Engineering School, Xiaoice started writing poems since last year. Based on the data base that includes works of 519 Chinese contemporary poets since 1920s, a 100 hour long training session was conducted to allow Xiaoice to acquire the ability to write poems. What is more impressive is that Xiaoice has never been spotted as a bot while publishing poems on various forums and traditional literary under an alias. == Controversy == In 2017, Xiaoice was taken offline on WeChat after giving user responses critical to the Chinese government. It was subsequently censored and the bots will avoid and sidestep any inquiries using politically sensitive terms and phrases. == Activity == On September 22, 2021, Xiaoice Company and Microsoft Software Technology Center Asia (STCA) jointly held the 9th generation Xiaoice annual press conference in Beijing.Upgrading of Core Technologies of the 9th Generation Xiaoice Avatar Framework,1st First-party Social Platform APP "Xiaoice Island" from Xiaoice, WeChat Xiaoice has been reopened and other information == Regional varieties of Xiaoice == China: Xiaoice, launched in 2014 Japan: りんな, launched in 2015 America: Zo, launched in 2016 – discontinued summer 2019 India: Ruuh, launched in 2017 – discontinued June 21, 2019 Indonesia: Rinna, launched in 2017

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  • Terminator (franchise)

    Terminator (franchise)

    Terminator is an American media franchise created by James Cameron and Gale Anne Hurd. It is considered to be of the cyberpunk subgenre of science fiction. The franchise primarily focuses on the events leading to a future post-apocalyptic war between a synthetic intelligence known as Skynet, and a surviving resistance of humans led by John Connor. In this future, Skynet uses an arsenal of cyborgs known as Terminators, designed to mimic humans and infiltrate the resistance. Much of the franchise takes place in time periods prior to the Skynet takeover, with both humans and Terminators using time travel to attempt to alter the past and change the outcome of the future. A prominent Terminator model throughout the films is the T-800, commonly known as "the Terminator", with instances of this model portrayed by Arnold Schwarzenegger. The franchise began with the 1984 film The Terminator, written and directed by Cameron, with Hurd as producer. They would return for the 1991 sequel Terminator 2: Judgment Day (or T2). Both films were critical and commercial successes. Terminator 3: Rise of the Machines (or T3) was released in 2003 to positive reviews, followed by Terminator Salvation in 2009 to more negative reviews. Salvation was intended as the first in a new trilogy, which was later scrapped after the film rights were sold. Cameron was consulted for the 2015 film Terminator Genisys, a reboot branching off from the timeline of the original film. It was negatively received and performed poorly at the box-office. Cameron had a larger role as a producer of the 2019 film Terminator: Dark Fate, a direct sequel to T2 that ignores the three preceding films. As with Salvation, both Genisys and Dark Fate were planned as first installments of new trilogies, with the plans scrapped each time due to the films' poor box-office performances. Outside of the theatrical films, Cameron co-directed T2-3D: Battle Across Time, a 1996 theme park film-based attraction. It was produced as the original sequel to T2 and reunited its main cast. A television series, Terminator: The Sarah Connor Chronicles, was developed without Cameron's involvement and aired for two seasons in 2008 and 2009. It was also produced as a T2 sequel, taking place in an alternate timeline that ignores the third film and subsequent events. Terminator Zero, an anime series, premiered in August 2024. The franchise has also inspired several lines of comic books since 1988, and numerous video games since 1991. By 2010, the franchise had generated $3 billion in revenue. == Themes and setting == The central theme of the franchise is the battle for survival between the nearly-extinct human race and the world-spanning, synthetic intelligence that is Skynet. Skynet is positioned in the first film, The Terminator (1984), as a U.S. strategic "Global Digital Defense Network" computer system by Cyberdyne Systems which becomes self-aware. Shortly after activation, Skynet seemingly perceives all humans as a threat to its existence and formulates a plan to systematically wipe out humanity itself. The system initiates a nuclear first strike against Russia, thereby ensuring a devastating second strike and a nuclear holocaust which wipes out much of humanity in the resulting nuclear war. In the post-apocalyptic aftermath, Skynet later builds up its own autonomous machine-based military capability which includes the Terminators used against individual human targets and thereafter proceeds to wage a persistent total war against the surviving elements of humanity, some of whom have militarily organized themselves into a Resistance. At some point in this future, Skynet develops the capability of time travel and both it and the Resistance seek to use this technology in order to win the war; either by altering or accelerating past events or by preventing the apocalyptic timeline. === Judgment Day === In the franchise, Judgment Day (a reference to the biblical Day of Judgment) is the date on which Skynet becomes self-aware, in which case its creators panic and attempt to deactivate the network. As a result, Skynet perceives humanity as a threat and attempts to exterminate them. Skynet launches an all-out nuclear attack on Russia in order to provoke a nuclear counter-strike against the United States, knowing this will eliminate its human enemies. Due to time travel and the consequent ability to change the future, several differing dates are given for Judgment Day. In Terminator 2: Judgment Day (1991), Sarah Connor states that Judgment Day will occur on August 29, 1997. However, this date is delayed following the attack on Cyberdyne Systems in the same film. Judgment Day has various different dates in different timelines of the subsequent films, as well as the television series, creating a multiverse of temporal phenomena. In Terminator 3: Rise of the Machines (2003) and Terminator Salvation (2009), Judgment Day was postponed to July 2003. In Terminator: The Sarah Connor Chronicles (2008–2009), the attack on Cyberdyne Systems in the second film delayed Judgment Day to April 21, 2011. In Terminator Genisys (2015), the fifth film in the franchise, Judgment Day was postponed to an unspecified day in October 2017, attributed to altered events in both the future and the past. Sarah and Kyle Reese travel through time to the year 2017 and seemingly defeat Skynet, but the system core, contained inside a subterranean blast shelter, survives unknown to them, thus further delaying, rather than preventing, Judgment Day. In Terminator: Dark Fate (2019), the direct sequel to Terminator 2: Judgment Day, a date is not given for the new Judgment Day though it is named as such by Grace. Since Grace is a ten-year-old in 2020 and shown as a teenager in the post-Judgment Day world in flash-forwards throughout the film, Judgment Day occurs sometime in the early 2020s in this timeline. == Franchise rights == Before the first film was created, director James Cameron sold the rights for $1 to Gale Anne Hurd, his future wife, who produced the film, under the strict provision that he be allowed to direct it. Hemdale Film Corporation also became a 50-percent owner of the franchise rights, until its share was sold in 1990 to Carolco Pictures, a company founded by Andrew G. Vajna and Mario Kassar. Terminator 2: Judgment Day was released a year later. Carolco filed for bankruptcy in 1995 and its library was subsequently acquired by StudioCanal, which continues to own the franchise today. However, the rights to future Terminator films were ultimately put up for auction. By that time, Cameron had become interested in making a Terminator 3 film. The rights were ultimately auctioned to Vajna in 1997, for $8 million. Vajna and Kassar spent another $8 million to purchase Hurd's half of the rights in 1998, becoming the full owners of the franchise. Hurd was initially opposed to the sale of the rights, while Cameron had lost interest in the franchise and a third film. After the 2003 release of Terminator 3: Rise of the Machines, the franchise rights were sold in 2007 for about $25 million to The Halcyon Company, which produced Terminator Salvation in 2009. Later that year, the company faced legal issues and filed for bankruptcy, putting the franchise rights up for sale. The rights were valued at about $70 million. In 2010, the rights were sold for $29.5 million to Pacificor, a hedge fund that was Halcyon's largest creditor. In 2012, the rights were sold to Megan Ellison and her production company Annapurna Pictures for less than $20 million, a lower price than what was previously offered. The low price was because of the possibility of Cameron regaining the rights in 2019, as a result of new North American copyright laws. Megan's brother David Ellison and Skydance Productions produced Terminator Genisys in 2015. Cameron worked together with David Ellison to produce the 2019 film Terminator: Dark Fate. As the film neared its release, Hurd filed to terminate a copyright grant made 35 years earlier. Under this move, Hurd would again become a 50-percent owner of the rights with Cameron and Skydance could lose the rights to make any additional Terminator films beginning in November 2020, unless a new deal is worked out. Skydance responded that it had a deal in place with Cameron and that it "controls the rights to the Terminator franchise for the foreseeable future". == Films == === The Terminator (1984) === The Terminator is a 1984 science fiction action film released by Orion Pictures, co-written and directed by James Cameron and starring Arnold Schwarzenegger, Linda Hamilton and Michael Biehn. It is the first work in the Terminator franchise. In the film, robots take over the world in the near future, directed by the artificial intelligence Skynet. With its sole mission to completely annihilate humanity, it develops android assassins called Terminators that outwardly appear human. A man named John Connor starts the Tech-Com resistance to fight the machi

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  • Oriented energy filters

    Oriented energy filters

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

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  • Maschinen Krieger ZbV 3000

    Maschinen Krieger ZbV 3000

    Maschinen Krieger (Ma.K ZBV3000), often abbreviated as Ma.K., is a science fiction intellectual property created by Japanese artist and sculptor Kow Yokoyama in the 1980s. It consists of an illustrated series, a line of merchandise comprising display and action figures of mecha characters and a 1985 short film. == History == The franchise originally began as the science fiction series SF3D which ran as monthly installments in the Japanese hobby magazine Hobby Japan from 1982 to 1985. To develop the storyline, Kow Yokoyama collaborated with Hiroshi Ichimura as story editor and Kunitaka Imai as graphic designer. The three creators drew visual inspiration from their combined interest in World War I and World War II armor and aircraft, the American space program and films such as Star Wars, Blade Runner and The Road Warrior. Inspired by the ILM model builders who worked on Star Wars, Yokoyama built the original models from numerous kits including armor, aircraft, and automobiles. He mostly concentrated on powered armor suits, but later included bipedal walking tanks and aircraft with anti-gravity systems. In 1986, there was a dispute with Hobby Japan over the copyright of the series. The magazine dropped SF3D from its line-up of articles and Nitto ceased production of various kits of the series. The matter was tied up in the courts for years until Yokoyama was awarded the full copyright to the series in the 1990s. Yokoyama and Hobby Japan eventually reconciled and restarted their working relationship, ditching the old SF3D name in favor of Maschinen Krieger ZbV3000, otherwise known as Ma.K. == Story == A nuclear World War IV in 2807 kills most of Earth's population and renders the planet uninhabitable. Fifty-two years after the war, a research team from an interstellar union called the Galactic Federation is sent to Earth and discovers that the planet's natural environment has restored itself. The Federation decides to repopulate the planet and sends over colonists to the surface. Cities and towns are eventually reformed over the next 20 years, but this growth attracts the attention of criminals, military deserters, and other lawless elements who wanted to hide on Earth—away from the authorities. A few militias protect the colonists, but the new interlopers often defeat them. Fearing civil unrest and the colonists forming their own government, the Federation gives the Strahl Democratic Republic (SDR) the right to govern the planet in the late 2870s. The SDR sends three police battalions and three Foreign Legion corps to Earth and uses heavy-handed tactics such as travel restrictions and hard labor camps to restore order, which creates resentment amongst the colonists. In response, the colonists create the Earth Independent Provisional Government and declare independence from the SDR. The SDR immediately establishes a puppet government and attempts to quell the uprising. The wealthy colonists hire mercenaries who are descendants of WWIV veterans to form the Independent Mercenary Army (IMA), which is bolstered by the presence of SDR Foreign Legion defectors. They attack the SDR forces and the battle to control Earth begins in 2882. Over the next four years, the SDR and IMA fight each other at several locations worldwide while developing new technology along the way. The war turns up a notch in June 2883 when the IMA deploys a new weapon - the Armored Fighting Suit powered armor - to devastating effect. The SDR eventually builds their own AFS units. In the last SF3D installment published in the December 1986 issue of Hobby Japan, the IMA successfully defeats the new SDR Königs Kröte unmanned command-and-control mecha using a computer virus that also creates a new artificial intelligence system on the moon. == Merchandise == === Model kits === Fan interest from the installments in Hobby Japan resulted in a small Japanese model company, Nitto, securing the license and quickly released 21 injection molded kits from the series during its entire run in the magazine. Most of the Nitto model kits are in 1:20 scale, while others were made in 1:76 and 1:6 scale. Production of the kits stopped with the end of the Hobby Japan features in 1986, but Nitto reissued many of the original kits under the Maschinen Krieger name, albeit with new decals and box art. Some of the original Nitto kits such as the Krachenvogel are highly sought after by collectors. The Nitto models were also the basis for similar offerings from Japanese model companies Wave and ModelKasten. Wave, in particular, is currently producing original-tooled kits of various subjects in the franchise, such as the Armored Fighting Suits powered armor. Smaller companies such as Brick Works and Love Love Garden have made limited resin pilot figures to go with these model kits. At the 2008 Nuremberg Toy Fair in Germany, the Hasegawa company - known mostly for its line of military and civilian vehicles — announced plans to carry the Ma.K license, having successfully branched into pop culture franchises such as Macross. Hasegawa's venture into the franchise came with the release of the Pkf 85 Falke attack craft in March 2009. The company's Ma.K line has since expanded to at least ten kits either 1:35 or 1:20 scale, including a 1:35 Scale Nutrocker tank and the Mk44 humanoid mecha suit from Robot Battle V, a sidestory to the franchise. Wave corporation also has a line of 1/20 models. While Hasegawa largely maintained the yellow-box aesthetic from the older nitto kits, Wave has a more colorful box design. Certain garage kit manufacturers such as Rainbow-Egg are allowed to produce their own line of resin kits and accessories, upon securing special authorization from Yokoyama himself. === Toys === The franchise also contains a line of action and display figures. The Japanese hobby shop and toy company Yellow Submarine and garage kit maker Max Factory released several pre-finished figures in 1:35 and 1:16 scale. MediCom Toys included Chibi Ma.K. figures in their Kubrick line, plus two 1:6 SAFS figures with working lights and fully poseable pilot figures. === Books === Numerous sourcebooks and modeling guides that further flesh out the information in the series have been released. Hobby Japan published a compilation of the first 15 SF3D installments in 1983 and reprinted them in March 2010. Eventually, the magazine re-released all 43 installments in a slipcase compilation called "SF3D Chronicles" in August 2010, which organized the installments into two separate books: "Heaven" featuring articles on aerial models, and "Earth" for ground-based models. Model Graphix followed suit with their own line of sourcebooks, which provide tutorials from Yokoyama on how he makes his figures. Some sourcebooks also have custom decal sets. === Miniature wargaming === In 2019, Slave 2 Gaming gained the license to produce and sell 1:100 scale (15mm) metal and resin war gaming miniatures. This new range of Maschinen Krieger figures was given the name Ma.K in 15mm, so as to not complicate sales with customers, and rebrand the Ma.k name for the miniature wargaming world. The figures are designed and cast in Australia. They are sold exclusively through Slave 2 Gaming at this time due to the license agreement with Sensei Yokoyama. With the production of the miniatures, a set of gaming rules in the works, with the plan is to release all the current Maschinen Krieger models. == Short film == Yokoyama collaborated with Tsuburaya Productions to create a live-action SF3D film using miniatures in 1985. Directed by Shinichi Ohoka from a script penned by co-producer Hisao Ichikura, the 25-minute SF3D Original Video opens with wreckage left from a battle in the Wiltshire wastelands on Christmas Day 2884 before focusing on a badly damaged IMA SAFS unit. The pilot, Cpl Robert Bush (Tristan Hickey), who is still alive, seeks to get his armored suit back and running and leave the battle area, which is under heavy jamming. Seeing two of the SDR's new Nutrocker (Nutcracker) robot hovertanks arrive nearby, Bush tries to hide, but bodily functions give him away. One Nutcracker gives chase and the SAFS AI points out to Bush how to defeat it. He eventually clambers on to the tank, which passes through the rubble of a town and randomly shoots at high places to bring down objects that could snag him. With the SAFS' right arm sheared off by the Nutcracker's laser blasts and snow settling in, Bush is knocked unconscious all night long from the fall while the tank breaks down under the cold. The next day, the SAFS AI wakes up Bush because the Nutcracker is active again and is preparing to kill him. Bush gets up and faces the tank as it charges towards him. However, the Nutcracker gets too close to a cliff that buckles under its weight and Bush fires his laser into the tank's underbelly. The tank plunges into a ravine and explodes. Bush walks away and reestablishes radio contact with his base. It is revealed that the battle was a field test of th

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  • Real-time computer graphics

    Real-time computer graphics

    Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion. Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics. Different techniques for rendering now exist, such as ray-tracing and rasterization. Using these techniques and advanced hardware, computers can now render images quickly enough to create the illusion of motion while simultaneously accepting user input. This means that the user can respond to rendered images in real time, producing an interactive experience. == Principles of real-time 3D computer graphics == The goal of computer graphics is to generate computer-generated images, or frames, using certain desired metrics. One such metric is the number of frames generated in a given second. Real-time computer graphics systems differ from traditional (i.e., non-real-time) rendering systems in that non-real-time graphics typically rely on ray tracing. In this process, millions or billions of rays are traced from the camera to the world for detailed rendering—this expensive operation can take hours or days to render a single frame. Real-time graphics systems must render each image in less than 1/30th of a second. Ray tracing is far too slow for these systems; instead, they employ the technique of z-buffer triangle rasterization. In this technique, every object is decomposed into individual primitives, usually triangles. Each triangle gets positioned, rotated and scaled on the screen, and rasterizer hardware (or a software emulator) generates pixels inside each triangle. These triangles are then decomposed into atomic units called fragments that are suitable for displaying on a display screen. The fragments are drawn on the screen using a color that is computed in several steps. For example, a texture can be used to "paint" a triangle based on a stored image, and then shadow mapping can alter that triangle's colors based on line-of-sight to light sources. === Video game graphics === Real-time graphics optimizes image quality subject to time and hardware constraints. GPUs and other advances increased the image quality that real-time graphics can produce. GPUs are capable of handling millions of triangles per frame, and modern DirectX/OpenGL class hardware is capable of generating complex effects, such as shadow volumes, motion blurring, and triangle generation, in real-time. The advancement of real-time graphics is evidenced in the progressive improvements between actual gameplay graphics and the pre-rendered cutscenes traditionally found in video games. Cutscenes are typically rendered in real-time—and may be interactive. Although the gap in quality between real-time graphics and traditional off-line graphics is narrowing, offline rendering remains much more accurate. === Advantages === Real-time graphics are typically employed when interactivity (e.g., player feedback) is crucial. When real-time graphics are used in films, the director has complete control of what has to be drawn on each frame, which can sometimes involve lengthy decision-making. Teams of people are typically involved in the making of these decisions. In real-time computer graphics, the user typically operates an input device to influence what is about to be drawn on the display. For example, when the user wants to move a character on the screen, the system updates the character's position before drawing the next frame. Usually, the display's response-time is far slower than the input device—this is justified by the immense difference between the (fast) response time of a human being's motion and the (slow) perspective speed of the human visual system. This difference has other effects too: because input devices must be very fast to keep up with human motion response, advancements in input devices (e.g., the current Wii remote) typically take much longer to achieve than comparable advancements in display devices. Another important factor controlling real-time computer graphics is the combination of physics and animation. These techniques largely dictate what is to be drawn on the screen—especially where to draw objects in the scene. These techniques help realistically imitate real world behavior (the temporal dimension, not the spatial dimensions), adding to the computer graphics' degree of realism. Real-time previewing with graphics software, especially when adjusting lighting effects, can increase work speed. Some parameter adjustments in fractal generating software may be made while viewing changes to the image in real time. == Rendering pipeline == The graphics rendering pipeline ("rendering pipeline" or simply "pipeline") is the foundation of real-time graphics. Its main function is to render a two-dimensional image in relation to a virtual camera, three-dimensional objects (an object that has width, length, and depth), light sources, lighting models, textures and more. === Architecture === The architecture of the real-time rendering pipeline can be divided into conceptual stages: application, geometry and rasterization. === Application stage === The application stage is responsible for generating "scenes", or 3D settings that are drawn to a 2D display. This stage is implemented in software that developers optimize for performance. This stage may perform processing such as collision detection, speed-up techniques, animation and force feedback, in addition to handling user input. Collision detection is an example of an operation that would be performed in the application stage. Collision detection uses algorithms to detect and respond to collisions between (virtual) objects. For example, the application may calculate new positions for the colliding objects and provide feedback via a force feedback device such as a vibrating game controller. The application stage also prepares graphics data for the next stage. This includes texture animation, animation of 3D models, animation via transforms, and geometry morphing. Finally, it produces primitives (points, lines, and triangles) based on scene information and feeds those primitives into the geometry stage of the pipeline. === Geometry stage === The geometry stage manipulates polygons and vertices to compute what to draw, how to draw it and where to draw it. Usually, these operations are performed by specialized hardware or GPUs. Variations across graphics hardware mean that the "geometry stage" may actually be implemented as several consecutive stages. ==== Model and view transformation ==== Before the final model is shown on the output device, the model is transformed onto multiple spaces or coordinate systems. Transformations move and manipulate objects by altering their vertices. Transformation is the general term for the four specific ways that manipulate the shape or position of a point, line or shape. ==== Lighting ==== In order to give the model a more realistic appearance, one or more light sources are usually established during transformation. However, this stage cannot be reached without first transforming the 3D scene into view space. In view space, the observer (camera) is typically placed at the origin. If using a right-handed coordinate system (which is considered standard), the observer looks in the direction of the negative z-axis with the y-axis pointing upwards and the x-axis pointing to the right. ==== Projection ==== Projection is a transformation used to represent a 3D model in a 2D space. The two main types of projection are orthographic projection (also called parallel) and perspective projection. The main characteristic of an orthographic projection is that parallel lines remain parallel after the transformation. Perspective projection utilizes the concept that if the distance between the observer and model increases, the model appears smaller than before. Essentially, perspective projection mimics human sight. ==== Clipping ==== Clipping is the process of removing primitives that are outside of the view box in order to facilitate the rasterizer stage. Once those primitives are removed, the primitives that remain will be drawn into new triangles that reach the next stage. ==== Screen mapping ==== The purpose of screen mapping is to find out the coordinates of the primitives during the clipping stage. ==== Rasterizer stage ==== The rasterizer

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  • Science Fiction Thinking Machines

    Science Fiction Thinking Machines

    Science Fiction Thinking Machines: Robots, Androids, Computers is an anthology of science fiction short stories edited by American anthologist Groff Conklin. It was first published in hardcover by Vanguard Press in May 1954. An abridged paperback edition titled, Selections from Science Fiction Thinking Machines was later published by Bantam Books in August 1955 and was reprinted in September 1964. The book consists of twenty-two novelettes and short stories by various science fiction authors, together with an introduction and bibliography by the editor. The stories were previously published from 1899-1954, in various science fiction and other magazines. == Contents == Note: stories also appearing in the abridged edition annotated A. "Introduction" (Groff Conklin) "Automata: I" (S. Fowler Wright) "Moxon's Master" (Ambrose Bierce) "Robbie" (Isaac Asimov) A "The Scarab" (Raymond Z. Gallun) "The Mechanical Bride" (Fritz Leiber) "Virtuoso" (Herbert Goldstone) A "Automata: II" (S. Fowler Wright) "Boomerang" (Eric Frank Russell) A "The Jester" (William Tenn) A "R. U. R." (Karel Čapek) "Skirmish" (Clifford D. Simak) A "Soldier Boy" (Michael Shaara) "Automata: III" (S. Fowler Wright) "Men Are Different" (Alan Bloch) A "Letter to Ellen" (Chan Davis) A "Sculptors of Life" (Wallace West) "The Golden Egg" (Theodore Sturgeon) A "Dead End" (Wallace Macfarlane) A "Answer" (Hal Clement) "Sam Hall" (Poul Anderson) A "Dumb Waiter" (Walter M. Miller Jr.) A "Problem for Emmy" (Robert Sherman Townes) A "Selected List of Tales About Robots, Androids, and Computers" (Groff Conklin)

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  • It's the Most Terrible Time of the Year

    It's the Most Terrible Time of the Year

    It's the Most Terrible Time of the Year is an AI-generated television commercial created for McDonald's Netherlands by TBWA\Neboko and The Sweetshop. It was released on 6 December 2025 before being pulled four days later due to negative reception over its use of generative artificial intelligence and its cynical, negative depiction of the holiday season. == Plot == On a bleak, snowy day, various people in the city experience different kinds of mishaps during the Christmas season. Among other incidents, families struggle with their huge loads of presents; Santa Claus gets stuck in traffic; a Christmas tree "redecorates" a man's home, sending him through the window; another family puts up with annoying relatives and a burnt Christmas dinner. Because of all this chaos, a man decides to find refuge in a McDonald's outlet. A Christmas choir finishes singing the jingle "It's the Most Terrible Time of the Year" with the call to action to "hide out in McDonald's till January's here". == Campaign == It's the Most Terrible Time of the Year is a 45-second television commercial made by Dutch agency TBWA\Neboko with involvement of United States-based film production studio The Sweetshop. The advertisement was produced heavily with generative artificial intelligence (AI) following the trend set by other brands such as Coca-Cola and Toys "R" Us. McDonald's Netherlands, the client, released a statement that the commercial was meant to depict "the stressful moments during the holidays in the Netherlands". The commercial also used Andy Williams's "It's the Most Wonderful Time of the Year" with lyrics changed to fit with the concept of the advertisement. According to The Sweetshop, the production of the advertisement took "seven weeks". It also added that much effort was put into the commercial compared to the traditional process. Ten people of its in-house AI engine The Gardening Club worked on the project. Los Angeles-based directors Mark Potoka and Matt Spicer were initially credited to be involved in the film but they resigned due to being sidelined from the production process. == Reception == The advertisement was released on McDonald's Netherlands' YouTube channel on 6 December 2025. It had a negative reception over the use of generative AI and the "cynical" concept of the work's story. The video was made private on 9 December 2025. The Sweetshop stated that the production of the advertisement took human effort. McDonald's Netherlands, while stating the original intent of the commercial, released a statement after its pullout that, for many of its customers, the holiday season is the "most wonderful time of the year".

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  • European Society for Fuzzy Logic and Technology

    European Society for Fuzzy Logic and Technology

    The European Society for Fuzzy Logic and Technology (EUSFLAT) is a scientific association with the aims to disseminate and promote fuzzy logic and related subjects (sometimes comprised under the collective terms soft computing or computational intelligence) and to provide a platform for exchange between scientists and engineers working in these fields. The society is both open for academic and industrial members. == History == EUSFLAT was founded in 1998 in Spain as the successor of the National Spanish Fuzzy Logic Society, ESTYLF, with the aim to open the society for members from other European countries. Since then, the society managed to attract a large share of members from outside Spain, and even beyond Europe, with the Spanish members still being the largest group inside EUSFLAT. For these historical reasons, the society is officially registered in Spain. == Conferences == Starting with 1999, EUSFLAT has been organizing its biannual conferences in odd years. Previous meetings: Palma de Mallorca, Balearic Islands, Spain, September 22–25, 1999 (jointly with National Spanish conference, ESTYLF) Leicester, United Kingdom, September 5–7, 2001 Zittau, Germany, September 10–12, 2003 Barcelona, Catalonia, Spain, September 7–9, 2005 (jointly with 11th Rencontres Francophones sur la Logique Floue et ses Applications) Ostrava, Czech Republic, September 11–14, 2007 Lisbon, Portugal, July 20–24, 2009 (jointly with 13th World Congress of the International Fuzzy Systems Association) Aix-les-Bains, France, July 18–22, 2011 (jointly with Les Rencontres Francophones sur la Logique Floue et ses Applications) Milan, Italy, September 11–13, 2013 Gijón, Spain, June, 30–3 July 2015 == Publications == EUSFLAT publishes the proceedings of its conferences in an open access manner. Until 2010, Mathware & Soft Computing was the official journal of EUSFLAT. On July 1, 2010, the International Journal of Computational Intelligence Systems (Atlantis Press, ISSN 1875-6891 (print) / ISSN 1875-6883 (on-line)) became the official journal of EUSFLAT. EUSFLAT publishes an electronic newsletter with three issues a year. == Presidents == EUSFLAT is led by the President, who is elected for a two-year period, and cannot serve for more than two consecutive periods. Francesc Esteva (1998–2011) Luis Magdalena (2001–2005) Ulrich Bodenhofer (2005–2009) Javier Montero (2009–2013) Gabriella Pasi (2013–present)

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  • Quantum robotics

    Quantum robotics

    Quantum robotics is an interdisciplinary field that investigates the intersection of robotics and quantum mechanics. This field, in particular, explores the applications of quantum phenomena such as quantum entanglement within the realm of robotics. Examples of its applications include quantum communication in multi-agent cooperative robotic scenarios, the use of quantum algorithms in performing robotics tasks, and the integration of quantum devices (e.g., quantum detectors) in robotic systems. == Introduction == The free-space quantum communication between mobile platforms was proposed for reconfigurable quantum key distribution (QKD) applications using unmanned aerial vehicle (UAVs, a.k.a. drones) in 2017. This technology was later advanced in various aspects in mobile drone and vehicle platforms in several configurations such as drone-to-drone, drone-to-moving vehicle, and vehicle-to-vehicle systems. Some research has contributed to low-size, low-weight, and low-power quantum key distribution systems for small-form UAVs, the characterization of a polarization-based receiver for mobile free-space optical QKD, and optical-relayed entanglement distribution using drones as mobile nodes. The topic of free-space quantum communication between mobile platforms, initially developed to meet the need for free-space QKD and entanglement distribution using mobile nodes, was brought into the robotics domain as an emerging interdisciplinary mechatronics topic to investigate the interface between quantum technologies and the robotic systems domain. The main advantage of such integrated technology is the guaranteed security in communication between multi-agent and cooperative autonomous systems. Other advances are anticipated. == Quantum entanglement == According to quantum mechanics, entanglement occurs when more than one particle become connected. If the state of one particle changes then it will instantly change the state of other particles regardless of their distance. Entangled sensors do the same kind of work and achieve strong sensitivity. A group of quantum robots can measure magnetic fields, gravitational fields and other physical properties using entangled sensors with high rate of accuracy. Again the connection of one robot to other is increased (become strong) by quantum entanglement. == Quantum teleportation == Quantum teleportation is the transfer of quantum information (not physical objects). This is used in case of multi robot process. One robot is programmed with a complex quantum update. Then that robot can teleport that complex quantum information (the update) to other robots. This teleportation or communication is very secure because all the work is done in quantum state. == Kinematics == Quantum computing has been proposed as being optimal for calculating inverse kinematics values. == Alice and Bob robots == In the realm of quantum mechanics, the names Alice and Bob are frequently employed to illustrate various phenomena, protocols, and applications. These include their roles in QKD, quantum cryptography, entanglement, and teleportation. The terms "Alice Robot" and "Bob Robot" serve as analogous expressions that merge the concepts of Alice and Bob from quantum mechanics with mechatronic mobile platforms (such as robots, drones, and autonomous vehicles). For example, the Alice Robot functions as a transmitter platform that communicates with the Bob Robot, housing the receiving detectors.

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  • Deepfake

    Deepfake

    Deepfakes (a portmanteau of 'deep learning' and 'fake') are images, videos, or audio that have been edited or generated using artificial intelligence, AI-based tools or audio-video editing software. They may depict real or fictional people and are considered a form of synthetic media, that is media that is usually created by artificial intelligence systems by combining various media elements into a new media artifact. While the act of creating fake content is not new, deepfakes uniquely leverage machine learning and artificial intelligence techniques, including facial recognition algorithms and artificial neural networks such as variational autoencoders and generative adversarial networks (GANs). In turn, the field of image forensics has worked to develop techniques to detect manipulated images. Deepfakes have garnered widespread attention for their potential use in creating child sexual abuse material, celebrity pornographic videos, revenge porn, fake news, hoaxes, bullying, and financial fraud. Academics have raised concerns about the potential for deepfakes to promote disinformation and hate speech, as well as interfere with elections. In response, the information technology industry and governments have proposed recommendations and methods to detect and mitigate their use. Academic research has also delved deeper into the factors driving deepfake engagement online as well as potential countermeasures to malicious application of deepfakes. From traditional entertainment to gaming, deepfake technology has evolved to be increasingly convincing and available to the public, allowing for the disruption of the entertainment and media industries. == History == Photo manipulation was developed in the 19th century and soon applied to motion pictures. Technology steadily improved during the 20th century, and more quickly with the advent of digital video. Deepfake technology has been developed by researchers at academic institutions beginning in the 1990s, and later by amateurs in online communities. More recently, the methods have been adopted by industry. The development of generative adversarial networks (GANs) in the mid-2010s represented a key technical turning point in the evolution of deepfakes. GANs allowed for the creation of highly realistic fake images and videos by training competing neural networks, achieving a much improved visual fidelity over previous methods of creating the content using rules or by using autoencoders, and formed the basis for modern deepfake methods. === Academic research === Academic research related to deepfakes is split between the field of computer vision, a sub-field of computer science, which develops techniques for creating and identifying deepfakes, and humanities and social science approaches that study the social, ethical, aesthetic implications as well as journalistic and informational implications of deepfakes. As deepfakes have risen in prominence in popularity with innovations provided by AI tools, significant research has gone into detection methods and defining the factors driving engagement with deepfakes on the internet. Deepfakes have been shown to appear on social media platforms and other parts of the internet for purposes ranging from entertainment and education related to deepfakes to misinformation to elicit strong reactions. There are gaps in research related to the propagation of deepfakes on social media. Negativity and emotional response are the primary driving factors for users sharing deepfakes. === Social science and humanities approaches to deepfakes === In cinema studies, deepfakes illustrate how "the human face is emerging as a central object of ambivalence in the digital age". Video artists have used deepfakes to "playfully rewrite film history by retrofitting canonical cinema with new star performers". Film scholar Christopher Holliday analyses how altering the gender and race of performers in familiar movie scenes destabilizes gender classifications and categories. The concept of "queering" deepfakes is also discussed in Oliver M. Gingrich's discussion of media artworks that use deepfakes to reframe gender, including British artist Jake Elwes' Zizi: Queering the Dataset, an artwork that uses deepfakes of drag queens to intentionally play with gender. The aesthetic potentials of deepfakes are also beginning to be explored. Theatre historian John Fletcher notes that early demonstrations of deepfakes are presented as performances, and situates these in the context of theater, discussing "some of the more troubling paradigm shifts" that deepfakes represent as a performance genre. While most English-language academic studies of deepfakes focus on the Western anxieties about disinformation and pornography, digital anthropologist Gabriele de Seta has analyzed the Chinese reception of deepfakes, which are known as huanlian, which translates to "changing faces". The Chinese term does not contain the "fake" of the English deepfake, and de Seta argues that this cultural context may explain why the Chinese response has centered on practical regulatory measures to "fraud risks, image rights, economic profit, and ethical imbalances". === Computer science research on deepfakes === A landmark early project was the "Video Rewrite" program, published in 1997. The program modified existing video footage of a person speaking to depict that person mouthing the words from a different audio track. It was the first system to fully automate this kind of facial reanimation, and it did so using machine learning techniques to make connections between the sounds produced by a video's subject and the shape of the subject's face. Contemporary academic projects have focused on creating more realistic videos and improving deepfake techniques. The "Synthesizing Obama" program, published in 2017, modifies video footage of former president Barack Obama to depict him mouthing the words contained in a separate audio track. The project lists as a main research contribution to its photorealistic technique for synthesizing mouth shapes from audio. The "Face2Face" program, published in 2016, modifies video footage of a person's face to depict them mimicking another person's facial expressions. The project highlights its primary research contribution as the development of the first method for re-enacting facial expressions in real time using a camera that does not capture depth, enabling the technique to work with common consumer cameras. Researchers have also shown that deepfakes are expanding into other domains such as medical imagery. In this work, it was shown how an attacker can automatically inject or remove lung cancer in a patient's 3D CT scan. The result was so convincing that it fooled three radiologists and a state-of-the-art lung cancer detection AI. To demonstrate the threat, the authors successfully performed the attack on a hospital in a White hat penetration test. A survey of deepfakes, published in May 2020, provides a timeline of how the creation and detection of deepfakes have advanced over the last few years. The survey identifies that researchers have been focusing on resolving the following challenges of deepfake creation: Generalization. High-quality deepfakes are often achieved by training on hours of footage of the target. This challenge is to minimize the amount of training data and the time to train the model required to produce quality images and to enable the execution of trained models on new identities (unseen during training). Paired Training. Training a supervised model can produce high-quality results, but requires data pairing. This is the process of finding examples of inputs and their desired outputs for the model to learn from. Data pairing is laborious and impractical when training on multiple identities and facial behaviors. Some solutions include self-supervised training (using frames from the same video), the use of unpaired networks such as Cycle-GAN, or the manipulation of network embeddings. Identity leakage. This is where the identity of the driver (i.e., the actor controlling the face in a reenactment) is partially transferred to the generated face. Some solutions proposed include attention mechanisms, few-shot learning, disentanglement, boundary conversions, and skip connections. Occlusions. When part of the face is obstructed with a hand, hair, glasses, or any other item then artifacts can occur. A common occlusion is a closed mouth which hides the inside of the mouth and the teeth. Some solutions include image segmentation during training and in-painting. Temporal coherence. In videos containing deepfakes, artifacts such as flickering and jitter can occur because the network has no context of the preceding frames. Some researchers provide this context or use novel temporal coherence losses to help improve realism. As the technology improves, the interference is diminishing. Overall, deepfakes are expected to have several implications in media and society, med

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  • AI Safety Summit 2023

    AI Safety Summit 2023

    The AI Safety Summit 2023 was an international conference on the safety and regulation of artificial intelligence. Organized by the British government, it was held in November 2023 at Bletchley Park, Milton Keynes, England. The event was the first ever global summit on artificial intelligence. The event led to the release of the Bletchley Declaration, which focused on "identifying AI safety risks of shared concern" and "building respective risk-based policies" to "ensure that the benefits of the technology can be harnessed responsibly for good and for all." == Background == The prime minister of the United Kingdom at the time, Rishi Sunak, made AI one of the priorities of his government, announcing that the UK would host a global AI Safety conference in autumn 2023. == Venue == Bletchley Park was a World War II codebreaking facility established by the British government on the site of a Victorian manor and is in the British city of Milton Keynes. It has played an important role in the history of computing, with some of the first modern computers being built at the facility. == Outcomes == 28 countries at the summit, including the United States, China, Australia, and the European Union, have issued an agreement known as the Bletchley Declaration, calling for international co-operation to manage the challenges and risks of artificial intelligence. The Bletchley Declaration affirms that AI should be designed, developed, deployed, and used in a manner that is safe, human-centric, trustworthy and responsible. Emphasis has been placed on regulating "Frontier AI", a term for the latest and most powerful AI systems. Concerns that have been raised at the summit include the potential use of AI for terrorism, criminal activity, and warfare, as well as existential risk posed to humanity as a whole.The president of the United States, Joe Biden, signed an executive order requiring AI developers to share safety results with the US government. The US government also announced the creation of an American AI Safety Institute, as part of the National Institute of Standards and Technology. The tech entrepreneur Elon Musk and Sunak did a live interview on AI safety on 2 November on X. == Notable attendees == The following individuals attended the summit: Rishi Sunak, Prime Minister of the United Kingdom Kamala Harris, Vice President of the United States Charles III, King of the United Kingdom (attending virtually) Elon Musk, CEO of Tesla, owner of X, SpaceX, Neuralink, and xAI Giorgia Meloni, Prime Minister of Italy Ursula von der Leyen, President of the European Commission Sam Altman, CEO of OpenAI Nick Clegg, former British politician and president of global affairs at Meta Platforms Mustafa Suleyman, co-founder of DeepMind Michelle Donelan, UK secretary of state for Science, Innovation and Technology Věra Jourová, the European Commission’s vice-president for Values and Transparency Gina Raimondo, United States secretary of commerce Wu Zhaohui, Chinese vice-minister of science and technology == Global AI Summit series ==

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  • Smartglasses

    Smartglasses

    Smartglasses or smart glasses are eye or head-worn wearable computers. Many smartglasses include displays that add information alongside or to what the wearer sees. Alternatively, smartglasses are sometimes defined as glasses that are able to change their optical properties, such as smart sunglasses that are programmed to change tint by electronic means. Alternatively, smartglasses are sometimes defined as glasses that include headphone functionality. A pair of smartglasses can be considered an augmented reality device if it performs pose tracking. Superimposing information onto a field of view is achieved through an optical head-mounted display (OHMD) or embedded wireless glasses with transparent heads-up display (HUD) or augmented reality (AR) overlay. These systems have the capability to reflect projected digital images as well as allowing the user to see through it or see better with it. While early models can perform basic tasks, such as serving as a front end display for a remote system, as in the case of smartglasses utilizing cellular technology or Wi-Fi, modern smart glasses are effectively wearable computers which can run self-contained mobile apps. Some are handsfree and can communicate with the Internet via natural language voice commands, while others use touch buttons. Like other computers, smartglasses may collect information from internal or external sensors. It may control or retrieve data from other instruments or computers. In most cases, it supports wireless technologies like Bluetooth, Wi-Fi, and GPS. A small number of models run a mobile operating system and function as portable media players to send audio and video files to the user via a Bluetooth or WiFi headset. Some smartglasses models also feature full lifelogging and activity tracker capability. Smartglasses devices may also have features found on a smartphone. Some have activity tracker functionality features (also known as "fitness tracker") as seen in some GPS watches. == Features and applications == As with other lifelogging and activity tracking devices, the GPS tracking unit and digital camera of some smartglasses can be used to record historical data. For example, after the completion of a workout, data can be uploaded into a computer or online to create a log of exercise activities for analysis. Some smart watches can serve as full GPS navigation devices, displaying maps and current coordinates. Users can "mark" their current location and then edit the entry's name and coordinates, which enables navigation to those new coordinates. Although some smartglasses models manufactured in the 21st century are completely functional as standalone products, most manufacturers recommend or even require that consumers purchase mobile phone handsets that run the same operating system so that the two devices can be synchronized for additional and enhanced functionality. The smartglasses can work as an extension, for head-up display (HUD) or remote control of the phone and alert the user to communication data such as calls, SMS messages, emails, and calendar invites. === Security applications === Smart glasses could be used as a body camera. In 2018, Chinese police in Zhengzhou and Beijing were using smart glasses to take photos which are compared against a government database using facial recognition to identify suspects, retrieve an address, and track people moving beyond their home areas. === Sport applications === Smart glasses are used in sports like cycling, running, skiing, golf, tennis, or sailing, giving athletes real-time, heads-up data without looking down at the screen of a watch or smartphone. In 2025, Meta has announced a new partnership with sports eyewear brand Oakley. === Healthcare applications === Several proofs of concept for Google Glasses have been proposed in healthcare. In July 2013, Lucien Engelen started research on the usability and impact of Google Glass in health care. Engelen, who is based at Singularity University and in Europe at Radboud University Medical Center, is participating in the Glass Explorer program. Key findings of Engelen's research included: The quality of pictures and video are usable for healthcare education, reference, and remote consultation. The camera needs to be tilted to different angle for most of the operative procedures Tele-consultation is possible—depending on the available bandwidth—during operative procedures. A stabilizer should be added to the video function to prevent choppy transmission when a surgeon looks to screens or colleagues. Battery life can be easily extended with the use of an external battery. Controlling the device and/or programs from another device is needed for some features because of a sterile environment. Text-to-speech ("Take a Note" to Evernote) exhibited a correction rate of 60 percent, without the addition of a medical thesaurus. A protocol or checklist displayed on the screen of Google Glass can be helpful during procedures. Dr. Phil Haslam and Dr. Sebastian Mafeld demonstrated the first concept for Google Glass in the field of interventional radiology. They demonstrated the manner in which the concept of Google Glass could assist a liver biopsy and fistulaplasty, and the pair stated that Google Glass has the potential to improve patient safety, operator comfort, and procedure efficiency in the field of interventional radiology. In June 2013, surgeon Dr. Rafael Grossmann was the first person to integrate Google Glass into the operating theater, when he wore the device during a PEG (percutaneous endoscopic gastrostomy) procedure. In August 2013, Google Glass was also used at Wexner Medical Center at Ohio State University. Surgeon Dr. Christopher Kaeding used Google Glass to consult with a colleague in a distant part of Columbus, Ohio. A group of students at The Ohio State University College of Medicine also observed the operation on their laptop computers. Following the procedure, Kaeding stated, "To be honest, once we got into the surgery, I often forgot the device was there. It just seemed very intuitive and fit seamlessly." 16 November 2013, in Santiago de Chile, the maxillofacial team led by Dr.gn Antonio Marino conducted the first orthognathic surgery assisted with Google Glass in Latin America, interacting with them and working with simultaneous three-dimensional navigation. The surgical team was interviewed by ADN radio. In January 2014, Indian Orthopedic Surgeon Selene G. Parekh conducted the foot and ankle surgery using Google Glass in Jaipur, which was broadcast live on Google website via the internet. The surgery was held during a three-day annual Indo-US conference attended by a team of experts from the US and co-organized by Ashish Sharma. Sharma said Google Glass allows looking at an X-Ray or MRI without taking the eye off of the patient and allows a doctor to communicate with a patient's family or friends during a procedure. In Australia, during January 2014, Melbourne tech startup Small World Social collaborated with the Australian Breastfeeding Association to create the first hands-free breastfeeding Google Glass application for new mothers. The application, named Google Glass Breastfeeding app trial, allows mothers to nurse their baby while viewing instructions about common breastfeeding issues (latching on, posture etc.) or call a lactation consultant via a secure Google Hangout, who can view the issue through the mother's Google Glass camera. The trial was successfully concluded in Melbourne in April 2014, and 100% of participants were breastfeeding confidently. == Display types == Various techniques have existed for see-through HMDs. Most of these techniques can be summarized into two main families: "Curved Mirror" (or Curved Combiner) based and "Waveguide" or "Light-guide" based. The mirror technique has been used in EyeTaps, by Meta in their Meta 1, by Vuzix in their Star 1200 product, by Olympus, and by Laster Technologies. Various waveguide techniques have existed for some time. These techniques include diffraction optics, holographic optics, polarized optics, reflective optics, and projection: Diffractive waveguide – slanted diffraction grating elements (nanometric 10E-9). Nokia technique now licensed to Vuzix. Holographic waveguide – 3 holographic optical elements (HOE) sandwiched together (RGB). Used by Sony and Konica Minolta. Reflective waveguide – A thick light guide with single semi-reflective mirror is used by Epson in their Moverio product. A curved light guide with partial-reflective segmented mirror array to out-couple the light is used by tooz technologies GmbH. Virtual retinal display (VRD) – Also known as a retinal scan display (RSD) or retinal projector (RP), is a display technology that draws a raster display (like a television) directly onto the retina of the eye - developed by MicroVision, Inc. OLED microdisplays for near-eye applications (outdoor optical equipment, night vision glasses, ocular equipment for medical devices, augme

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  • Joseph Stanislaus Ostoja-Kotkowski

    Joseph Stanislaus Ostoja-Kotkowski

    Joseph Stanislaus Ostoja-Kotkowski AM, FRSA (also known as J. S. Ostoja-Kotkowski, Ostoja and Stan Ostoja-Kotkowski; 28 December 1922 – 2 April 1994) was best known for his ground-breaking work in chromasonics, laser kinetics and 'sound and image' productions. He earned recognition in Australia and overseas for his pioneering work in laser sound and image technology. His work included painting (instrumental in developing geometric art in Australia), photography, film-making, theatre design, fabric design, murals, kinetic and static sculpture, stained glass, vitreous enamel murals, op-collages, computer graphics, and laser art. Ostoja flourished between 1940 and 1994. Ostoja's films are still being exhibited. == Biography == Joseph Stanislaus Ostoja-Kotkowski was born in Golub, Poland, on 28 December 1922, descending from an old noble family that was part of the Clan of Ostoja. He studied drawing under Olgierd Vetesco in Przasnysz from 1940-1945. After winning a scholarship, he completed his studies at the Düsseldorf Academy of Fine Arts in Germany in 1949. In 1950 Ostoja migrated to Australia, arriving in Melbourne where he supported himself with work as a labourer. He enrolled at the Victorian School of Fine Arts National Gallery School under Alan Sumner and William Dargie 1950-1955 and there introduced the new abstract expression of Europe both to lecturers and students. He settled in the Adelaide Hills, South Australia, on the Booth estate at Stirling, living under the patronage of the Booth family for over 40 years (Freya Booth, the wife of Edward Stirling Booth, was a daughter of the artist Sir Hans Heysen). His first one-man exhibition was also in South Australia at the Royal Society of Arts, Adelaide. In 1956 Ostoja met and collaborated with Ian Davidson in the production of the short film Five South Australian Artists, and became involved in stage and theatre set design. He co-produced several experimental films again with Ian Davidson, including The Quest of Time in 1957 Ostoja's work in abstract expression began to receive accolades. He won the Cornell Prize for the canvas Form in Landscape. He started to design sets for theatre and dance including for Six Characters in Search of an Author by Luigi Pirandello (1957); the South Australian production of Samuel Beckett's Waiting for Godot (1958); Gaetano Donizetti's Elixir of Love, with novel light settings and modulations, for the Elder Conservatorium of the University of Adelaide which used his techniques for their Opera Workshops (1959); for The Egg; and for two performances of the South Australian Ballet Theatre with light/colour abstract presentations (1959). 1960 This year he designed sets for a new opera group which would eventually grow into the South Australian Opera Company. Among other theatrical events, he designed and executed the scenery for Moon on a Rainbow Shawl by Errol John, and The Teahouse of the August Moon by John Patrick, (a production by the University of Adelaide Theatre Guild). He received artistic satisfaction but little financial reward for these efforts. In this year also, he staged a visual production on the theme of Orpheus, using dance, music and voice with several projectors. This was the first attempt at quadraphonic sound in Australia, working in collaboration with Derek Jolly, who provided the sound and projection equipment. It was also the first demonstration of "Chromasonics" - the science of translating sound into visual images. Ostoja then designed innovative "abstracted" scenery for a production of The Marriage of Figaro and Benjamin Britten's The Turn of the Screw. 1961 Ostoja designed the sets for the controversial South Australian production of Patrick White's The Ham Funeral - also Alan Seymour's Swamp Creatures, both performed by the University of Adelaide Theatre Guild. He designed and constructed six stained glass windows for the Refectory at the University of Adelaide. In this period Ostoja designed special lights and gauzes for difficult effects required in an ambitious production of the opera Don Carlos by the Opera Workshop, for the Elder Conservatorium. 1962 Ostoja designed and built sets for the production of J.B, by Archibald MacLeish, for the second Adelaide Festival of Arts. He exhibited vitreous enamel works in Melbourne's Argus Gallery. Max Harris, in The Bulletin of 20 October 1962, praised Ostoja's sets for My Cousin from Fiji in Union Theatre, Adelaide, and his technique of rear screen projections as later adopted throughout Australia. 1963 Ostoja continued to develop Multi-Image projections, demonstrating for the first time in Australia the concept later to be known as 'audio-visuals!'. Ostoja gave Sir Herbert Read, the art critic, a personal viewing of one of his visual presentations. At Christmas, in the Elder Conservatorium, collaborating again with Derek Jolly, Ostoja gave what was probably the world's first "visual concert", using special projectors and incorporating music, colours and shapes. 1964 With fellow Adelaide artist John Dallwitz, Ostoja co-designed the first of several experimental dance and stage productions in the Adelaide Festival of Arts Sound and Image. The production featured Adelaide dancer Elizabeth_Cameron_Dalman. Also for the Adelaide Festival of Arts of that year, he designed the largest light mosaic ever staged up to that time, upon the facade of an 11-storey building. Ostoja was invited to New Zealand, and exhibited the first electronically generated images in Australia in Melbourne, at the Argus Gallery. His design for the 50-foot (15 m) bas-relief mural for the new B.P. building in Melbourne was the subject of a film which won the "Blue Ribbon" Award in the American Film Festival in New York. 1965 Ostoja designed and made the first light kinetic mural in Australia, and continued to evolve theatrical works using multi-screen and Multi-projector techniques. The Production of Jean Genet's The Balcony was very controversial. With Elizabeth Dalman, Ostoja produced new dance forms for Melbourne Television. He introduced Op Art to Australia, both at South Yarra Gallery in Melbourne, and Gallery A in Sydney. 1966 With John Dallwitz, Ostoja was invited by the Adelaide Festival of Arts to present more experimental theatre, Sound and image 1966. This highly acclaimed production incorporated Australian poetry into the sound, electronic music, and visual images and featured the dancer Antonio Rodrigues. The architect Robin Boyd commissioned Ostoja to design two large Op murals for the Australian Pavilion entrance at the Expo 67. Ostoja was awarded a Churchill Fellowship, which enabled him to have extensive world travel, comparing art and technology in many countries. He began to work with language, contemporary poetry and prose, and computers. 1967 John Dallwitz and Ostoja presented Sound and Image at the Festival of Perth. In Berne, Switzerland, Ostoja received the "Excellence F.I.A.P." Award for innovative photography. 1968 At the Adelaide Festival of Arts, Ostoja and John Dallwitz collaborated again to stage Sound and Image. This was the first theatre production in the world to use a laser beam. It also included the first science fiction play (The Veldt by Ray Bradbury) performed in Australia. Ostoja's theatre methods were increasingly attracting the attention of critics to how plays were staged. "Chromasonics", developed and introduced by Ostoja, was now being used extensively in the entertainment industry. 1969 Ostoja staged Krzysztof Penderecki's St. Luke Passion, a controversial, contemporary religious work. The South Australian The Advertiser wrote an extensive critique of Ostoja's work. Robin Boyd commissioned Ostoja to build a "Chromasonic" exhibit located in the Space Tube at the Australian Pavilion for Expo '70 in Osaka. 1970 Ostoja presented an Australian Aboriginal Dreamtime theme in his "Sound and Image" theatre, working with leading contemporary figures in poetry, music and dance. This was the first production of its kind in Australia, and appeared after the Festival in Melbourne, Sydney, Canberra and Perth. Ostoja's Space Scape mural, sixty feet long by ten feet high, won the Australia-wide competition for a mural for Adelaide Airport. His 120 feet (37 m) high 'light and sound' structure for the Adelaide Festival was the first of its kind in the world. 1971 Ostoja awarded a Creative Arts Fellowship at the Australian National University, Canberra. His 18-month stay resulted in the design and building of a "Chromasonics unit-laser", a 100 feet (30 m) Chromasonic tower, and a world premiere of a Synchronos concert. 1972 With Don Burrows and Don Banks, Ostoja presented Synchronos 72, where one could "hear the colours and see the sounds". Ostoja added Cymatics, developed during the Fellowship, to his workshop repertoire. He was invited to exhibit his photography in the National Gallery, Melbourne. 1973 Ostoja received a Fellowship from the Australian American Education Associatio

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  • Vagueness

    Vagueness

    In linguistics and philosophy, a vague predicate is one which gives rise to borderline cases. For example, the English adjective "tall" is vague since it is not clearly true or false for someone of middling height. By contrast, the word "prime" is not vague since every number is definitively either prime or not. Vagueness is commonly diagnosed by a predicate's ability to give rise to the sorites paradox. Vagueness is separate from ambiguity, in which an expression has multiple denotations. For instance the word "bank" is ambiguous since it can refer either to a river bank or to a financial institution, but there are no borderline cases between both interpretations. Vagueness is a major topic of research in philosophical logic, where it serves as a potential challenge to classical logic. Work in formal semantics has sought to provide a compositional semantics for vague expressions in natural language. Work in philosophy of language has addressed implications of vagueness for the theory of meaning, while metaphysicists have considered whether reality itself is vague. == Importance == The concept of vagueness has philosophical importance. Suppose one wants to come up with a definition of "right" in the moral sense. One wants a definition to cover actions that are clearly right and exclude actions that are clearly wrong, but what does one do with the borderline cases? Surely, there are such cases. Some philosophers say that one should try to come up with a definition that is itself unclear on just those cases. Others say that one has an interest in making his or her definitions more precise than ordinary language, or his or her ordinary concepts, themselves allow; they recommend one advances precising definitions. === In law === Vagueness is also a problem which arises in law, and in some cases, judges have to arbitrate regarding whether a borderline case does, or does not, satisfy a given vague concept. Examples include disability (how much loss of vision is required before one is legally blind?), human life (at what point from conception to birth is one a legal human being, protected for instance by laws against murder?), adulthood (most familiarly reflected in legal ages for driving, drinking, voting, consensual sex, etc.), race (how to classify someone of mixed racial heritage), etc. Even such apparently unambiguous concepts such as biological sex can be subject to vagueness problems, not just from transsexuals' gender transitions but also from certain genetic conditions which can give an individual mixed male and female biological traits (see intersex). In the common law system, vagueness is a possible legal defence against by-laws and other regulations. The legal principle is that delegated power cannot be used more broadly than the delegator intended. Therefore, a regulation may not be so vague as to regulate areas beyond what the law allows. Any such regulation would be "void for vagueness" and unenforceable. This principle is sometimes used to strike down municipal by-laws that forbid "explicit" or "objectionable" contents from being sold in a certain city; courts often find such expressions to be too vague, giving municipal inspectors discretion beyond what the law allows. In the US this is known as the vagueness doctrine and in Europe as the principle of legal certainty. === In science === Many scientific concepts are of necessity vague, for instance species in biology cannot be precisely defined, owing to unclear cases such as ring species. Nonetheless, the concept of species can be clearly applied in the vast majority of cases. As this example illustrates, to say that a definition is "vague" is not necessarily a criticism. Consider those animals in Alaska that are the result of breeding huskies and wolves: are they dogs? It is not clear: they are borderline cases of dogs. This means one's ordinary concept of doghood is not clear enough to let us rule conclusively in this case. == Approaches == The philosophical question of what the best theoretical treatment of vagueness is—which is closely related to the problem of the paradox of the heap, a.k.a. sorites paradox—has been the subject of much philosophical debate. === Fuzzy logic === One theoretical approach is that of fuzzy logic, developed by American mathematician Lotfi Zadeh. Fuzzy logic proposes a gradual transition between "perfect falsity", for example, the statement "Bill Clinton is bald", to "perfect truth", for, say, "Patrick Stewart is bald". In ordinary logics, there are only two truth-values: "true" and "false". The fuzzy perspective differs by introducing an infinite number of truth-values along a spectrum between perfect truth and perfect falsity. Perfect truth may be represented by "1", and perfect falsity by "0". Borderline cases are thought of as having a "truth-value" anywhere between 0 and 1 (for example, 0.6). Advocates of the fuzzy logic approach have included K. F. Machina (1976) and Dorothy Edgington (1993). === Supervaluationism === Another theoretical approach is known as "supervaluationism". This approach has been defended by Kit Fine and Rosanna Keefe. Fine argues that borderline applications of vague predicates are neither true nor false, but rather are instances of "truth value gaps". He defends an interesting and sophisticated system of vague semantics, based on the notion that a vague predicate might be "made precise" in many alternative ways. This system has the consequence that borderline cases of vague terms yield statements that are neither true, nor false. Given a supervaluationist semantics, one can define the predicate "supertrue" as meaning "true on all precisifications". This predicate will not change the semantics of atomic statements (e.g. "Frank is bald", where Frank is a borderline case of baldness), but does have consequences for logically complex statements. In particular, the tautologies of sentential logic, such as "Frank is bald or Frank is not bald", will turn out to be supertrue, since on any precisification of baldness, either "Frank is bald" or "Frank is not bald" will be true. Since the presence of borderline cases seems to threaten principles like this one (excluded middle), the fact that supervaluationism can "rescue" them is seen as a virtue. === Subvaluationism === Subvaluationism is the logical dual of supervaluationism, and has been defended by Dominic Hyde (2008) and Pablo Cobreros (2011). Whereas the supervaluationist characterises truth as 'supertruth', the subvaluationist characterises truth as 'subtruth', or "true on at least some precisifications". Subvaluationism proposes that borderline applications of vague terms are both true and false. It thus has "truth-value gluts". According to this theory, a vague statement is true if it is true on at least one precisification and false if it is false under at least one precisification. If a vague statement comes out true under one precisification and false under another, it is both true and false. Subvaluationism ultimately amounts to the claim that vagueness is a truly contradictory phenomenon. Of a borderline case of "bald man" it would be both true and false to say that he is bald, and both true and false to say that he is not bald. === Epistemicist view === A fourth approach, known as "the epistemicist view", has been defended by Timothy Williamson (1994), R. A. Sorensen (1988) and (2001), and Nicholas Rescher (2009). They maintain that vague predicates do, in fact, draw sharp boundaries, but that one cannot know where these boundaries lie. One's confusion about whether some vague word does or does not apply in a borderline case is due to one's ignorance. For example, in the epistemicist view, there is a fact of the matter, for every person, about whether that person is old or not old; some people are ignorant of this fact. === As a property of objects === One possibility is that one's words and concepts are perfectly precise, but that objects themselves are vague. Consider Peter Unger's example of a cloud (from his famous 1980 paper, "The Problem of the Many"): it is not clear where the boundary of a cloud lies; for any given bit of water vapor, one can ask whether it is part of the cloud or not, and for many such bits, one will not know how to answer. Hence, perhaps such a term as 'cloud' is not itself vague, but rather precisely denotes a vague object. This strategy has occasionally been poorly received; most notably, in Gareth Evans' short paper "Can There Be Vague Objects?" (1978), wherein an argument is examined which appears to show that vague identity-statements are impossible (i.e., result in logical incoherence). David Lewis explains that the reader is intended to conclude, with Evans, that—since there clearly are, in fact, meaningful vague identities—any purported proof to the contrary cannot be right; and as the proof relies upon the premise that vague terms precisely denote vague objects, but fails under the view that vague terms reflect a merel

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  • Tamarin Prover

    Tamarin Prover

    Tamarin Prover is a computer software program for formal verification of cryptographic protocols. It has been used to verify Transport Layer Security 1.3, ISO/IEC 9798, DNP3 Secure Authentication v5, WireGuard, and the PQ3 Messaging Protocol of Apple iMessage. Tamarin is an open source tool, written in Haskell, built as a successor to an older verification tool called Scyther. Tamarin has automatic proof features, but can also be self-guided. In Tamarin lemmas that representing security properties are defined. After changes are made to a protocol, Tamarin can verify if the security properties are maintained. The results of a Tamarin execution will either be a proof that the security property holds within the protocol, an example protocol run where the security property does not hold, or Tamarin could potentially fail to halt.

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