Google AI Image Generator

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

  • United States Tech Force

    United States Tech Force

    The U.S. Tech Force (also styled as US Tech Force, Tech Force, or Government Tech Force) is a federal hiring initiative launched by the second Donald Trump administration in December 2025. The program, administered by the Office of Personnel Management (OPM), aims to recruit about 1,000 early-career technology professionals into two-year government jobs to modernize federal IT systems, advance artificial intelligence (AI) capabilities, and address technological gaps in government operations. The initiative is an effort to plug capability gaps created by Trump-administration efforts to shrink the federal government, which led to the departure of some 220,000 federal employees, including many in IT. The initiative seeks early-career workers; officials said it would offer competitive salaries and opportunities to work on high-impact government technology projects. Major technology companies—including Amazon, Apple, Microsoft, Nvidia, Meta, Google, and OpenAI—agreed to help identify and refer candidates. Candidates are allowed to take Tech Force positions on leaves of absence and without divesting their stock, raising conflict-of-interest questions. In January 2026, OPM direction Scott Kupor said the deadline for applying to Tech Force was being extended because of "tremendous interest" without saying how many people had actually applied. Also in December 2025, news broke that the administration is planning another novel use of private-sector workers: hiring cybersecurity firms for offensive cyber operations.

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  • Clinical quality management system

    Clinical quality management system

    Clinical quality management systems (CQMS) are systems used in the life sciences sector (primarily in the pharmaceutical, biologics and medical device industries) designed to manage quality management best practices throughout clinical research and clinical study management. A CQMS system is designed to manage all of the documents, activities, tasks, processes, quality events, relationships, audits and training that must be administered and controlled throughout the life of a clinical trial. The premise of a CQMS is to bring together the activities led by two sectors of clinical research, Clinical Quality and Clinical Operations, to facilitate cross-functional activities to improve efficiencies and transparency and to encourage the use of risk mitigation and risk management practices at the clinical study level. Based on the principles of quality management systems (QMS) which are used in many industries to create a framework for defining and delivering quality outcomes, managing risk, and continual improvement. Many guidelines and governance bodies have been established to ensure a common approach within a given industry to a set of parameters used to identify the minimally acceptable standard for that industry. The pharmaceutical industry is no exception, with several trade groups (e.g. PhRMA, EFPIA, RQA, etc.) coming together to enhance collaboration. However, as noted by the Academy of Medical Sciences, there are increasingly complex and bureaucratic legal and ethical frameworks that innovators must work within to develop new medicines for patients. The historical pharmaceutical QMS applies primarily to good manufacturing practice as described in existing ISO (International Organization for Standardization) and ICH (International Committee on Harmonization) guidelines. "Good Manufacturing Practices (GMP) relate to quality control and quality assurance enabling companies in the pharmaceutical sector to minimize or eliminate instances of contamination, mix-ups, and errors. This in turn, protects the customer from purchasing a product which is ineffective or even dangerous." These standards have historically been applied to the manufacturing environment, appropriate to how they have been written. However, according to FDA as well as other regulatory bodies, "Implementation of ICH Q10 throughout the product lifecycle should facilitate innovation and continual improvement", implying that the same standards that apply to the manufacturing environment should also be applied to the clinical research space, earlier in the lifecycle of an investigational or marketed product. Accordingly, a CQMS is any system developed to apply these principles to clinical operations within an organization.

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  • METR

    METR

    Model Evaluation and Threat Research (METR) (MEE-tər), is a nonprofit research institute, based in Berkeley, California, that evaluates frontier AI models' capabilities to carry out long-horizon, agentic tasks that some researchers argue could pose catastrophic risks to society. METR has worked with leading AI companies to conduct pre-deployment model evaluations and contribute to system cards, including OpenAI's o3, o4-mini, GPT-4o and GPT-4.5, and Anthropic's Claude models. METR's CEO and founder is Beth Barnes, a former alignment researcher at OpenAI who left in 2022 to form ARC Evals, the evaluation division of Paul Christiano's Alignment Research Center. In December 2023, ARC Evals was spun off into an independent 501(c)(3) nonprofit and renamed METR. == Research == A substantial amount of METR's research is focused on evaluating the capabilities of AI systems to conduct research and development of AI systems themselves, including RE-Bench, a benchmark designed to test whether AIs can "solve research engineering tasks and accelerate AI R&D". === Doubling time estimates === In March 2025, METR published a paper noting that the length of software engineering tasks that the leading AI model could complete had a doubling time of around 7 months between 2019 and 2024. In January 2026, METR released a new version of their time horizon estimates model (Time Horizon 1.1). According to the updated model, the rate of progress of AI capabilities has increased since 2023, with a post-2023 doubling time estimated at 130.8 days (4.3 months). Progress is thus estimated to be 20% more rapid. === Time horizon measurements === METR releases a "task-completion time horizon" for analysed AI models. This measures the "task duration (measured by human expert completion time) at which an AI agent is predicted to succeed with a given level of reliability." The metric is reported in two variants: the 50%-time horizon, which gives the task duration at which an AI model is estimated to succeed 50% of the time, and the 80%-time horizon, which gives the task duration at which an AI model is estimated to succeed 80% of the time. METR has published two versions of the underlying model: Time Horizon 1.0 and Time Horizon 1.1, the latter introduced in January 2026. As of 9 May 2026, the best-performing model is Claude Mythos, with a 50%-time horizon of likely at least 16 hours and an 80%-time horizon of 3 hours and 6 minutes. METR notes that "[m]easurements above 16 [hours] are unreliable with [their] current task suite". The following table provides time horizon estimates ordered by each model's release date:

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  • Framework Convention on Artificial Intelligence

    Framework Convention on Artificial Intelligence

    The Framework Convention on Artificial Intelligence and Human Rights, Democracy and the Rule of Law (also called Framework Convention on Artificial Intelligence or AI convention) is an international treaty on artificial intelligence. It was adopted under the auspices of the Council of Europe (CoE) and signed on 5 September 2024. The treaty aims to ensure that the development and use of AI technologies align with fundamental human rights, democratic values, and the rule of law, addressing risks such as misinformation, algorithmic discrimination, and threats to public institutions. More than 50 countries, including the EU member states, have endorsed the Framework Convention on Artificial Intelligence. == Background == The development of the Framework Convention on AI emerged in response to growing concerns over the ethical, legal, and societal impacts of artificial intelligence. The Council of Europe, which has historically played a key role in setting human rights standards across Europe, initiated discussions on AI governance in 2020, leading to the drafting of a binding legal framework. The process of creating the Framework Convention began in 2019 with the ad hoc Committee on Artificial Intelligence (CAHAI) assessing the feasibility of the instrument. In 2022, the Committee on Artificial Intelligence (CAI) took over the process, drafting and negotiating the text of the Convention. The treaty is designed to complement existing international human rights instruments, including the European Convention on Human Rights and the Convention for the Protection of Individuals with regard to Automatic Processing of Personal Data. == Structure and content == The Convention establishes fundamental principles for AI governance, including transparency, accountability, non-discrimination, and human rights protection through eight chapters and 26 articles. Adopted in 2024, this landmark treaty addresses AI governance through seven core principles and detailed implementation mechanisms. It mandates risk and impact assessments to mitigate potential harms and provides safeguards such as the right to challenge AI-driven decisions. It applies to public authorities and private entities acting on their behalf but excludes national security and defense activities. Implementation is overseen by a Conference of the Parties, ensuring compliance and international cooperation. Activities within the AI system lifecycle must adhere to seven fundamental principles, ensuring compliance with human rights, democracy, and the rule of law. The treaty also establishes remedies, procedural rights and safeguards, and risk and impact management requirements to promote accountability, transparency, and responsible AI development. The treaty consists of five chapters. Chapter I contains general provisions. Chapter II states the general obligation to protect human rights and the integrity of democratic processes and respect of the rule of law. The main principles and rights are contained in Chapter III, which consists of Articles 6 to 13. Chapter IV (Articles 14 to 15) sets up the legal remedies. Chapter V states the risk and impact management framework. Chapter VI facilitates the implementation criteria of the treaty. Chapter VII sets the co-operation and oversight mechanisms. Chapter VIII contains various concluding clauses. Article 1 declares the objectives of the treaty, to ensure that activities within the lifecycle of artificial intelligence systems are fully consistent with human rights, democracy and the rule of law. == Entry into force == The treaty will enter into force on the first day of the month following the expiration of a period of three months after the date on which five ratification made by five countries, including three member states of the Council of Europe. == Competing approaches == While the CoE's AI Convention represents a multilateral effort to regulate AI through a human rights-based approach, alternative frameworks have also been proposed. One notable example is the Munich Draft for a Convention on AI, Data and Human Rights, an initiative led by legal scholars and policymakers in Germany. The Munich Draft advocates for stronger safeguards against AI-related risks, emphasizing stricter data protection measures, accountability for AI developers, and explicit prohibitions on high-risk AI applications, such as mass surveillance and autonomous lethal weapons. Unlike the CoE convention, which focuses on balancing innovation with regulation, the Munich Draft takes a more precautionary stance, calling for tighter controls over AI deployment in sensitive domains. Other competing international efforts include the OECD’s AI Principles, the GPAI (Global Partnership on AI), and the European Union's AI Act, each of which offers different regulatory strategies to govern AI at regional and global levels. == Signatories == Signatories include Andorra, Canada, the European Union, Georgia, Iceland, Israel, Japan, Liechtenstein, the Republic of Moldova, Montenegro, Norway, San Marino, Switzerland, Ukraine, the United Kingdom, the United States, and Uruguay. == Endorsement == The treaty was widely endorsed by leading AI policy experts, including Stuart J. Russell, Virginia Dignum, Emma Ruttkamp-Bloem, Pascal Pichonnaz, Maria Helen Murphy, Angella Ndaka, Hannes Werthner, Katja Langenbucher, Gry Hasselbalch, Ricardo Baeza-Yates, Kutoma Wakunuma, Gianclaudio Malgieri, Oreste Pollicino, Nagla Rizk, Giovanni Sartor, Lee Tiedrich, Ingrid Schneider, Eduardo Bertoni, Garry Kasparov, Merve Hikcok, and Marc Rotenberg. The treaty was also endorsed by notable political leaders, including Theodoros Roussopoulos, President of the Parliamentart Assembly in the Council of Europe, and Christopher Holmes, Member of the House of Lords of the United Kingdom, and by the International Bar Association (IBA), and personally by Almudena Arpón de Mendívil, President of the IBA. The Center for AI and Digital Policy (CAIDP) has been carrying out a campaign to promote endorsement of the treaty by urging various countries to sign and ratify the treaty. The CAIDP further urged the countries to make a clear and firm commitment to ensure the full inclusion of the private sector under the treaty’s provisions.

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  • Colors!

    Colors!

    Colors! is a series of digital painting applications for handheld game consoles and mobile devices. Originally created as a homebrew application for Nintendo DS (as Colors!), which was since legitimately distributed on PlayStation Vita, iOS, and Android, the project eventually evolved into an officially licensed application for Nintendo 3DS (as Colors! 3D) and Nintendo Switch (as Colors Live). == History == === Colors! === Colors! was originally released in June 2007 as a simple homebrew painting application for the Nintendo DS. It was developed by Jens Andersson, a programmer and designer on sabbatical from the games industry who wanted to experiment with the potential of the new handheld platform. Shortly after, Rafał Piasek created an online gallery where users could upload paintings made with the program. Colors! quickly became one of the best-known homebrew applications on the Nintendo DS, and in September 2008, it was also released for the iPhone and iPod Touch. As of August 2010, it had been downloaded almost half a million times. It was voted the most popular homebrew application on the Nintendo DS by readers of the R4 for DS blog. Development of Colors! DS homebrew officially ended in December 2010 although the official gallery still accepted submissions from DS users until 2020 when Colors! Gallery was discontinued. === Colors! 3D === Colors! 3D is a successor to the application Colors! for the Nintendo 3DS. It was released as an officially licensed application for the Nintendo eShop in North America on April 5, 2012, and in the PAL region on April 19, 2012. It was later released in Japan on August 21, 2013, published by Arc System Works. Colors! 3D allows users to draw on five layers, each on their own stereoscopic 3D plane. Drawing is done on the bottom screen, while the top screen displays the painting in 3D. While drawing, players can use the various controls on the Nintendo 3DS to change layers, zoom and pan, and alter the pressure of their brush. Pressing the L button allows users to access a menu to change brush type, size, and opacity, modify the layers, use the camera to provide references, and more. When the user finishes their painting, they can export it to the SD card for viewing in the Nintendo 3DS Camera application. Users can also upload their finished creations to an online gallery, viewed on the 3DS or the official website. Gallery features include hashtags and the ability to follow artists and post comments. Each painting also features a replay feature that allows viewers to see how it was drawn. The application also features local multiplayer, allowing several people to work cooperatively on a painting. In April 2024, the developers of Colors! 3D collaborated with the Pretendo Network project to officially add support for the application, meaning Colors! 3D will continue to operate as normal when using Pretendo Network. ==== Reception ==== IGN gave the application a score of 9.0 and an Editor's Choice award, praising its simple interface and tutorials. Destructoid gave the app a 9.0, calling it "a simple and incredibly fun tool with an amazing community of artists proudly displaying their beautiful and funny 3D images." Nintendo Life gave the app a 9/10, stating, "Though lacking in any structured play, Colors! 3D’s robust free drawing system and unique ability to let anyone create their own three-dimensional artwork more than make up for this." === Colors Live === A Nintendo Switch successor called Colors Live (stylised as Colors L!ve) was released in 2020 after being funded via a Kickstarter campaign. This expanded upon the features of previous installments by adding new brushes, increasing the maximum number of layers to ten, and introducing blend modes. A new game mode called Colors Quest was also included. A pressure-sensitive pen called the Colors SonarPen was developed in collaboration with GreenBulb to facilitate drawing on the Nintendo Switch, and comes pre-bundled with physical copies of the game. ==== Colors Quest ==== This new mode acts as a story-driven adventure wherein players are given a daily drawing challenge with a specific theme and certain stipulations that must be fulfilled. Once the drawing is complete, players must anonymously score other players' submissions, these scores are then aggregated to produce a personal ranking that measures the improvement in the player's art skills over time.

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  • Instantaneously trained neural networks

    Instantaneously trained neural networks

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

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  • Guideline execution engine

    Guideline execution engine

    A guideline execution engine is a computer program which can interpret a clinical guideline represented in a computerized format and perform actions towards the user of an electronic medical record. A guideline execution engine needs to communicate with a host clinical information system. Virtual Medical Record (vMR) is one possible interface which can be used. The engine's main function is to manage instances of executed guidelines of individual patients. == Architecture == The following modules are generally needed for any engine: interface to clinical information system new guidelines loading module guideline interpreter module clinical events parser alert/recommendations dispatch == Guideline Interchange Format == The Guideline Interchange Format (GLIF) is a computer representation format for clinical guidelines. Represented guidelines can be executed using a guideline execution engine. The format has several versions as it has been improved. In 2003 GLIF3 was introduced. == Use of third party workflow engine as a guideline execution engine == Some commercial electronic health record systems use a workflow engine to execute clinical guidelines. RetroGuide and HealthFlow are examples of such an approach.

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  • Kinect

    Kinect

    Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control. Kinect was originally developed as a motion controller peripheral for Xbox video game consoles, distinguished from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) by not requiring physical controllers. The first-generation Kinect was based on technology from Israeli company PrimeSense, and unveiled at E3 2009 as a peripheral for Xbox 360 codenamed "Project Natal". It was first released on November 4, 2010, and would go on to sell eight million units in its first 60 days of availability. The majority of the games developed for Kinect were casual, family-oriented titles, which helped to attract new audiences to Xbox 360, but did not result in wide adoption by the console's existing, overall userbase. As part of the 2013 unveiling of Xbox 360's successor, Xbox One, Microsoft unveiled a second-generation version of Kinect with improved tracking capabilities. Microsoft also announced that Kinect would be a required component of the console, and that it would not function unless the peripheral is connected. The requirement proved controversial among users and critics due to privacy concerns, prompting Microsoft to backtrack on the decision. However, Microsoft still bundled the new Kinect with Xbox One consoles upon their launch in November 2013. A market for Kinect-based games still did not emerge after the Xbox One's launch; Microsoft would later offer Xbox One hardware bundles without Kinect included, and later revisions of the console removed the dedicated ports used to connect it (requiring a powered USB adapter instead). Microsoft ended production of Kinect for Xbox One in October 2017. Kinect has also been used as part of non-game applications in academic and commercial environments, as it was cheaper and more robust than other depth-sensing technologies at the time. While Microsoft initially objected to such applications, it later released software development kits (SDKs) for the development of Microsoft Windows applications that use Kinect. In 2020, Microsoft released Azure Kinect as a continuation of the technology integrated with the Microsoft Azure cloud computing platform. Part of the Kinect technology was also used within Microsoft's HoloLens project. Microsoft discontinued the Azure Kinect developer kits in October 2023. == History == === Development === The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on. In 2005, Israeli company PrimeSense was founded by mathematicians and engineers to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006 Game Developers Conference, where Microsoft's Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacture the units at scale was required. PrimeSense spent the next few years working at these improvements. Nintendo released the Wii in November 2006. The Wii's central feature was the Wii Remote, a handheld device that was detected by the Wii through a motion sensor bar mounted onto a television screen to enable motion controlled games. Microsoft felt pressure from the Wii, and began looking into depth-sensing in more detail with PrimeSense's hardware, but could not get to the level of motion tracking they desired. While they could determine hand gestures, and sense the general shape of a body, they could not do skeletal tracking. A separate path within Microsoft looked to create an equivalent of the Wii Remote, considering that this type of unit may become standardized similar to how two-thumbstick controllers became a standard feature. However, it was still ultimately Microsoft's goal to remove any device between the player and the Xbox. Kudo Tsunoda and Darren Bennett joined Microsoft in 2008, and began working with Kipman on a new approach to depth-sensing aided by machine learning to improve skeletal tracking. They internally demonstrated this and established where they believed the technology could be in a few years, which led to the strong interest to fund further development of the technology; this has also occurred at a time that Microsoft executives wanted to abandon the Wii-like motion tracking approach, and favored the depth-sensing solution to present a product that went beyond the Wii's capabilities. The project was greenlit by late 2008 with work started in 2009. The project was codenamed "Project Natal" after the Brazilian city Natal, Kipman's birthplace. Additionally, Kipman recognized the Latin origins of the word "natal" to mean "to be born", reflecting the new types of audiences they hoped to draw with the technology. Much of the initial work was related to ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months. During hardware development, Microsoft engaged with software developers to use Kinect. Microsoft wanted to make games that would be playable by families since Kinect could sense multiple bodies in front of it. One of the first internal titles developed for the device was the pack-in game Kinect Adventures developed by Good Science Studio that was part of Microsoft Studios. One of the game modes of Kinect Adventures was "Reflex Ridge", based on the Japanese Brain Wall game where players attempt to contort their bodies in a short time to match cutouts of a wall moving at them. This type of game was a key example of the type of interactivity they wanted with Kinect, and its development helped feed into the hardware improvements. Another development was Project Milo, a prototype game developed by Lionhead Studios led by Peter Molyneux where the player could interact with a virtual avatar through motion controls and voice recognition. Lionhead had developed the project based on original capabilities of the Kinect, but according to Molyneux, Microsoft had found that a consumer-grade version of the Kinect would cost thousands of dollars, so they scaled back the device and refocused the role of games for the Kinect to be more casual games as seen on the Wii. As a result, Project Milo no longer fit Microsoft's portfolio and was cancelled. Nearing the planned release, there was a problem of widespread testing of Kinect in various room types and different bodies accounting for age, gender, and race among other factors, while keeping the details of the unit confidential. Microsoft engaged in a company-wide program offering employees to take home Kinect units to test them. Microsoft also brought other non-gaming divisions, including its Microsoft Research, Microsoft Windows, and Bing teams to help complete the system. Microsoft established its own large-scale manufacturing facility to bulk product Kinect units and test them. === Introduction === Kinect was first announced to the public as "Project Natal" on June 1, 2009, during Microsoft's press conference at E3 2009; film director Steven Spielberg joined Microsoft's Don Mattrick to introduce the technology and its potential. Three demos were presented during the conference—Microsoft's Ricochet and Paint Party, and Lionhead Studios' Milo & Kate created by Peter Molyneux—while a Project Natal-enabled version of Criterion Games' Burnout Paradise was shown during the E3 exhibition. By E3 2009, the skeletal mapping technology was capable of simultaneously tracking four people, with a feature extraction of 4

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  • Computational heuristic intelligence

    Computational heuristic intelligence

    Computational heuristic intelligence (CHI) refers to specialized programming techniques in computational intelligence (also called artificial intelligence, or AI). These techniques have the express goal of avoiding complexity issues, also called NP-hard problems, by using human-like techniques. They are best summarized as the use of exemplar-based methods (heuristics), rather than rule-based methods (algorithms). Hence the term is distinct from the more conventional computational algorithmic intelligence, or symbolic AI. An example of a CHI technique is the encoding specificity principle of Tulving and Thompson. In general, CHI principles are problem solving techniques used by people, rather than programmed into machines. It is by drawing attention to this key distinction that the use of this term is justified in a field already replete with confusing neologisms. Note that the legal systems of all modern human societies employ both heuristics (generalisations of cases) from individual trial records as well as legislated statutes (rules) as regulatory guides. Another recent approach to the avoidance of complexity issues is to employ feedback control rather than feedforward modeling as a problem-solving paradigm. This approach has been called computational cybernetics, because (a) the term 'computational' is associated with conventional computer programming techniques which represent a strategic, compiled, or feedforward model of the problem, and (b) the term 'cybernetic' is associated with conventional system operation techniques which represent a tactical, interpreted, or feedback model of the problem. Of course, real programs and real problems both contain both feedforward and feedback components. A real example which illustrates this point is that of human cognition, which clearly involves both perceptual (bottom-up, feedback, sensor-oriented) and conceptual (top-down, feedforward, motor-oriented) information flows and hierarchies. The AI engineer must choose between mathematical and cybernetic problem solution and machine design paradigms. This is not a coding (program language) issue, but relates to understanding the relationship between the declarative and procedural programming paradigms. The vast majority of STEM professionals never get the opportunity to design or implement pure cybernetic solutions. When pushed, most responders will dismiss the importance of any difference by saying that all code can be reduced to a mathematical model anyway. Unfortunately, not only is this belief false, it fails most spectacularly in many AI scenarios. Mathematical models are not time agnostic, but by their very nature are pre-computed, i.e. feedforward. Dyer [2012] and Feldman [2004] have independently investigated the simplest of all somatic governance paradigms, namely control of a simple jointed limb by a single flexor muscle. They found that it is impossible to determine forces from limb positions- therefore, the problem cannot have a pre-computed (feedforward) mathematical solution. Instead, a top-down command bias signal changes the threshold feedback level in the sensorimotor loop, e.g. the loop formed by the afferent and efferent nerves, thus changing the so-called ‘equilibrium point’ of the flexor muscle/ elbow joint system. An overview of the arrangement reveals that global postures and limb position are commanded in feedforward terms, using global displacements (common coding), with the forces needed being computed locally by feedback loops. This method of sensorimotor unit governance, which is based upon what Anatol Feldman calls the ‘equilibrium Point’ theory, is formally equivalent to a servomechanism such as a car's ‘cruise control’.

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  • BabelNet

    BabelNet

    BabelNet is a multilingual lexical-semantic knowledge graph, ontology and encyclopedic dictionary developed at the NLP group of the Sapienza University of Rome under the supervision of Roberto Navigli. BabelNet was automatically created by linking Wikipedia to the most popular computational lexicon of the English language, WordNet. The integration is done using an automatic mapping and by filling in lexical gaps in resource-poor languages by using statistical machine translation. The result is an encyclopedic dictionary that provides concepts and named entities lexicalized in many languages and connected with large amounts of semantic relations. Additional lexicalizations and definitions are added by linking to free-license wordnets, OmegaWiki, the English Wiktionary, Wikidata, FrameNet, VerbNet and others. Similarly to WordNet, BabelNet groups words in different languages into sets of synonyms, called Babel synsets. For each Babel synset, BabelNet provides short definitions (called glosses) in many languages harvested from both WordNet and Wikipedia. == Statistics of BabelNet == As of December 2023, BabelNet (version 5.3) covers 600 languages. It contains almost 23 million synsets and around 1.7 billion word senses (regardless of their language). Each Babel synset contains 2 synonyms per language, i.e., word senses, on average. The semantic network includes all the lexico-semantic relations from WordNet (hypernymy and hyponymy, meronymy and holonymy, antonymy and synonymy, etc., totaling around 364,000 relation edges) as well as an underspecified relatedness relation from Wikipedia (totaling around 1.9 billion edges). Version 5.3 also associates around 61 million images with Babel synsets and provides a Lemon RDF encoding of the resource, available via a SPARQL endpoint. 2.67 million synsets are assigned domain labels. == Applications == BabelNet has been shown to enable multilingual natural language processing applications. The lexicalized knowledge available in BabelNet has been shown to obtain state-of-the-art results in: Semantic relatedness, Multilingual word-sense disambiguation and entity linking, with the Babelfy system, Video games with a purpose. == Prizes and acknowledgments == BabelNet received the META prize 2015 for "groundbreaking work in overcoming language barriers through a multilingual lexicalised semantic network and ontology making use of heterogeneous data sources". The Artificial Intelligence Journal paper that describes BabelNet won the Prominent Paper Award in 2017. BabelNet featured prominently in a Time magazine article about the new age of innovative and up-to-date lexical knowledge resources available on the Web.

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  • OpenNN

    OpenNN

    OpenNN (Open Neural Networks Library) is a software library written in the C++ programming language which implements neural networks, a main area of deep learning research. The library is open-source, licensed under the GNU Lesser General Public License. == Characteristics == The software implements any number of layers of non-linear processing units for supervised learning. This deep architecture allows the design of neural networks with universal approximation properties. Additionally, it allows multiprocessing programming by means of OpenMP, in order to increase computer performance. OpenNN contains machine learning algorithms as a bundle of functions. These can be embedded in other software tools, using an application programming interface, for the integration of the predictive analytics tasks. In this regard, a graphical user interface is missing but some functions can be supported by specific visualization tools. == History == The development started in 2003 at the International Center for Numerical Methods in Engineering, within the research project funded by the European Union called RAMFLOOD (Risk Assessment and Management of FLOODs). Then it continued as part of similar projects. OpenNN is being developed by the startup company Artelnics. == Applications == OpenNN is a general purpose artificial intelligence software package. It uses machine learning techniques for solving predictive analytics tasks in different fields. For instance, the library has been applied in the engineering, energy, or chemistry sectors.

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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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  • Tuber (app)

    Tuber (app)

    Tuber (Chinese: Tuber浏览器) was a web browser mobile app developed by Shanghai Fengxuan Information Technology that allowed users within mainland China to view filtered versions of certain websites normally blocked by the Great Firewall. Filtered versions of websites such as Google, Facebook, Instagram, YouTube, Twitter, Netflix, IMDb, and Wikipedia could be viewed. The app was backed by cybersecurity company Qihoo 360 which served as the parent company. The app required phone number registration. Sensitive keywords were blocked by the app. On October 9, 2020, Global Times editor Rita Bai Yunyi tweeted that the move represented "a great step for China's opening up". The app was removed from China domestic app stores and operations ceased as of October 10, 2020. On October 12, when questioned by a Bloomberg News reporter on the topic, Foreign Ministry spokesperson Zhao Lijian replied, "This is not a diplomatic issue, and I do not have the relevant information you mentioned. China has always managed the Internet in accordance with the law. I suggest you ask the competent department for the specific situation."

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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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  • Jarosław Królewski

    Jarosław Królewski

    Jarosław Królewski ([jaˈrɔswaf kruˈlɛfskʲi]; born September 26, 1986) is a Polish entrepreneur, programmer, sociologist, investor, and philanthropist from Hańczowa, Poland. He is a researcher and lecturer at the AGH University of Krakow. He was selected as a Young Global Leader by the World Economic Forum in 2025. Królewski is a cofounder and chief executive of the software development company Synerise that develops its namesake business intelligence software based on artificial intelligence and big data. He is also the president and a majority stakeholder of the Polish soccer club Wisła Kraków. == Biography == === Scientific activities === Królewski graduated from the AGH University of Kraków and the University of Banking and Management in Kraków. He completed two fields of study: a master's degree in sociology, and an engineer's degree in computer science. He co-created innovative study programs, including social informatics and electronic business, recognized as the most innovative field of study in Poland in 2012 by the Ministry of Science and Higher Education, which led to the AGH receiving a PLN 1 million award for the development of the program. Królewski is a research and teaching employee at AGH, where since 2010 he has been conducting classes and lectures on the Internet, mobile technologies, and UX/UI. He has been preparing a PhD thesis. He is the brand ambassador of the Academy. He is also a mentor of the Polish Development Fund network. In 2019, on the occasion of the AGH University's 100th anniversary, Królewski was honored the title of "AGH Graduate Junior 2018." Królewski is the co-originator of the "Data Science in Business and Administration" doctoral studies organized by the Faculty of Computer Science and Electronic Economy of the Poznań University of Economics. He is a co-author of a textbook E-marketing. Contemporary trends. Starter package (2013), and an Book on algorithmic governance Algocracy. How and why artificial intelligence changes everything (with Krzysztof Rybiński, 2023). === Business career === Throughout the 2000s, Królewski was responsible for issues of usability and user experience at the advertising agency Eskadra in Kraków. In 2012, along with programmer Miłosz Baluś and graphic designer Krzysztof Kochmański, he founded the software house Humanoit Group. The company created a project management software using machine learning and artificial intelligence. In 2013, HG Intelligence was established to create a platform for analytics and automation of business processes called "Synerise" that combined big data with artificial intelligence mechanisms. Królewski became the president of the company's management board. In 2016, the company rebranded itself after its own platform. It is one of the fastest growing enterprises in Poland – in 2019 it was valued at USD 85 million (PLN 323.5 million), and its value is still growing, in 2022 it announced an investment of USD 23 million. Królewski is a supporter of releasing some software in open-source form, an example of which is the open library Cleora.ai. Królewski has been described "one of the most promising young Polish businessmen in the technology industry." According to Forbes, he is a "visionary computer scientist who in many respects resembles the young Bill Gates." Królewski considers himself a “technological determinist and optimist.” He never wants to be a millionaire or billionaire, he spends 80 percent of his private income on education, sports and charities. === Sports === In his youth (2002–2006) he was a football player of the (then 4th-league) club Glinik Gorlice, and represented it at the then-highest level of junior competitions in Poland. He played there with Rafał Wisłocki, later president of Wisła Kraków and vice-president of Bruk-Bet Termalica Nieciecza. In early 2019, Królewski was the initiator of a rescue operation that saved Wisła Kraków from bankruptcy, as well as the originator of the crowdfunding issue of shares of Wisła Kraków, pioneering in Polish sports, during restructuring and searching for a strategic investor. The offered shares constituted 5.1 percent. all the company's shares, which meant that the club was valued at PLN 74.4 million. 40,000 shares were put up for sale, each worth PLN 100. Within 24 hours, they were purchased by 9,124 investors through an equity crowdfunding platform Beesfund, earning the club PLN 4 million. In March 2019, Królewski became vice-chairman of Wisła's supervisory board, a position he held until 2021. In April 2020, he became Wisła's co-owner, along with the footballer Jakub Błaszczykowski, and Tomasz Jażdżyński, president of Gremi Media (publisher of the news outlets Rzeczpospolita and Parkiet). The three granted a bridging loan to the club of PLN 4 million, each supporting PLN 1.33 million. The funds were used to repay the club's debts to players. In November 2022, the supervisory board of Wisła Kraków appointed Królewski as the president of the club's management board. In December 2022, Królewski took over a majority stake in the club. In January 2024, based on match statistics, he used AI tools to select Wisła's new coach, Albert Rudé. === Social activities === Królewski is the creator and originator of the nationwide educational project "AI Schools & Academy", the first artificial intelligence teaching program in Polish kindergartens, primary and secondary schools in Polish history. Launched in 2018, the project was financed by Synerise business partners: Carrefour, CCC, Ernst & Young, IDC, Media Expert, Microsoft, Orange Foundation, Oriflame, Bank Pekao, Photon, PZU, and Żabka. Physicists, mathematicians, and computer scientists conduct special classes in 1,500 kindergartens, primary and secondary schools. Outstanding students and teachers are awarded scholarships. The project was appreciated by experts. In the years 2018–2020, Królewski was the main sponsor of Glinik Gorlice. He also supported the women's football team Staszkówka Jelna (of Staszkówka). After taking over the shares of Wisła Kraków in 2020, he launched socially conscience initiatives along with other shareholders, including a women's football team, the amp football section, and the blind football section. He has privately sponsored social charities. == Accolades and awards == In 2017, Królewski along with the Synerise co-founders Baluś and Kochmański was included in the “New Europe 100” list of eastern Europe's brightest and best citizens changing the region's societies, politics, or business environments, according to Res Publica, along with the International Visegrad Fund, Google and the Financial Times. Królewski was included on Ernst & Young's list of the 30 most promising technology entrepreneurs in the world. In 2018, he was honored with the Special Jury Award in the Polish edition of the Ernst & Young Entrepreneur of the Year Award competition, for combining scientific activities with entrepreneurship. The same year, Królewski won an award in the competition Digital Shapers, distinguishing outstanding tech personalities by the Digital Poland Foundation. He was also selected to Ernst & Young startup program EY Accelerating Entrepreneurs for businesses that focus on disruptive fields. In 2019, as part of the AI Awards competition, Królewski received the title of AI Person of the Year. == Private life == Królewski comes from a Lemko family from Hańczowa in the Low Beskids. He is married to Aleksandra Królewska.

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