Google AI Image Generator

Google AI Image Generator — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Pixorial

    Pixorial

    Pixorial was a cloud-based consumer photo sharing, video sharing and video editing platform. The company was formed in 2007 in Centennial, Colorado as a media conversion service. In 2013, Pixorial was chosen as one of two video storage companies to partner with the launch of Google Drive. Pixorial allowed users to edit and share videos on social channels by connecting through their Pixorial account. The company closed on July 18, 2014, and its assets were acquired by LifeLogger Technologies Corp in November 2015. == History == The company was founded in 2007 and launched in 2009 by former Netscape employee Andres Espineira. Changing its focus to video editing software in 2009, Pixorial began developing an app that would be launched for iOS and Android devices in 2011. Later developments in the app in 2012 would also included real time filters, which were later removed. With the launch of Google Drive in 2012, Pixorial was chosen as an integrated video partner. This integration with Google Drive allowed users to access videos stored in Google Drive within the web app of Pixorial. After the Google Drive launch, Pixorial developed a crowdsourced, location-based video sharing app, Krowds. The app was cited in July 2012 by PC Magazine as one of "The 8 Best Apps for Making and Sharing Videos on Your iPhone". In late July, Pixorial replaced its original mobile app with the MyPlayer HD app that optimized HD video viewing for large screen viewing including tablets and smart televisions. Pixorial's services terminated on July 18, 2014. == Products == === Krowds App === Pixorial's app was launched in April 2013 for iOS, and in May for Android, as a tool to aggregate event videos through location based collections. The app was launched to generally positive reviews. === Movie Creator === Launched July 12, 2012 Pixorial's Movie Creator allowed users to edit movies in a simple story-telling platform Movie Creator's features include transitions, text boxes, access to free music tracks, credits, and social media sharing capabilities. The Pixorial platform allowed users to view, share, and edit videos without modifying the original. Movie Creator integrated pictures and video to create user movies. == Awards == 2012 Apex Award from the Colorado Technology Association, for Best Technology Project of the Year 2010 Computerworld Laureate for Media, Arts and Entertainment

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  • Paradigms of AI Programming

    Paradigms of AI Programming

    Paradigms of AI Programming: Case Studies in Common Lisp (ISBN 1-55860-191-0) is a well-known programming book by Peter Norvig about artificial intelligence programming using Common Lisp. == History == The Lisp programming language has survived since 1958 as a primary language for artificial intelligence research. This text was published in 1992 as the Common Lisp standard was becoming widely adopted. Norvig introduces Lisp programming in the context of classic AI programs, including General Problem Solver (GPS) from 1959, ELIZA: Dialog with a Machine, from 1966, and STUDENT: Solving Algebra Word Problems, from 1964. The book covers more recent AI programming techniques, including Logic Programming, Object-Oriented Programming, Knowledge Representation, Symbolic Mathematics and Expert Systems.

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  • Parallel terraced scan

    Parallel terraced scan

    The parallel terraced scan is a multi-agent based search technique that is basic to cognitive architectures, such as Copycat, Letter-string, the Examiner, Tabletop, and others. It was developed by John Rehling and Douglas Hofstadter at the Center for Research on Concepts and Cognition at Indiana University, Bloomington. The parallel terraced scan builds on the concepts of the workspace, coderack, conceptual memory, and temperature. According to Hofstadter the parallel and random nature of the processing captures aspects of human cognition.

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  • Suggested Upper Merged Ontology

    Suggested Upper Merged Ontology

    The Suggested Upper Merged Ontology (SUMO) is an upper ontology intended as a foundation ontology for a variety of computer information processing systems. SUMO defines a hierarchy of classes and related rules and relationships. These are expressed in a version of the language SUO-KIF, a higher-order logic that has a LISP-like syntax, as well as the TPTP family of languages. A mapping from WordNet synsets to SUMO has been defined. Initially, SUMO was focused on meta-level concepts (general entities that do not belong to a specific problem domain), and thereby would lead naturally to a categorization scheme for encyclopedias. It has now been considerably expanded to include a mid-level ontology and dozens of domain ontologies. SUMO is organized for interoperability of automated reasoning engines. To maximize compatibility, schema designers can try to assure that their naming conventions use the same meanings as SUMO for identical words (for example, "agent" or "process"). SUMO has an associated open source Sigma knowledge engineering environment. Initially, Sumo was developed by the Teknowledge Corporation and now is maintained by Articulate Software. SUMO is open source. The first release was in December 2000.

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  • Hidden layer

    Hidden layer

    In artificial neural networks, a hidden layer is a layer of artificial neurons that is neither an input layer nor an output layer. The simplest examples appear in multilayer perceptrons (MLP), as illustrated in the diagram. An MLP without any hidden layer is essentially just a linear model. With hidden layers and activation functions, however, nonlinearity is introduced into the model. In typical machine learning practice, the weights and biases are initialized, then iteratively updated during training via backpropagation.

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  • Andrej Karpathy

    Andrej Karpathy

    Andrej Karpathy (born 23 October 1986) is a Slovak-Canadian AI researcher, who co-founded and formerly worked at OpenAI, where he specialized in deep learning and computer vision. He also worked as the director of artificial intelligence and Autopilot Vision at Tesla, and in 2024 he founded Eureka Labs, an AI education platform. In 2026 he joined Anthropic as part of the pretraining team. == Education and early life == Karpathy was born in Bratislava, Czechoslovakia (now Slovakia), and moved with his family to Toronto when he was 15. He completed his Computer Science and Physics bachelor's degrees at University of Toronto in 2009 and his master's degree at University of British Columbia in 2011, where he worked on physically simulated figures (for example, a simulated runner or a simulated person in a crowd) with his adviser Michiel van de Panne. In 2006, Karpathy began posting videos on YouTube on his channel, badmephisto. He garnered fame by posting Rubik's cube tutorials which have been used by famous speedcubers such as Feliks Zemdegs. The channel has over 9 million views as of June 2025. Karpathy received a PhD from Stanford University in 2015 under the supervision of Fei-Fei Li, focusing on the intersection of natural language processing and computer vision, and deep learning models suited for this task. == Career and research == He authored and was the primary instructor of the first deep learning course at Stanford, CS 231n: Convolutional Neural Networks for Visual Recognition. The course became one of the largest classes at Stanford, growing from 150 students in 2015 to 750 in 2017. Karpathy is a founding member of the artificial intelligence research group OpenAI, where he was a research scientist from 2015 to 2017. In June 2017 he became Tesla's director of artificial intelligence and reported to Elon Musk. He was named one of MIT Technology Review's Innovators Under 35 for 2020. After taking a several-months-long sabbatical from Tesla, he announced he was leaving the company in July 2022. As of February 2023, he makes YouTube videos on how to create artificial neural networks. On February 9, 2023, Karpathy announced he was returning to OpenAI. A year later on February 13, 2024, an OpenAI spokesperson confirmed that Karpathy had left OpenAI. In the same year, he was named one of Time Magazine's 100 Most Influential People in AI. On July 16, 2024, Karpathy announced on his X account that he started a new AI education company called Eureka Labs. Their first product was the AI course, LLM101n. He also has a broader educational effort, the "Zero to Hero" series on LLM fundamentals. The company also advocates for AI teaching assistants, a concept which has been criticized due to data privacy concerns and the removal of personal connection between teacher and student. In February 2025, Karpathy coined the term vibe coding to describe how AI tools allow hobbyists to construct apps and websites just by typing prompts. On May 19, 2026, he announced that he joined Anthropic via a statement on X, while the company stated that he will be leading a team for research in pretraining.

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  • KataGo

    KataGo

    KataGo is a free and open-source computer Go program, capable of defeating top-level human players. First released on 27 February 2019, it is developed by David Wu, who also developed the Arimaa playing program bot_Sharp which defeated three top human players to win the Arimaa AI Challenge in 2015. KataGo's first release was trained by David Wu using resources provided by his employer Jane Street Capital, but it is now trained by a distributed effort. Members of the computer Go community provide computing resources by running the client, which generates self-play games and rating games, and submits them to a server. The self-play games are used to train newer networks and the rating games to evaluate the networks' relative strengths. KataGo supports the Go Text Protocol, with various extensions, thus making it compatible with popular GUIs such as Lizzie. As an alternative, it also implements a custom "analysis engine" protocol, which is used by the KaTrain GUI, among others. KataGo is widely used by strong human go players, including the South Korean national team, for training purposes. KataGo is also used as the default analysis engine in the online Go website AI Sensei, as well as OGS (the Online Go Server). == Technology == Based on techniques used by DeepMind's AlphaGo Zero, KataGo implements Monte Carlo tree search with a convolutional neural network providing position evaluation and policy guidance. Compared to AlphaGo, KataGo introduces many refinements that enable it to learn faster and play more strongly. Notable features of KataGo that are absent in many other Go-playing programs include score estimation; support for small boards, rectangular boards, and large boards; arbitrary values of komi and handicaps; and the ability to use various Go rulesets and adjust its play and evaluation for the small differences between them. === Network === The network used in KataGo are ResNets with pre-activation. While AlphaGo Zero has only game board history as input features (as it was designed as a general architecture for board games, subsequently becoming AlphaZero), the input to the network contains additional features designed by hand specifically for playing Go. These features include liberties, komi parity, pass-alive, and ladders. The trunk is essentially the same as in AlphaGo Zero, but with global pooling layers added to allow the network to be conditioned on global context such as ko fights. This is similar to the Squeeze-and-Excitation Network. The network has two heads: a policy head and a value head. The policy and value heads are mostly the same as in AlphaGo Zero, but both heads have auxiliary subheads to provide auxiliary loss signal for faster training: Policy head: predicts policy for the current player's move this turn, and the opponent player's move in the next turn. A policy Each is a logit array of size 19 × 19 + 1 {\displaystyle 19\times 19+1} , representing the logit of making a move in one of the points, plus the logit of passing. Value head: predicts game outcome, expected score difference, expected board ownership, etc. The network is described in detail in Appendix A of the report. The code base switched from using TensorFlow to PyTorch in version 1.12. === Training === Let its trunk have b {\displaystyle b} residual blocks and c {\displaystyle c} channels. During its first training run, multiple networks were trained with increasing ( b , c ) {\displaystyle (b,c)} . It took 19 days using a maximum of 28 Nvidia V100 GPUs at 4.2 million games. After the first training run, training became a distributed project run by volunteers, with increasing network sizes. As of August 2024, it has reached b28c512 (28 blocks, 512 channels). == Adversarial attacks == In 2022, KataGo was used as the target for adversarial attack research, designed to demonstrate the "surprising failure modes" of AI systems. The researchers were able to trick KataGo into ending the game prematurely. Adversarial training improves defense against adversarial attacks, though not perfectly.

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  • Semantic similarity network

    Semantic similarity network

    A semantic similarity network (SSN) is a special form of semantic network. designed to represent concepts and their semantic similarity. Its main contribution is reducing the complexity of calculating semantic distances. Bendeck (2004, 2008) introduced the concept of semantic similarity networks (SSN) as the specialization of a semantic network to measure semantic similarity from ontological representations. Implementations include genetic information handling. The concept is formally defined (Bendeck 2008) as a directed graph, with concepts represented as nodes and semantic similarity relations as edges. The relationships are grouped into relation types. The concepts and relations contain attribute values to evaluate the semantic similarity between concepts. The semantic similarity relationships of the SSN represent several of the general relationship types of the standard Semantic network, reducing the complexity of the (normally, very large) network for calculations of semantics. SSNs define relation types as templates (and taxonomy of relations) for semantic similarity attributes that are common to relations of the same type. SSN representation allows propagation algorithms to faster calculate semantic similarities, including stop conditions within a specified threshold. This reduces the computation time and power required for calculation. A more recent publications on Semantic Matching and Semantic Similarity Networks could be found in (Bendeck 2019). Specific Semantic Similarity Network application on healthcare was presented at the Healthcare information exchange Format (FHIR European Conference) 2019. The latest evolution in Artificial Intelligence (like ChatGPT, based on Large language model), relay strongly on evolutionary computation, the next level will be to include semantic unification (like in the Semantic Networks and this Semantic similarity network) to extend the current models with more powerful understanding tools.

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  • Digital image processing

    Digital image processing

    Digital image processing is the use of a digital computer to process digital images through an algorithm. As a subcategory or field of digital signal processing, digital image processing has many advantages over analog image processing. It allows a much wider range of algorithms to be applied to the input data and can avoid problems such as the build-up of noise and distortion during processing. Since images are defined over two dimensions (perhaps more), digital image processing may be modeled in the form of multidimensional systems. The generation and development of digital image processing are mainly affected by three factors: first, the development of computers; second, the development of mathematics (especially the creation and improvement of discrete mathematics theory); and third, the demand for a wide range of applications in environment, agriculture, military, industry and medical science has increased. == History == Many of the techniques of digital image processing, or digital picture processing as it often was called, were developed in the 1960s, at Bell Laboratories, the Jet Propulsion Laboratory, Massachusetts Institute of Technology, University of Maryland, and a few other research facilities, with application to satellite imagery, wire-photo standards conversion, medical imaging, videophone, character recognition, and photograph enhancement. The purpose of early image processing was to improve the quality of the image. In image processing, the input is a low-quality image, and the output is an image with improved quality. Common image processing includes image enhancement, restoration, encoding, and compression. The first successful application was the American Jet Propulsion Laboratory (JPL). They used image processing techniques such as geometric correction, gradation transformation, noise removal, etc. on the thousands of lunar photos sent back by the Space Detector Ranger 7 in 1964, taking into account the position of the Sun and the environment of the Moon. The impact of the successful mapping of the Moon's surface map by the computer has been a success. Later, more complex image processing was performed on the nearly 100,000 photos sent back by the spacecraft, so that the topographic map, color map and panoramic mosaic of the Moon were obtained, which achieved extraordinary results and laid a solid foundation for human landing on the Moon. The cost of processing was fairly high, however, with the computing equipment of that era. That changed in the 1970s, when digital image processing proliferated as cheaper computers and dedicated hardware became available. This led to images being processed in real-time, for some dedicated problems such as television standards conversion. As general-purpose computers became faster, they started to take over the role of dedicated hardware for all but the most specialized and computer-intensive operations. With the fast computers and signal processors available in the 2000s, digital image processing has become the most common form of image processing, and is generally used because it is not only the most versatile method, but also the cheapest. === Image sensors === The basis for modern image sensors is metal–oxide–semiconductor (MOS) technology, invented at Bell Labs between 1955 and 1960, This led to the development of digital semiconductor image sensors, including the charge-coupled device (CCD) and later the CMOS sensor. The charge-coupled device was invented by Willard S. Boyle and George E. Smith at Bell Labs in 1969. While researching MOS technology, they realized that an electric charge was the analogy of the magnetic bubble and that it could be stored on a tiny MOS capacitor. As it was fairly straightforward to fabricate a series of MOS capacitors in a row, they connected a suitable voltage to them so that the charge could be stepped along from one to the next. The CCD is a semiconductor circuit that was later used in the first digital video cameras for television broadcasting. The NMOS active-pixel sensor (APS) was invented by Olympus in Japan during the mid-1980s. This was enabled by advances in MOS semiconductor device fabrication, with MOSFET scaling reaching smaller micron and then sub-micron levels. The NMOS APS was fabricated by Tsutomu Nakamura's team at Olympus in 1985. The CMOS active-pixel sensor (CMOS sensor) was later developed by Eric Fossum's team at the NASA Jet Propulsion Laboratory in 1993. By 2007, sales of CMOS sensors had surpassed CCD sensors. MOS image sensors are widely used in optical mouse technology. The first optical mouse, invented by Richard F. Lyon at Xerox in 1980, used a 5 μm NMOS integrated circuit sensor chip. Since the first commercial optical mouse, the IntelliMouse introduced in 1999, most optical mouse devices use CMOS sensors. === Image compression === An important development in digital image compression technology was the discrete cosine transform (DCT), a lossy compression technique first proposed by Nasir Ahmed in 1972. DCT compression became the basis for JPEG, which was introduced by the Joint Photographic Experts Group in 1992. JPEG compresses images down to much smaller file sizes, and has become the most widely used image file format on the Internet. Its highly efficient DCT compression algorithm was largely responsible for the wide proliferation of digital images and digital photos, with several billion JPEG images produced every day as of 2015. Medical imaging techniques produce very large amounts of data, especially from CT, MRI and PET modalities. As a result, storage and communications of electronic image data are prohibitive without the use of compression. JPEG 2000 image compression is used by the DICOM standard for storage and transmission of medical images. The cost and feasibility of accessing large image data sets over low or various bandwidths are further addressed by use of another DICOM standard, called JPIP, to enable efficient streaming of the JPEG 2000 compressed image data. === Digital signal processor (DSP) === Electronic signal processing was revolutionized by the wide adoption of MOS technology in the 1970s. MOS integrated circuit technology was the basis for the first single-chip microprocessors and microcontrollers in the early 1970s, and then the first single-chip digital signal processor (DSP) chips in the late 1970s. DSP chips have since been widely used in digital image processing. The discrete cosine transform (DCT) image compression algorithm has been widely implemented in DSP chips, with many companies developing DSP chips based on DCT technology. DCTs are widely used for encoding, decoding, video coding, audio coding, multiplexing, control signals, signaling, analog-to-digital conversion, formatting luminance and color differences, and color formats such as YUV444 and YUV411. DCTs are also used for encoding operations such as motion estimation, motion compensation, inter-frame prediction, quantization, perceptual weighting, entropy encoding, variable encoding, and motion vectors, and decoding operations such as the inverse operation between different color formats (YIQ, YUV and RGB) for display purposes. DCTs are also commonly used for high-definition television (HDTV) encoder/decoder chips. == Tasks == Digital image processing allows the use of much more complex algorithms, and hence, can offer both more sophisticated performance at simple tasks, and the implementation of methods which would be impossible by analogue means. In particular, digital image processing is a concrete application of, and a practical technology based on: Classification Feature extraction Multi-scale signal analysis Pattern recognition Projection Some techniques that are used in digital image processing include: Anisotropic diffusion Hidden Markov models Image editing Image restoration Independent component analysis Linear filtering Neural networks Partial differential equations Pixelation Point feature matching Principal components analysis Self-organizing maps Wavelets == Digital image transformations == === Filtering === Digital filters are used to blur and sharpen digital images. Filtering can be performed by: convolution with specifically designed kernels (filter array) in the spatial domain masking specific frequency regions in the frequency (Fourier) domain The following examples show both methods: ==== Image padding in Fourier domain filtering ==== Images are typically padded before being transformed to the Fourier space, the highpass filtered images below illustrate the consequences of different padding techniques: Notice that the highpass filter shows extra edges when zero padded compared to the repeated edge padding. ==== Filtering code examples ==== MATLAB example for spatial domain highpass filtering. === Affine transformations === Affine transformations enable basic image transformations including scale, rotate, translate, mirror and shear as is shown in the following examples: To apply the affine

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  • Jess (programming language)

    Jess (programming language)

    Jess is a rule engine for the Java computing platform, written in the Java programming language. It was developed by Ernest Friedman-Hill of Sandia National Laboratories. It is a superset of the CLIPS language. It was first written in late 1995. The language provides rule-based programming for the automation of an expert system, and is often termed as an expert system shell. In recent years, intelligent agent systems have also developed, which depend on a similar ability. Rather than a procedural paradigm, where one program has a loop that is activated only one time, the declarative paradigm used by Jess applies a set of rules to a set of facts continuously by a process named pattern matching. Rules can modify the set of facts, or can execute any Java code. It uses the Rete algorithm to execute rules. == License == The licensing for Jess is freeware for education and government use, and is proprietary software, needing a license, for commercial use. In contrast, CLIPS, which is the basis and starting code for Jess, is free and open-source software. == Code examples == Code examples: Sample code:

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  • WordNet

    WordNet

    WordNet is a lexical database of semantic relations between words that links words into semantic relations including synonyms, hyponyms, and meronyms. The synonyms are grouped into synsets with short definitions and usage examples. It can thus be seen as a combination and extension of a dictionary and thesaurus. Its primary use is in automatic text analysis and artificial intelligence applications. It was first created in the English language and the English WordNet database and software tools have been released under a BSD style license and are freely available for download. The latest official release from Princeton was released in 2011. Princeton currently has no plans to release any new versions due to staffing and funding issues. New versions are still being released annually through the Open English WordNet website. Until about 2024 an online version was previously available through wordnet.princeton.edu. That version of WordNet has been deprecated, but a new online version is available at en-word.net. There are now WordNets in more than 200 languages. == History and team members == WordNet was first created in 1985, in English only, in the Cognitive Science Laboratory of Princeton University under the direction of psychology professor George Armitage Miller. It was later directed by Christiane Fellbaum. The project was initially funded by the U.S. Office of Naval Research, and later also by other U.S. government agencies including the DARPA, the National Science Foundation, the Disruptive Technology Office (formerly the Advanced Research and Development Activity) and REFLEX. George Miller and Christiane Fellbaum received the 2006 Antonio Zampolli Prize for their work with WordNet. The Global WordNet Association is a non-commercial organization that provides a platform for discussing, sharing and connecting WordNets for all languages in the world. Christiane Fellbaum and Piek Th.J.M. Vossen are its co-presidents. == Database contents == The database contains 155,327 words organized in 175,979 synsets for a total of 207,016 word-sense pairs; in compressed form, it is about 12 megabytes in size. It includes the lexical categories nouns, verbs, adjectives and adverbs but ignores prepositions, determiners and other function words. Words from the same lexical category that are roughly synonymous are grouped into synsets, which include simplex words as well as collocations like "eat out" and "car pool." The different senses of a polysemous word form are assigned to different synsets. A synset's meaning is further clarified with a short defining gloss and one or more usage examples. An example adjective synset is: good, right, ripe – (most suitable or right for a particular purpose; "a good time to plant tomatoes"; "the right time to act"; "the time is ripe for great sociological changes") All synsets are connected by means of semantic relations. These relations, which are not all shared by all lexical categories, include: Nouns hypernym: Y is a hypernym of X if every X is a (kind of) Y (canine is a hypernym of dog) hyponym: Y is a hyponym of X if every Y is a (kind of) X (dog is a hyponym of canine) coordinate term: Y is a coordinate term of X if X and Y share a hypernym (wolf is a coordinate term of dog, and dog is a coordinate term of wolf) holonym: Y is a holonym of X if X is a part of Y (building is a holonym of window) meronym: Y is a meronym of X if Y is a part of X (window is a meronym of building) Verbs hypernym: the verb Y is a hypernym of the verb X if the activity X is a (kind of) Y (to perceive is an hypernym of to listen) troponym: the verb Y is a troponym of the verb X if the activity Y is doing X in some manner (to lisp is a troponym of to talk) entailment: the verb Y is entailed by the verb X if by doing X you must be doing Y (to sleep is entailed by to snore) coordinate term: the verb Y is a coordinate term of the verb X if X and Y share a hypernym (to lisp is a coordinate term of to yell, and to yell is a coordinate term of to lisp) These semantic relations hold among all members of the linked synsets. Individual synset members (words) can also be connected with lexical relations. For example, (one sense of) the noun "director" is linked to (one sense of) the verb "direct" from which it is derived via a "morphosemantic" link. The morphology functions of the software distributed with the database try to deduce the lemma or stem form of a word from the user's input. Irregular forms are stored in a list, and looking up "ate" will return "eat," for example. == Knowledge structure == Both nouns and verbs are organized into hierarchies, defined by hypernym or IS A relationships. For instance, one sense of the word dog is found following hypernym hierarchy; the words at the same level represent synset members. Each set of synonyms has a unique index. At the top level, these hierarchies are organized into 25 beginner "trees" for nouns and 15 for verbs (called lexicographic files at a maintenance level). All are linked to a unique beginner synset, "entity". Noun hierarchies are far deeper than verb hierarchies. Adjectives are not organized into hierarchical trees. Instead, two "central" antonyms such as "hot" and "cold" form binary poles, while 'satellite' synonyms such as "steaming" and "chilly" connect to their respective poles via a "similarity" relations. The adjectives can be visualized in this way as "dumbbells" rather than as "trees". == Psycholinguistic aspects == The initial goal of the WordNet project was to build a lexical database that would be consistent with theories of human semantic memory developed in the late 1960s. Psychological experiments indicated that speakers organized their knowledge of concepts in an economic, hierarchical fashion. Retrieval time required to access conceptual knowledge seemed to be directly related to the number of hierarchies the speaker needed to "traverse" to access the knowledge. Thus, speakers could more quickly verify that canaries can sing because a canary is a songbird, but required slightly more time to verify that canaries can fly (where they had to access the concept "bird" on the superordinate level) and even more time to verify canaries have skin (requiring look-up across multiple levels of hyponymy, up to "animal"). While such psycholinguistic experiments and the underlying theories have been subject to criticism, some of WordNet's organization is consistent with experimental evidence. For example, anomic aphasia selectively affects speakers' ability to produce words from a specific semantic category, a WordNet hierarchy. Antonymous adjectives (WordNet's central adjectives in the dumbbell structure) are found to co-occur far more frequently than chance, a fact that has been found to hold for many languages. == As a lexical ontology == WordNet is sometimes called an ontology, a persistent claim that its creators do not make. The hypernym/hyponym relationships among the noun synsets can be interpreted as specialization relations among conceptual categories. In other words, WordNet can be interpreted and used as a lexical ontology in the computer science sense. However, such an ontology should be corrected before being used, because it contains hundreds of basic semantic inconsistencies; for example there are, (i) common specializations for exclusive categories and (ii) redundancies in the specialization hierarchy. Furthermore, transforming WordNet into a lexical ontology usable for knowledge representation should normally also involve (i) distinguishing the specialization relations into subtypeOf and instanceOf relations, and (ii) associating intuitive unique identifiers to each category. Although such corrections and transformations have been performed and documented as part of the integration of WordNet 1.7 into the cooperatively updatable knowledge base of WebKB-2, most projects claiming to reuse WordNet for knowledge-based applications (typically, knowledge-oriented information retrieval) simply reuse it directly. WordNet has also been converted to a formal specification, by means of a hybrid bottom-up top-down methodology to automatically extract association relations from it and interpret these associations in terms of a set of conceptual relations, formally defined in the DOLCE foundational ontology. In most works that claim to have integrated WordNet into ontologies, the content of WordNet has not simply been corrected when it seemed necessary; instead, it has been heavily reinterpreted and updated whenever suitable. This was the case when, for example, the top-level ontology of WordNet was restructured according to the OntoClean-based approach, or when it was used as a primary source for constructing the lower classes of the SENSUS ontology. == Limitations == The most widely discussed limitation of WordNet (and related resources like ImageNet) is that some of the semantic relations are more suited to concrete concepts than to abstract concepts. For example,

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  • International Journal on Artificial Intelligence Tools

    International Journal on Artificial Intelligence Tools

    The International Journal on Artificial Intelligence Tools was founded in 1992 and is published by World Scientific. It covers research on artificial intelligence (AI) tools, including new architectures, languages and algorithms. Topics include AI in Bioinformatics, Cognitive Informatics, Knowledge-Based/Expert Systems and Object-Oriented Programming for AI. == Abstracting and indexing == The journal is abstracted and indexed in: Inspec Science Citation Index Expanded ISI Alerting Services CompuMath Citation Index Current Contents/Engineering, Computing, and Technology

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  • Luxafor

    Luxafor

    Luxafor () is a brand of office productivity tools designed to improve efficiency and communication in workplaces. The brands main product is LED status indicators for use in office settings. Luxafor is a product line under the company SIA Greynut, based in Riga, Latvia. == History == Luxafor was developed by the technology company SIA Greynut. The brand first gained attention through a Kickstarter campaign in 2015, which aimed to fund its initial product, the Luxafor Flag. Although the campaign was unsuccessful in reaching its funding goal, the product was still brought to market. In 2017, Luxafor launched another Kickstarter campaign for the Luxafor Bluetooth, a wireless version of its LED status indicator. This campaign also did not meet its funding goal, but like its predecessor, the product was still developed and released. Despite initial setbacks, Luxafor Bluetooth has become one of the brand's leading products. == Products == Luxafors main product range is LED status indicators, including: === Luxafor Flag === A USB-powered LED indicator that shows different colors to signal the user's availability. === Luxafor Bluetooth === A wireless LED indicator controlled via Bluetooth, integrating with productivity tools like Slack and Microsoft Teams. === Luxafor Switch === An advanced status indicator designed to manage room and workspace availability. === Other === Other Luxafor products include CO2 Dongle, Smart Button, Mute Button, Pomodoro Timer and others. == Features == Luxafor products are known for their customizable indicators, integration capabilities with IFTTT, Zapier, and remote control features. They are compatible with various operating systems, including Windows and macOS, and can be integrated with numerous communication and productivity platforms, like Microsoft Teams and Cisco Jabber.

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  • DREAM Challenges

    DREAM Challenges

    DREAM Challenges (Dialogue for Reverse Engineering Assessment and Methods) is a non-profit initiative for advancing biomedical and systems biology research via crowd-sourced competitions. Started in 2006, DREAM challenges collaborate with Sage Bionetworks to provide a platform for competitions run on the Synapse platform. Over 60 DREAM challenges have been conducted over the span of over 15 years. == Overview == DREAM Challenges were founded in 2006 by Gustavo Stolovizky from IBM Research and Andrea Califano from Columbia University. Current chair of the DREAM organization is Paul Boutros from University of California. Further organization spans emeritus chairs Justin Guinney and Gustavo Stolovizky, and multiple DREAM directors. Individual challenges focus on tackling a specific biomedical research question, typically narrowed down to a specific disease. A prominent disease focus has been on oncology, with multiple past challenges focused on breast cancer, acute myeloid leukemia, and prostate cancer or similar diseases. The data involved in an individual challenge reflects the disease context; while cancers typically involve data such as mutations in the human genome, gene expression and gene networks in transcriptomics, and large scale proteomics, newer challenges have shifted towards single cell sequencing technologies as well as emerging gut microbiome related research questions, thus reflecting trends in the wider research community. Motivation for DREAM Challenges is that via crowd-sourcing data to a larger audience via competitions, better models and insight is gained than if the analysis was conducted by a single entity. Past competitions have been published in such scientific venues as the flagship journals of the Nature Portfolio and PLOS publishing groups. Results of DREAM challenges are announced via web platforms, and the top performing participants are invited to present their results in the annual RECOMB/ISCB Conferences with RSG/DREAM organized by the ISCB. While DREAM Challenges have emphasized open science and data, in order to mitigate issues rising from highly sensitive data such as genomics in patient cohorts, "model to data" approaches have been adopted. In such challenges participants submit their models via containers such as Docker or Singularity. This allows retaining confidentiality of the original data as these containers are then run by the organizers on the confidential data. This differs from the more traditional open data model, where participants submit predictions directly based on the provided open data. == Challenge organization == DREAM challenge comprises a core DREAM/Sage Bionetworks organization group as well as an extended scientific expert group, who may have contributed to creation and conception of the challenge or by providing key data. Additionally, new DREAM challenges may be proposed by the wider research community. Pharmaceutical companies or other private entities may also be involved in DREAM challenges, for example in providing data. == Challenge structure == Timelines for key stages (such as introduction webinars, model submission deadlines, and final deadline for participation) are provided in advance. After the winners are announced, organizers start collaborating with the top performing participants to conduct post hoc analyses for a publication describing key findings from the competition. Challenges may be split into sub-challenges, each addressing a different subtopic within the research question. For example, regarding cancer treatment efficacy predictions, these may be separate predictions for progression-free survival, overall survival, best overall response according to RECIST, or exact time until event (progression or death). == Participation == During DREAM challenges, participants typically build models on provided data, and submit predictions or models that are then validated on held-out data by the organizers. While DREAM challenges avoid leaking validation data to participants, there are typically mid-challenge submission leaderboards available to assist participants in evaluating their performance on a sub-sampled or scrambled dataset. DREAM challenges are free for participants. During the open phase anybody can register via Synapse to participate either individually or as a team. A person may only register once and may not use any aliases. There are some exceptions, which disqualify an individual from participating, for example: Person has privileged access to the data for the particular challenge, thus providing them with an unfair advantage. Person has been caught or is under suspicion of cheating or abusing previous DREAM Challenges. Person is a minor (under age 18 or the age of majority in jurisdiction of residence). This may be alleviated via parental consent.

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  • David Krueger (professor)

    David Krueger (professor)

    David Krueger is an American machine learning professor and advocate for the reduction of risks related to artificial intelligence. Krueger is an assistant professor in Robust, Reasoning, and Responsible AI at the University of Montreal and a Core Academic Member at Mila. == Early life and education == Krueger obtained a B.A. in mathematics from Reed College, and completed his MSc and Ph.D. in Computer Science at the University of Montreal. He trained in deep learning under Yoshua Bengio, Roland Memisevic, and Aaron Courville from 2013 to 2021. Krueger was also an intern on Google DeepMind's AI Safety team in 2018. == Career == Krueger researches deep learning, AI alignment, and AI safety. His work is focused on reducing the risk of human extinction resulting from out-of-control AI systems. Krueger was an assistant professor at the University of Cambridge from 2021 to 2024, before taking a faculty position at the University of Montreal in 2024. In 2023, he was a founding research director at the UK AI Security Institute. That same year, Krueger initiated the Statement on AI Risk, which argues that AI could cause human extinction and was signed by Anthropic's Dario Amodei, OpenAI's Sam Altman, AI expert Geoffrey Hinton, and other leaders. In April 2026, Krueger discussed the risks of advanced AI at a Capitol Hill event hosted by Senator Bernie Sanders. === Evitable === In 2025, Krueger founded Evitable, a nonprofit organization that advocates for an AI moratorium. == Views == Krueger argues that AI will lead to a "gradual disempowerment" of workers, likening AI chips to nuclear bombs. He also says the military use of AI "poses an existential risk to humanity."

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