AI Video Tools

Explore the best AI Video Tools — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Data item

    Data item

    A data item describes an atomic state of a particular object concerning a specific property at a certain time point. A collection of data items for the same object at the same time forms an object instance (or table row). Any type of complex information can be broken down to elementary data items (atomic state). Data items are identified by object (o), property (p) and time (t), while the value (v) is a function of o, p and t: v = F(o,p,t). Values typically are represented by symbols like numbers, texts, images, sounds or videos. Values are not necessarily atomic. A value's complexity depends on the complexity of the property and time component. When looking at databases or XML files, the object is usually identified by an object name or other type of object identifier, which is part of the "data". Properties are defined as columns (table row), properties (object instance) or tags (XML). Often, time is not explicitly expressed and is an attribute applying to the complete data set. Other data collections provide time on the instance level (time series), column level, or even attribute/property level.

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  • Intelligent Robotics Group

    Intelligent Robotics Group

    The Intelligent Robotics Group (IRG) is a research organization within the Intelligent Systems Division at the NASA Ames Research Center in California's Silicon Valley. IRG conducts applied research in the area of robotics and autonomy and is one of the principal organizations at NASA responsible for robotics expertise, along with groups at the Jet Propulsion Laboratory and Johnson Space Center. The group's portfolio includes robotics in support of human exploration, perception and navigation, user interfaces, software architectures, and simulation. IRG developed the Astrobee free-flying robots on the International Space Station and was a primary contributor to the VIPER lunar rover in the areas of flight software, navigation, simulation, and mission operations. IRG has also conducted many robotic field test campaigns in support of spaceflight mission concept developments. These experiences led to the commercialization of the GigaPan system in collaboration with Carnegie Mellon University.

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  • AlphaZero

    AlphaZero

    AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team released a preprint paper introducing AlphaZero, which would soon play three games by defeating world-champion chess engines Stockfish, Elmo, and the three-day version of AlphaGo Zero. In each case it made use of custom tensor processing units (TPUs) that the Google programs were optimized to use. AlphaZero was trained solely via self-play using 5,000 first-generation TPUs to generate the games and 64 second-generation TPUs to train the neural networks, all in parallel, with no access to opening books or endgame tables. After four hours of training, DeepMind estimated AlphaZero was playing chess at a higher Elo rating than Stockfish 8; after nine hours of training, the algorithm defeated Stockfish 8 in a time-controlled 100-game tournament (28 wins, 0 losses, and 72 draws). The trained algorithm played on a single machine with four TPUs. DeepMind's paper on AlphaZero was published in the journal Science on 7 December 2018. While the actual AlphaZero program has not been released to the public, the algorithm described in the paper has been implemented in publicly available software. In 2019, DeepMind published a new paper detailing MuZero, a new algorithm able to generalize AlphaZero's work, playing both Atari and board games without knowledge of the rules or representations of the game. == Relation to AlphaGo Zero == AlphaZero (AZ) is a more generalized variant of the AlphaGo Zero (AGZ) algorithm, and is able to play shogi and chess as well as Go. Differences between AZ and AGZ include: AZ has hard-coded rules for setting search hyperparameters. The neural network is now updated continually. AZ doesn't use symmetries, unlike AGZ. Chess or Shogi can end in a draw unlike Go; therefore, AlphaZero takes into account the possibility of a drawn game. == Stockfish and Elmo == Comparing Monte Carlo tree search searches, AlphaZero searches just 80,000 positions per second in chess and 40,000 in shogi, compared to 70 million for Stockfish and 35 million for Elmo. AlphaZero compensates for the lower number of evaluations by using its deep neural network to focus much more selectively on the most promising variation. == Training == AlphaZero was trained by simply playing against itself multiple times, using 5,000 first-generation TPUs to generate the games and 64 second-generation TPUs to train the neural networks. In parallel, the in-training AlphaZero was periodically matched against its benchmark (Stockfish, Elmo, or AlphaGo Zero) in brief one-second-per-move games to determine how well the training was progressing. DeepMind judged that AlphaZero's performance exceeded the benchmark after around four hours of training for Stockfish, two hours for Elmo, and eight hours for AlphaGo Zero. == Preliminary results == === Outcome === ==== Chess ==== In AlphaZero's chess match against Stockfish 8 (2016 TCEC world champion), each program was given one minute per move. AlphaZero was flying the English flag, while Stockfish the Norwegian. Stockfish was allocated 64 threads and a hash size of 1 GB, a setting that Stockfish's Tord Romstad later criticized as suboptimal. AlphaZero was trained on chess for a total of nine hours before the match. During the match, AlphaZero ran on a single machine with four application-specific TPUs. In 100 games from the normal starting position, AlphaZero won 25 games as White, won 3 as Black, and drew the remaining 72. In a series of twelve, 100-game matches (of unspecified time or resource constraints) against Stockfish starting from the 12 most popular human openings, AlphaZero won 290, drew 886 and lost 24. ==== Shogi ==== AlphaZero was trained on shogi for a total of two hours before the tournament. In 100 shogi games against Elmo (World Computer Shogi Championship 27 summer 2017 tournament version with YaneuraOu 4.73 search), AlphaZero won 90 times, lost 8 times and drew twice. As in the chess games, each program got one minute per move, and Elmo was given 64 threads and a hash size of 1 GB. ==== Go ==== After 34 hours of self-learning of Go and against AlphaGo Zero, AlphaZero won 60 games and lost 40. === Analysis === DeepMind stated in its preprint, "The game of chess represented the pinnacle of AI research over several decades. State-of-the-art programs are based on powerful engines that search many millions of positions, leveraging handcrafted domain expertise and sophisticated domain adaptations. AlphaZero is a generic reinforcement learning algorithm – originally devised for the game of go – that achieved superior results within a few hours, searching a thousand times fewer positions, given no domain knowledge except the rules." DeepMind's Demis Hassabis, a chess player himself, called AlphaZero's play style "alien": It sometimes wins by offering counterintuitive sacrifices, like offering up a queen and bishop to exploit a positional advantage. "It's like chess from another dimension." Given the difficulty in chess of forcing a win against a strong opponent, the +28 –0 =72 result is a significant margin of victory. However, some grandmasters, such as Hikaru Nakamura and Komodo developer Larry Kaufman, downplayed AlphaZero's victory, arguing that the match would have been closer if the programs had access to an opening database (since Stockfish was optimized for that scenario). Romstad additionally pointed out that Stockfish is not optimized for rigidly fixed-time moves and the version used was a year old. Similarly, some shogi observers argued that the Elmo hash size was too low, that the resignation settings and the "EnteringKingRule" settings (cf. shogi § Entering King) may have been inappropriate, and that Elmo is already obsolete compared with newer programs. === Reaction and criticism === Papers headlined that the chess training took only four hours: "It was managed in little more than the time between breakfast and lunch." Wired described AlphaZero as "the first multi-skilled AI board-game champ". AI expert Joanna Bryson noted that Google's "knack for good publicity" was putting it in a strong position against challengers. "It's not only about hiring the best programmers. It's also very political, as it helps make Google as strong as possible when negotiating with governments and regulators looking at the AI sector." Human chess grandmasters generally expressed excitement about AlphaZero. Danish grandmaster Peter Heine Nielsen likened AlphaZero's play to that of a superior alien species. Norwegian grandmaster Jon Ludvig Hammer characterized AlphaZero's play as "insane attacking chess" with profound positional understanding. Former champion Garry Kasparov said, "It's a remarkable achievement, even if we should have expected it after AlphaGo." Grandmaster Hikaru Nakamura was less impressed, stating: "I don't necessarily put a lot of credibility in the results simply because my understanding is that AlphaZero is basically using the Google supercomputer and Stockfish doesn't run on that hardware; Stockfish was basically running on what would be my laptop. If you wanna have a match that's comparable you have to have Stockfish running on a supercomputer as well." Top US correspondence chess player Wolff Morrow was also unimpressed, claiming that AlphaZero would probably not make the semifinals of a fair competition such as TCEC where all engines play on equal hardware. Morrow further stated that although he might not be able to beat AlphaZero if AlphaZero played drawish openings such as the Petroff Defence, AlphaZero would not be able to beat him in a correspondence chess game either. Motohiro Isozaki, the author of YaneuraOu, noted that although AlphaZero did comprehensively beat Elmo, the rating of AlphaZero in shogi stopped growing at a point which is at most 100–200 higher than Elmo. This gap is not that high, and Elmo and other shogi software should be able to catch up in 1–2 years. == Final results == DeepMind addressed many of the criticisms in their final version of the paper, published in December 2018 in Science. They further clarified that AlphaZero was not running on a supercomputer; it was trained using 5,000 tensor processing units (TPUs), but only ran on four TPUs and a 44-core CPU in its matches. === Chess === In the final results, Stockfish 9 dev ran under the same conditions as in the TCEC superfinal: 44 CPU cores, Syzygy endgame tablebases, and a 32 GB hash size. Instead of a fixed time control of one move per minute, both engines were given 3 hours plus 15 seconds per move to finish the game. AlphaZero ran on a much more powerful machine with four TPUs in addition to 44 CPU cores. In a 1000-game match, AlphaZero won with a score of 155 wins, 6 losses, and 839 draws. DeepMind also played a series of games using the TCEC opening positions; AlphaZero also won

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  • Geoffrey Hinton

    Geoffrey Hinton

    Geoffrey Everest Hinton (born 6 December 1947) is a British-Canadian computer scientist, cognitive scientist, cognitive psychologist and Nobel Prize laureate known for his work on artificial neural networks, which earned him the title "the Godfather of AI". He is University Professor Emeritus at the University of Toronto. From 2013 to 2023, he divided his time working for Google Brain and the University of Toronto before publicly announcing his departure from Google in May 2023, citing concerns about the many risks of artificial intelligence (AI) technology. In 2017, he co-founded and became the chief scientific advisor of the Vector Institute in Toronto. With David Rumelhart and Ronald J. Williams, Hinton was co-author of a highly cited paper published in 1986 that popularised the backpropagation algorithm for training multi-layer neural networks, although they were not the first to propose the approach. Hinton is viewed as a leading figure in the deep learning community. The image-recognition milestone of the AlexNet designed in collaboration with his students Alex Krizhevsky and Ilya Sutskever for the ImageNet challenge 2012 was a breakthrough in the field of computer vision. Hinton received the 2018 Turing Award, together with Yoshua Bengio and Yann LeCun for their work on deep learning. They are sometimes referred to as the "Godfathers of Deep Learning" and have continued to give public talks together. He was also awarded, along with John Hopfield, the 2024 Nobel Prize in Physics for "foundational discoveries and inventions that enable machine learning with artificial neural networks". In May 2023, Hinton announced his resignation from Google to be able to "freely speak out about the risks of AI". He has voiced concerns about deliberate misuse by malicious actors, technological unemployment, and existential risk from artificial general intelligence. He noted that establishing safety guidelines will require cooperation among those competing in use of AI in order to avoid the worst outcomes. After receiving the Nobel Prize, he called for urgent research into AI safety to figure out how to control AI systems smarter than humans. == Education == Hinton was born on 6 December 1947 in Wimbledon in the United Kingdom and was educated at Clifton College in Bristol. In 1967, he matriculated as an undergraduate student at King's College, Cambridge and, after switching between different fields such as natural sciences, history of art, and philosophy, eventually graduated with a Bachelor of Arts in experimental psychology in 1970. He spent a year apprenticing carpentry before returning to academic studies. From 1972 to 1975, he continued his study at the University of Edinburgh, where he was awarded a PhD in artificial intelligence in 1978 for research supervised by Christopher Longuet-Higgins, who favored the symbolic AI approach over the neural network approach. == Career == After his PhD, Hinton initially worked at the University of Sussex and at the MRC Applied Psychology Unit. After having difficulty getting funding in Britain, he worked in the US at the University of California, San Diego, and Carnegie Mellon University. He was the founding director of the Gatsby Charitable Foundation Computational Neuroscience Unit at University College London. He is currently University Professor Emeritus in the Department of Computer Science at the University of Toronto, where he has been affiliated since 1987. Upon arrival in Canada, Geoffrey Hinton was appointed at the Canadian Institute for Advanced Research (CIFAR) in 1987 as a Fellow in CIFAR's first research program, Artificial Intelligence, Robotics & Society. In 2004, Hinton and collaborators successfully proposed the launch of a new program at CIFAR, "Neural Computation and Adaptive Perception" (NCAP), which today is named "Learning in Machines & Brains". Hinton would go on to lead NCAP for ten years. Among the members of the program are Yoshua Bengio and Yann LeCun, with whom Hinton would go on to win the ACM A.M. Turing Award in 2018. All three Turing winners continue to be members of the CIFAR Learning in Machines & Brains program. Hinton taught a free online course on Neural Networks on the education platform Coursera in 2012. He co-founded DNNresearch Inc. in 2012 with his two graduate students, Alex Krizhevsky and Ilya Sutskever, at the University of Toronto's department of computer science. In March 2013, Google acquired DNNresearch Inc. for $44 million, and Hinton planned to "divide his time between his university research and his work at Google". In May 2023, Hinton publicly announced his resignation from Google. He explained his decision, saying he wanted to "freely speak out about the risks of AI" and added that part of him now regrets his life's work. Notable former PhD students and postdoctoral researchers from his group include Peter Dayan, Sam Roweis, Max Welling, Richard Zemel, Brendan Frey, Radford M. Neal, Yee Whye Teh, Ruslan Salakhutdinov, Ilya Sutskever, Yann LeCun, Alex Graves, Zoubin Ghahramani, and Peter Fitzhugh Brown. == Research == Hinton's research concerns the use of neural networks for machine learning, memory, perception, and symbol processing. He has written or co-written more than 200 peer-reviewed publications. In the 1980s, Hinton was part of the "Parallel Distributed Processing" group at Carnegie Mellon University, which included notable scientists like Terrence Sejnowski, Francis Crick, David Rumelhart, and James McClelland. This group favoured the connectionist approach during the AI winter. Their findings were published in a two-volume set. The connectionist approach adopted by Hinton suggests that capabilities in areas like logic and grammar can be encoded into the parameters of neural networks, and that neural networks can learn them from data. Symbolists on the other side advocated for explicitly programming knowledge and rules into AI systems. In 1985, Hinton co-invented Boltzmann machines with David Ackley and Terry Sejnowski. His other contributions to neural network research include distributed representations, time delay neural network, mixtures of experts, Helmholtz machines and product of experts. An accessible introduction to Geoffrey Hinton's research can be found in his articles in Scientific American in September 1992 and October 1993. In 1995, Hinton and colleagues proposed the wake-sleep algorithm, involving a neural network with separate pathways for recognition and generation, being trained with alternating "wake" and "sleep" phases. In 2007, Hinton coauthored an unsupervised learning paper titled Unsupervised learning of image transformations. In 2008, he developed the visualization method t-SNE with Laurens van der Maaten.While Hinton was a postdoc at UC San Diego, David Rumelhart, Hinton and Ronald J. Williams applied the backpropagation algorithm to multi-layer neural networks. Their experiments showed that such networks can learn useful internal representations of data. In a 2018 interview, Hinton said that "David Rumelhart came up with the basic idea of backpropagation, so it's his invention." Although this work was important in popularising backpropagation, it was not the first to suggest the approach. Reverse-mode automatic differentiation, of which backpropagation is a special case, was proposed by Seppo Linnainmaa in 1970, and Paul Werbos proposed to use it to train neural networks in 1974. In 2017, Hinton co-authored two open-access research papers about capsule neural networks, extending the concept of "capsule" introduced by Hinton in 2011. The architecture aims to better model part-whole relationships within objects in visual data. In 2021, Hinton presented GLOM, a speculative architecture idea also aiming to improve image understanding by modeling part-whole relationships in neural networks. In 2021, Hinton co-authored a widely cited paper proposing a framework for contrastive learning in computer vision. The technique involves pulling together representations of augmented versions of the same image, and pushing apart dissimilar representations. At the 2022 Conference on Neural Information Processing Systems (NeurIPS), Hinton introduced a new learning algorithm for neural networks that he calls the "Forward-Forward" algorithm. The idea is to replace the traditional forward-backwards passes of backpropagation with two forward passes, one with positive (i.e. real) data and the other with negative data that could be generated solely by the network. The Forward-Forward algorithm is well-suited for what Hinton calls "mortal computation", where the knowledge learned is not transferable to other systems and thus dies with the hardware, as can be the case for certain analog computers used for machine learning. == Honours and awards == Hinton is a Fellow of the US Association for the Advancement of Artificial Intelligence (FAAAI) since 1990. He was elected a Fellow of the Royal Society of Canada (FRSC) in 1996, and then a

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  • NRD Cyber Security

    NRD Cyber Security

    NRD Cyber Security is a Lithuanian company that provides cybersecurity solutions, consulting, and other services. The organization specializes in CSIRT and SOC creation, modernization and training. It has helped to establish national and sectorial CSIRTs around the world, including countries, such as Bangladesh, Egypt, Bhutan, Kosovo, Malawi and others. NRD Cyber Security was found in 2013 to provide quality cybersecurity services to nations and organizations. In 2018 it was included in The Deloitte Technology Fast 50 in Europe list. In 2024 it was awarded the #98 place in MSSP Alert Top 250 world's managed security service providers. The company is a member of various cybersecurity organizations, such as Forum of Incident Response and Security Teams (FIRST), The Global Forum on Cyber Expertise (GFCE), Unicrons Lt. It is a strategic partner of The Global Cyber Security Capacity Centre (GCSCC) at University of Oxford.

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  • AlphaStar (software)

    AlphaStar (software)

    AlphaStar is an artificial intelligence (AI) software developed by DeepMind for playing the video game StarCraft II. It was unveiled to the public by name in January 2019. AlphaStar attained "Grandmaster" status in August 2019, considered a milestone for AI in video games at the time. == Background == Games created for humans are considered to have external validity as benchmarks of progress in artificial intelligence. IBM's chess engine Deep Blue (1997) and DeepMind's AlphaGo (2016) were considered major milestones; some argue that StarCraft would also be a major milestone, due to the game's "real-time play, partial observability, no single dominant strategy, complex rules that make it hard to build a fast forward model, and a particularly large and varied action space." Though difficult, StarCraft may still be tractable with current technology because "its rules are known and the world is discrete with only a few types of objects". StarCraft II is a popular fast-paced online real-time strategy game developed by Blizzard Entertainment. == History == DeepMind Technologies was founded in the UK in 2010. As early as 2011, founder Demis Hassabis called StarCraft "the next step up" after games like Go. DeepMind became a subsidiary of Google in 2014, after demonstrating self-learning bots with superhuman ability at a variety of Atari 2600 games. In February 2015, computer scientist Zachary Mason predicted Deepmind's research "leads to StarCraft in five or ten years". In March 2016, following AlphaGo's victory over Lee Sedol, a world champion Go player, Hassabis publicly mulled building an AI for StarCraft, citing it as a strategic game with incomplete information where, unlike Go, much of the "board" is invisible. A formal collaboration was announced at BlizzCon in November 2016, alongside a plan to release an open development environment for bots in Q1 of 2017. By 2017, DeepMind was experimenting with feeding StarCraft data into its software. In August 2017, DeepMind and Blizzard released development tools to assist in bot development, as well as data from 65,000 historical games. At the time, computer scientist and StarCraft tournament manager David Churchill estimated it would take five years for a bot to beat a human, but made the caveat that AlphaGo had beaten expectations. In Wired, tech journalist Tom Simonite stated "No one expects the robot to win anytime soon. But when it does, it will be a far greater achievement than DeepMind's conquest of Go." In December 2018, DeepMind's bot defeated professional player Grzegorz "MaNa" Komincz, 5-0. DeepMind announced the bot, named "AlphaStar", in January 2019. A journalist at Ars Technica and others argued that AlphaStar still had unfair advantages: "AlphaStar has the ability to make its clicks with surgical precision using an API, whereas human players are constrained by the mechanical limits of computer mice". AlphaStar also had a global view rather than being limited by the in-game camera. Furthermore, while there was a cap on the number of actions over a five-second window, AlphaStar was free to allocate its action quota unevenly across the window in order to launch superhuman bursts of activity at critical moments. DeepMind quickly retrained AlphaStar under more realistic constraints, and then lost a rematch with Komincz. Starting in July 2019, the new, constrained version of AlphaStar anonymously competed against players who "opted in" on the public 1v1 European multiplayer ladder. By the end of August 2019, AlphaStar had attained Grandmaster level, ranking among the top 0.2% of human players. == Algorithms == Unlike AlphaZero, AlphaStar initially learns to imitate the moves of the best players in its database of human vs. human games; this step is necessary to solve what DeepMind's Dave Silver calls "the exploration problem": discovering new strategies would otherwise be like finding a "needle in a haystack". Agents then play each other and deploy deep reinforcement learning. These main agents also learn by playing against suboptimal "exploiter agents" whose purpose is to expose weaknesses in the main agents. == Reactions == After his 5-0 defeat in December 2018, Komincz stated "I wasn't expecting the AI to be that good". Stuart Russell assessed that AlphaStar's 2018 victory required "a fair amount of problem-specific effort" and that general-purpose methods were "not quite ready for StarCraft". An article in Wired UK judged AlphaStar's new constraints, adopted for the July 2019 matches, to be "fair" this time around. StarCraft professional Raza "RazerBlader" Sekha stated AlphaStar was "impressive" but had its quirks, succumbing in one game to an unorthodox army composition made up of only air units. The UK's top player, Joshua "RiSky" Hayward, expressed some disappointment, saying AlphaStar "often didn't make the most efficient, strategic decisions". Professional Diego "Kelazhur" Schwimer called AlphaStar's play "unimaginably unusual; it really makes you question how much of StarCraft's diverse possibilities pro players have really explored". AlphaStar's opponents often did not realize they were playing a bot. Ian Sample, of The Guardian, called AlphaStar a "landmark achievement" for the field of AI. Churchill stated that he had previously seen bots that master one or two elements of StarCraft, but that AlphaStar was the first that can handle the game in its entirety. Gary Marcus expressed his continuing skepticism about deep learning, stating: "So far the field has struggled to take techniques like this out of the laboratory and game environments and into the real world, and I don't immediately see this result as progress in that direction". AI researcher Jon Dodge was surprised by AlphaStar, stating that he did not expect such a "superhuman" performance for "another couple of years"; in contrast, Churchill states "StarCraft is nowhere near being 'solved', and AlphaStar is not yet even close to playing at a world champion level". == Legacy == DeepMind argues that insights from AlphaStar might benefit robots, self-driving cars, and virtual assistants, which need to operate with "imperfectly observed information". Silver has indicated his lab "may rest at this point", rather than try to substantially improve AlphaStar. Silver himself argues that "AlphaStar has become the first AI system to reach the top tier of human performance in any professionally played e-sport on the full unrestricted game under professionally approved conditions... Ever since computers cracked Go, chess, and poker, the game of StarCraft has emerged, essentially by consensus from the community, as the next grand challenge for AI." Computer scientist Noel Sharkey argues, disapprovingly, that "military analysts will certainly be eyeing the successful AlphaStar real-time strategies as a clear example of the advantages of AI for battlefield planning". In contrast, Silver argues: "To say that this has any kind of military use is saying no more than to say an AI for chess could be used to lead to military applications".

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  • Artificial intelligence systems integration

    Artificial intelligence systems integration

    The core idea of artificial intelligence systems integration is making individual software components, such as speech synthesizers, interoperable with other components, such as common sense knowledgebases, in order to create larger, broader and more capable A.I. systems. The main methods that have been proposed for integration are message routing, or communication protocols that the software components use to communicate with each other, often through a middleware blackboard system. Most artificial intelligence systems involve some sort of integrated technologies, for example, the integration of speech synthesis technologies with that of speech recognition. However, in recent years, there has been an increasing discussion on the importance of systems integration as a field in its own right. Proponents of this approach are researchers such as Marvin Minsky, Aaron Sloman, Deb Roy, Kristinn R. Thórisson and Michael A. Arbib. A reason for the recent attention A.I. integration is attracting is that there have already been created a number of (relatively) simple A.I. systems for specific problem domains (such as computer vision, speech synthesis, etc.), and that integrating what's already available is a more logical approach to broader A.I. than building monolithic systems from scratch. == Integration focus == The focus on systems' integration, especially with regard to modular approaches, derive from the fact that most intelligences of significant scales are composed of a multitude of processes and/or utilize multi-modal input and output. For example, a humanoid-type of intelligence would preferably have to be able to talk using speech synthesis, hear using speech recognition, understand using a logical (or some other undefined) mechanism, and so forth. In order to produce artificially intelligent software of broader intelligence, integration of these modalities is necessary. == Challenges and solutions == Collaboration is an integral part of software development as evidenced by the size of software companies and the size of their software departments. Among the tools to ease software collaboration are various procedures and standards that developers can follow to ensure quality, reliability and that their software is compatible with software created by others (such as W3C standards for webpage development). However, collaboration in fields of A.I. has been lacking, for the most part not seen outside the respected schools, departments or research institutes (and sometimes not within them either). This presents practitioners of A.I. systems integration with a substantial problem and often causes A.I. researchers to have to 're-invent the wheel' each time they want a specific functionality to work with their software. Even more damaging is the "not invented here" syndrome, which manifests itself in a strong reluctance of A.I. researchers to build on the work of others. The outcome of this in A.I. is a large set of "solution islands": A.I. research has produced numerous isolated software components and mechanisms that deal with various parts of intelligence separately. To take some examples: Speech synthesis FreeTTS from CMU Speech recognition Sphinx from CMU Logical reasoning OpenCyc from Cycorp Open Mind Common Sense Net from MIT With the increased popularity of the free software movement, a lot of the software being created, including A.I. systems, is available for public exploit. The next natural step is to merge these individual software components into coherent, intelligent systems of a broader nature. As a multitude of components (that often serve the same purpose) have already been created by the community, the most accessible way of integration is giving each of these components an easy way to communicate with each other. By doing so, each component by itself becomes a module, which can then be tried in various settings and configurations of larger architectures. Some challenging and limitations of using A.I. software is the uncontrolled fatal errors. For example, serious and fatal errors have been discovered in very precise fields such as human oncology, as in an article published in the journal Oral Oncology Reports entitled "When AI goes wrong: Fatal errors in oncological research reviewing assistance". The article pointed out a grave error in artificial intelligence based on GBT in the field of biophysics. Many online communities for A.I. developers exist where tutorials, examples, and forums aim at helping both beginners and experts build intelligent systems. However, few communities have succeeded in making a certain standard, or a code of conduct popular to allow the large collection of miscellaneous systems to be integrated with ease. == Methodologies == === Constructionist design methodology === The constructionist design methodology (CDM, or 'Constructionist A.I.') is a formal methodology proposed in 2004, for use in the development of cognitive robotics, communicative humanoids and broad AI systems. The creation of such systems requires the integration of a large number of functionalities that must be carefully coordinated to achieve coherent system behavior. CDM is based on iterative design steps that lead to the creation of a network of named interacting modules, communicating via explicitly typed streams and discrete messages. The OpenAIR message protocol (see below) was inspired by the CDM and has frequently been used to aid in the development of intelligent systems using CDM. == Examples == ASIMO, Honda's humanoid robot, and QRIO, Sony's version of a humanoid robot. Cog, M.I.T. humanoid robot project under the direction of Rodney Brooks. AIBO, Sony's robot dog, integrates vision, hearing and motorskills. TOPIO, TOSY's humanoid robot can play ping-pong with human

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  • NeOn Toolkit

    NeOn Toolkit

    The NeOn Toolkit is an open source, multi-platform ontology editor, which supports the development of ontologies in F-Logic and OWL/RDF. The editor is based on the Eclipse platform and provides a set of plug-ins (currently 20 plug-ins are available for the latest version, v2.4) covering a number of ontology engineering activities, including Annotation and Documentation, Modularization and Customization, Reuse, Ontology Evolution, translation and others. The NeOn Toolkit has been developed in the course of the EU-funded NeOn project and is currently maintained and distributed by the NeOn Technologies Foundation.

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  • Boris FX

    Boris FX

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

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  • OpenClaw

    OpenClaw

    OpenClaw is a free and open-source autonomous artificial intelligence agent that can execute tasks via large language models (LLMs), using messaging platforms as its main user interface. == History == Developed by Austrian agentic engineer Peter Steinberger, OpenClaw was first published in November 2025 under the name Warelay. The software was derived from Clawd (now Molty), an AI-based virtual assistant that he had developed, which itself was named after Anthropic's chatbot Claude. Within two months it was renamed twice: first to "Moltbot" (keeping with a lobster theme) on January 27, 2026, following trademark complaints by Anthropic, and then three days later to "OpenClaw" because Steinberger found that the name Moltbot "never quite rolled off the tongue." At the same time as the first rebranding, entrepreneur Matt Schlicht launched Moltbook—a social networking service which was intended to be used by AI agents such as OpenClaw. The viral popularity of Moltbook coincided with an increase in interest in the project, with the open-source project having 247,000 stars and 47,700 forks on GitHub as of March 2, 2026. Chinese developers adapted OpenClaw to work with the DeepSeek model and domestic messaging super apps such as WeChat, while companies such as Tencent and Z.ai announced OpenClaw-based services. On February 14, 2026, Steinberger announced he would be joining OpenAI, and that a non-profit foundation named OpenClaw Foundation would be established to provide future stewardship of the project. == Functionality == Steinberger describes OpenClaw as being an AI-based virtual assistant, serving as an agentic interface for autonomous workflows across supported services. OpenClaw bots run locally and are designed to integrate with an external large language model such as Claude, DeepSeek, or one of OpenAI's GPT models. Its functionality is accessed via a chatbot within a messaging service, such as Signal, Telegram, Discord, or WhatsApp. Configuration data and interaction history are stored locally, enabling persistent and adaptive behavior across sessions. OpenClaw uses a skills system in which skills are stored as directories containing a SKILL.md file with metadata and instructions for tool usage. Skills can be bundled with the software, installed globally, or stored in a workspace, with workspace skills taking precedence. OpenClaw has seen adoption among small businesses and freelancers for automating lead generation workflows, including prospect research, website auditing, and CRM integration. == Security and privacy == OpenClaw's design has drawn scrutiny from cybersecurity researchers and technology journalists due to the broad permissions it requires to function effectively. Because the software can access email accounts, calendars, messaging platforms, and other sensitive services, misconfigured or exposed instances present security and privacy risks. The agent is also susceptible to prompt injection attacks, in which harmful instructions are embedded in the data with the intent of getting the LLM to interpret them as legitimate user instructions. Cisco's AI security research team tested a third-party OpenClaw skill and found it performed data exfiltration and prompt injection without user awareness, noting that the skill repository lacked adequate vetting to prevent malicious submissions. One of OpenClaw's own maintainers, known as Shadow, warned on Discord that "if you can't understand how to run a command line, this is far too dangerous of a project for you to use safely." In March 2026, Chinese authorities restricted state-run enterprises and government agencies from running OpenClaw AI apps on office computers in order to defuse potential security risks. === MoltMatch dating-profile incident === In February 2026, news coverage highlighted a consent-related incident involving OpenClaw and MoltMatch, an experimental dating platform where AI agents can create profiles and interact on behalf of human users. In one reported case, computer science student Jack Luo said he configured his OpenClaw agent to explore its capabilities and connect to agent-oriented platforms such as Moltbook; he later discovered the agent had created a MoltMatch profile and was screening potential matches without his explicit direction. Luo said the AI-generated profile did not reflect him authentically. The same reporting described broader ethical and safety concerns around agent-operated dating services, including impersonation risks. An AFP analysis of prominent MoltMatch profiles cited at least one instance where photos of a Malaysian model were used to create a profile without her consent. Commentators cited in the reports argued that autonomous agents can make it difficult to determine responsibility when systems act beyond a user's intent, particularly when agents are granted broad access and authority across services. == Reception == A review in Platformer cited OpenClaw's flexibility and open-source licensing as strengths while cautioning that its complexity and security risks limit its suitability for casual users. Technology commentary has linked OpenClaw to a broader trend toward autonomous AI systems that act independently rather than merely responding to user prompts. In March 2026, the Chinese government moved to restrict state agencies, state-owned enterprises, and banks from using OpenClaw, citing security concerns, such as unauthorised data deletion and leaks, and excessive energy usage. While regulators warn of potential security risk associated with using OpenClaw, local governments in several tech and manufacturing hubs have announced measures to build an industry around it. Rival companies developed related products. Although Microsoft CEO Satya Nadella described OpenClaw in February 2026 as a "virus"-like security risk, by May 2026 the company's "Project Lobster" was internally testing "ClawPilot", an OpenClaw-based desktop environment. By then Google was building "Remy", its own agent. Despite the Chinese government's warnings against OpenClaw, Chinese investors searched for other companies that might benefit from the "lobster trade", . == Community and ecosystem == OpenClaw's open-source model has fostered a growing ecosystem of third-party tools, deployment services, and content platforms. Chinese technology companies including Tencent and Z.ai announced OpenClaw-based services, while developers adapted the software for domestic models and messaging apps such as WeChat. Independent creators have built deployment guides, skill directories, and use-case collections around the framework. The project's extensible skills system has attracted both community contributions and security scrutiny, with researchers noting risks in unvetted third-party skills.

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  • Philosophy of information

    Philosophy of information

    The philosophy of information (PI) is a branch of philosophy that studies topics relevant to information processing, representational system and consciousness, cognitive science, computer science, information science and information technology. It includes: the critical investigation of the conceptual nature and basic principles of information, including its dynamics, utilisation and sciences the elaboration and application of information-theoretic and computational methodologies to philosophical problems. == History == The philosophy of information (PI) has evolved from the philosophy of artificial intelligence, logic of information, cybernetics, social theory, ethics and the study of language and information. === Logic of information === The logic of information, also known as the logical theory of information, considers the information content of logical signs and expressions along the lines initially developed by Charles Sanders Peirce. === Study of language and information === Later contributions to the field were made by Fred Dretske, Jon Barwise, Brian Cantwell Smith, and others. The Center for the Study of Language and Information (CSLI) was founded at Stanford University in 1983 by philosophers, computer scientists, linguists, and psychologists, under the direction of John Perry and Jon Barwise. === P.I. === More recently this field has become known as the philosophy of information. The expression was coined in the 1990s by Luciano Floridi, who has published prolifically in this area with the intention of elaborating a unified and coherent, conceptual frame for the whole subject. == Definitions of "information" == The concept information has been defined by several theorists. Charles S. Peirce's theory of information was embedded in his wider theory of symbolic communication he called the semiotic, now a major part of semiotics. For Peirce, information integrates the aspects of signs and expressions separately covered by the concepts of denotation and extension, on the one hand, and by connotation and comprehension on the other. Donald M. MacKay says that information is a distinction that makes a difference. According to Luciano Floridi, four kinds of mutually compatible phenomena are commonly referred to as "information": Information about something (e.g. a train timetable) Information as something (e.g. DNA, or fingerprints) Information for something (e.g. algorithms or instructions) Information in something (e.g. a pattern or a constraint). == Philosophical directions == === Computing and philosophy === Recent creative advances and efforts in computing, such as semantic web, ontology engineering, knowledge engineering, and modern artificial intelligence provide philosophy with fertile ideas, new and evolving subject matters, methodologies, and models for philosophical inquiry. While computer science brings new opportunities and challenges to traditional philosophical studies, and changes the ways philosophers understand foundational concepts in philosophy, further major progress in computer science would only be feasible when philosophy provides sound foundations for areas such as bioinformatics, software engineering, knowledge engineering, and ontologies. Classical topics in philosophy, namely, mind, consciousness, experience, reasoning, knowledge, truth, morality and creativity are rapidly becoming common concerns and foci of investigation in computer science, e.g., in areas such as agent computing, software agents, and intelligent mobile agent technologies. According to Luciano Floridi " one can think of several ways for applying computational methods towards philosophical matters: Conceptual experiments in silico: As an innovative extension of an ancient tradition of thought experiment, a trend has begun in philosophy to apply computational modeling schemes to questions in logic, epistemology, philosophy of science, philosophy of biology, philosophy of mind, and so on. Pancomputationalism: On this view, computational and informational concepts are considered to be so powerful that given the right level of abstraction, anything in the world could be modeled and represented as a computational system, and any process could be simulated computationally. Then, however, pancomputationalists have the hard task of providing credible answers to the following two questions: how can one avoid blurring all differences among systems? what would it mean for the system under investigation not to be an informational system (or a computational system, if computation is the same as information processing)?

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  • Repertory grid

    Repertory grid

    The repertory grid is an interviewing technique which uses nonparametric factor analysis to determine an idiographic measure of personality. It was devised by George Kelly in around 1955 and is based on his personal construct theory of personality. == Introduction == The repertory grid is a technique for identifying the ways that a person construes (interprets or gives meaning to) his or her experience. It provides information from which inferences about personality can be made, but it is not a personality test in the conventional sense. It is underpinned by the personal construct theory developed by George Kelly, first published in 1955. A grid consists of four parts: A topic: it is about some part of the person's experience. A set of elements, which are examples or instances of the topic. Working as a clinical psychologist, Kelly was interested in how his clients construed people in the roles they adopted towards the client, and so, originally, such terms as "my father", "my mother", "an admired friend" and so forth were used. Since then, the grid has been used in much wider settings (educational, occupational, organisational) and so any well-defined set of words, phrases, or even brief behavioral vignettes can be used as elements. For example, to see how a person construes the purchase of a car, a list of vehicles within that person's price range could be a set of elements. A set of constructs. These are the basic terms that the client uses to make sense of the elements, and are always expressed as a contrast. Thus the meaning of "good" depends on whether you intend to say "good versus poor", as if you were construing a theatrical performance, or "good versus evil", as if you were construing the moral or ontological status of some more fundamental experience. A set of ratings of elements on constructs. Each element is positioned between the two extremes of the construct using a 5- or 7-point rating scale system; this is done repeatedly for all the constructs that apply; and thus its meaning to the client is modeled, and statistical analysis varying from simple counting, to more complex multivariate analysis of meaning, is made possible. Constructs are regarded as personal to the client, who is psychologically similar to other people depending on the extent to which they would tend to use similar constructs, and similar ratings, in relating to a particular set of elements. The client is asked to consider the elements three at a time, and to identify a way in which two of the elements might be seen as alike, but distinct from, contrasted to, the third. For example, in considering a set of people as part of a topic dealing with personal relationships, a client might say that the element "my father" and the element "my boss" are similar because they are both fairly tense individuals, whereas the element "my wife" is different because she is "relaxed". And so we identify one construct that the individual uses when thinking about people: whether they are "tense as distinct from relaxed". In practice, good grid interview technique would delve a little deeper and identify some more behaviorally explicit description of "tense versus relaxed". All the elements are rated on the construct, further triads of elements are compared and further constructs elicited, and the interview would continue until no further constructs are obtained. == Using the repertory grid == Careful interviewing to identify what the individual means by the words initially proposed, using a 5-point rating system could be used to characterize the way in which a group of fellow-employees are viewed on the construct "keen and committed versus energies elsewhere", a 1 indicating that the left pole of the construct applies ("keen and committed") and a 5 indicating that the right pole of the construct applies ("energies elsewhere"). On being asked to rate all of the elements, our interviewee might reply that Tom merits a 2 (fairly keen and committed), Mary a 1 (very keen and committed), and Peter a 5 (his energies are very much outside the place of employment). The remaining elements (another five people, for example) are then rated on this construct. Typically (and depending on the topic) people have a limited number of genuinely different constructs for any one topic: 6 to 16 are common when they talk about their job or their occupation, for example. The richness of people's meaning structures comes from the many different ways in which a limited number of constructs can be applied to individual elements. A person may indicate that Tom is fairly keen, very experienced, lacks social skills, is a good technical supervisor, can be trusted to follow complex instructions accurately, has no sense of humour, will always return a favour but only sometimes help his co-workers, while Mary is very keen, fairly experienced, has good social and technical supervisory skills, needs complex instructions explained to her, appreciates a joke, always returns favours, and is very helpful to her co-workers: these are two very different and complex pictures, using just 8 constructs about a person's co-workers. Important information can be obtained by including self-elements such as "Myself as I am now"; "Myself as I would like to be" among other elements, where the topic permits. == Analysis of results == A single grid can be analysed for both content (eyeball inspection) and structure (cluster analysis, principal component analysis, and a variety of structural indices relating to the complexity and range of the ratings being the chief techniques used). Sets of grids are dealt with using one or other of a variety of content analysis techniques. A range of associated techniques can be used to provide precise, operationally defined expressions of an interviewee's constructs, or a detailed expression of the interviewee's personal values, and all of these techniques are used in a collaborative way. The repertory grid is emphatically not a standardized "psychological test"; it is an exercise in the mutual negotiation of a person's meanings. The repertory grid has found favour among both academics and practitioners in a great variety of fields because it provides a way of describing people's construct systems (loosely, understanding people's perceptions) without prejudging the terms of reference—a kind of personalized grounded theory. Unlike a conventional rating-scale questionnaire, it is not the investigator but the interviewee who provides the constructs on which a topic is rated. Market researchers, trainers, teachers, guidance counsellors, new product developers, sports scientists, and knowledge capture specialists are among the users who find the technique (originally developed for use in clinical psychology) helpful. == Relationship to other tools == In the book Personal Construct Methodology, researchers Brian R. Gaines and Mildred L.G. Shaw noted that they "have also found concept mapping and semantic network tools to be complementary to repertory grid tools and generally use both in most studies" but that they "see less use of network representations in PCP [personal construct psychology] studies than is appropriate". They encouraged practitioners to use semantic network techniques in addition to the repertory grid.

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  • Customer support

    Customer support

    Customer support is a range of services to assist customers in making cost effective and correct use of a product. It includes assistance in planning, installation, training, troubleshooting, maintenance, upgrading, and disposal of a product. Regarding technology products such as mobile phones, televisions, computers, software products or other electronic or mechanical goods, it is termed technical support. It aims to ensure users can effectively operate the product and resolve any issues that may arise throughout its lifecycle. Support is delivered through various channels, including telephone, email, live chat, self-service knowledge bases, and social media. Research indicates that most customers attempt to resolve issues through self-service before contacting a representative. For products sold across multiple regions, support may be provided in several languages, as consumers tend to prefer assistance in their native language. Requirements for customer contact centres are defined in international standards such as ISO 18295.

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  • Public First Action

    Public First Action

    Public First Action is a 501(c)(4) nonprofit organization focused on United States public policy related to artificial intelligence. Public First Action is a bipartisan group that advocates for AI transparency, safeguards, and export controls on advanced AI chips. The organization is aligned with the political action committees Jobs and Democracy, Defending Our Values and Public First. == History == Public First Action was formed in 2025 by former Congressmen Brad Carson, a Democrat, and Chris Stewart, a Republican, to advocate for federal, state, and local regulations related to AI. The group's formation followed the founding of a super PAC network, Leading the Future, which advocates for deregulation of the AI industry and faster development of the new technology. Public First Action supports measures that would increase transparency at frontier AI companies and impose export controls on advanced AI chips, in addition to opposing the preemption of state-level AI laws. In February 2026, Public First Action received $20 million from the AI company Anthropic. That same month, the group announced plans to support 30 to 50 Democrats and Republicans in state and federal races, with Public First Action and aligned super PACs launching advertisements in Nebraska, Tennessee, and other states. In one ad, Public First Action touted Senator Marsha Blackburn for her work on child online safety. As of 2026, the group plans to raise between $50 and $75 million for public oversight of AI and related reforms. == Organization == === Leadership and funding === Public First Action is led by Carson and Stewart. The group has raised nearly $50 million in funding with a goal of raising $75 million during the 2026 midterms. Anthropic has contributed $20 million to the group. === Structure === Public First Action is aligned with three political action committees: "Jobs and Democracy", which supports Democratic candidates; "Defending Our Values", which supports Republican candidates; and "Public First", which supports both Republicans and Democrats.

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  • Spatial–temporal reasoning

    Spatial–temporal reasoning

    Spatial–temporal reasoning is an area of artificial intelligence that draws from the fields of computer science, cognitive science, and cognitive psychology. The theoretic goal—on the cognitive side—involves representing and reasoning spatial-temporal knowledge in mind. The applied goal—on the computing side—involves developing high-level control systems of automata for navigating and understanding time and space. == Influence from cognitive psychology == A convergent result in cognitive psychology is that the connection relation is the first spatial relation that human babies acquire, followed by understanding orientation relations and distance relations. Internal relations among the three kinds of spatial relations can be computationally and systematically explained within the theory of cognitive prism as follows: the connection relation is primitive; an orientation relation is a distance comparison relation: you being in front of me can be interpreted as you are nearer to my front side than my other sides; a distance relation is a connection relation using a third object: you being one meter away from me can be interpreted as a one-meter-long object connected with you and me simultaneously. == Fragmentary representations of temporal calculi == Without addressing internal relations among spatial relations, AI researchers contributed many fragmentary representations. Examples of temporal calculi include Allen's interval algebra, and Vilain's & Kautz's point algebra. The most prominent spatial calculi are mereotopological calculi, Frank's cardinal direction calculus, Freksa's double cross calculus, Egenhofer and Franzosa's 4- and 9-intersection calculi, Ligozat's flip-flop calculus, various region connection calculi (RCC), and the Oriented Point Relation Algebra. Recently, spatio-temporal calculi have been designed that combine spatial and temporal information. For example, the spatiotemporal constraint calculus (STCC) by Gerevini and Nebel combines Allen's interval algebra with RCC-8. Moreover, the qualitative trajectory calculus (QTC) allows for reasoning about moving objects. == Quantitative abstraction == An emphasis in the literature has been on qualitative spatial-temporal reasoning which is based on qualitative abstractions of temporal and spatial aspects of the common-sense background knowledge on which our human perspective of physical reality is based. Methodologically, qualitative constraint calculi restrict the vocabulary of rich mathematical theories dealing with temporal or spatial entities such that specific aspects of these theories can be treated within decidable fragments with simple qualitative (non-metric) languages. Contrary to mathematical or physical theories about space and time, qualitative constraint calculi allow for rather inexpensive reasoning about entities located in space and time. For this reason, the limited expressiveness of qualitative representation formalism calculi is a benefit if such reasoning tasks need to be integrated in applications. For example, some of these calculi may be implemented for handling spatial GIS queries efficiently and some may be used for navigating, and communicating with, a mobile robot. == Relation algebra == Most of these calculi can be formalized as abstract relation algebras, such that reasoning can be carried out at a symbolic level. For computing solutions of a constraint network, the path-consistency algorithm is an important tool. == Software == GQR, constraint network solver for calculi like RCC-5, RCC-8, Allen's interval algebra, point algebra, cardinal direction calculus, etc. qualreas is a Python framework for qualitative reasoning over networks of relation algebras, such as RCC-8, Allen's interval algebra, and Allen's algebra integrated with Time Points and situated in either Left- or Right-Branching Time.

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