AirSim

AirSim

AirSim (Aerial Informatics and Robotics Simulation) is an open-source, cross-platform simulator for drones, ground vehicles such as cars and various other objects, built on Epic Games’ proprietary Unreal Engine 4 as a platform for AI research. It is developed by Microsoft and can be used to experiment with deep learning, computer vision and reinforcement learning algorithms for autonomous vehicles. This allows testing of autonomous solutions without worrying about real-world damage. AirSim provides some 12 kilometers of roads with 20 city blocks and APIs to retrieve data and control vehicles in a platform independent way. The APIs are accessible via a variety of programming languages, including C++, C#, Python and Java. AirSim supports hardware-in-the-loop with driving wheels and flight controllers such as PX4 for physically and visually realistic simulations. The platform also supports common robotic platforms, such as Robot Operating System (ROS). It is developed as an Unreal plug-in that can be dropped into any Unreal environment. An experimental release for a Unity plug-in is also available. On December 15, 2023 Microsoft has shutdown the development of the project.

Cloud-to-cloud integration

Cloud-to-Cloud Integration ( C2I ) allows users to connect disparate cloud computing platforms. While Paas (Platform as a service) and Saas (Software as a service) continue to gain momentum, different vendors have different implementations for cloud computing, e.g. Database, REST, SOAP API. Another name for Cloud-to-Cloud Integration is Cloud-Surfing. See also Cloud-based integration

BitClout

BitClout was an open source blockchain-based social media platform. On the platform, users could post short-form writings and photos, award money to posts they particularly like by clicking a diamond icon, as well as buy and sell "creator coins" (personalized tokens whose value depends on people's reputations). BitClout ran on a custom proof of work blockchain, and was a prototype of what can be built on DeSo (short for "Decentralized Social"). BitClout's founder and primary leader is Nader al-Naji, known pseudonymously as "Diamondhands". Under development since 2019, BitClout's blockchain created its first block in January 2021, and BitClout itself launched publicly in March 2021. The platform launched with 15,000 "reserved" accounts — a move intended to prevent impersonation, but which backfired as some people with reserved accounts tried to actively distance themselves. Later, in September 2021, BitClout was revealed to be the flagship product of the DeSo blockchain. == History == === Origins (2019 - March 2021) === In early 2019, Nader al-Naji became interested in "mixing investing and social media". He started creating a custom blockchain in May 2019, but didn't tell anyone else until November 2020. However, in the fall of 2020, al-Naji pitched BitClout's own investors under his real name and began posting job listings for a "new operation". Although BitClout was not originally intended to launch until mid-2021, its development was sped up due to "zeitgeist about decentralized social media" in January 2021. BitClout's first block was mined on 18 January 2021. Its next block was mined on 1 March 2021. === As BitClout (March - September 2021) === In early March 2021, about fifty investors received links to a password-protected website with the BitClout white paper. They were encouraged to explore the site and send the same link to "two or three other 'trusted contacts'". Within weeks users were spending millions of dollars per day on the platform. The platform's founders said they were "completely unprepared", having planned to have a "soft-launch". The leader went by the name "diamondhands" on the platform. On 24 March 2021, BitClout launched out of private beta. Investors include Sequoia Capital, Andreessen Horowitz, the venture capital firm Social Capital, Coinbase Ventures, Winklevoss Capital Management, Alexis Ohanian, Polychain, Pantera, and Digital Currency Group (CoinDesk's parent company). During its initial launch, BitClout's currency could be bought with bitcoin, but not sold except on Discord servers or Twitter threads. A single bitcoin wallet related to BitClout received more than $165M worth of deposits. In March 2021, law firm Anderson Kill P.C. sent Nader al-Naji, the presumed leader of the BitClout platform, a cease-and-desist letter, demanding the removal of Brandon Curtis's account and alleging that BitClout violated sections 1798 and 3344 of the California Civil Code by using Curtis's name and likeness without his consent. Curtis also tweeted, "Adopting Bitcoin's aesthetic to raise VC funding to carry out unethical and blatantly illegal schemes like BitClout: not cool". (However, Curtis's coin, despite not being listed on the official website, can still be bought by users searching for the original username.) Additionally, in April 2021, Lee Hsien Loong asked for his name and photograph to be removed from the site, stating that he has "nothing to do with the platform" and that "it is misleading and done without [his] permission". On 18 May 2021, diamondhands announced that 100% of the BitClout code went public. On 12 June 2021, the supply of BitClout was capped at around 11 million coins. On 18 July 2021, BitClout added the ability for users to mint and purchase NFTs within the platform. === As part of DeSo (September 2021 - July 2024) === On 21 September 2021, it was revealed that BitClout was a prototype built on DeSo, short for "Decentralized Social". As a part of this revelation, diamondhands confirmed his identity as Nader al-Naji. (As early as April 2021, it had been believed that diamondhands indeed was that person.)The Bitclout project raised $200M in funding, which went to setting up the DeSo Foundation. === End and aftermath (July 2024 - present) === In July 2024, al-Naji was arrested by the FBI and charged with wire fraud involving BitClout. He also faced civil charges of securities fraud and unregistered offers and sales of securities from the Securities and Exchange Commission. In response, the official "deso" account posted that al-Naji was "safe and at home" and "that this experience has only reinforced [his] commitment to DeSo". In February 2025, the Justice Department dropped its case against al-Naji. In March 2026, the SEC voluntarily dismissed the enforcement case with prejudice. == Design == BitClout is a social media platform. Its users can post short-form writings and photos (similarly to Twitter). They can award money to posts they particularly like by clicking a diamond icon (similarly to Twitch Bits). The prices of each account's "creator coin" goes up and down with the popularity of the celebrity behind it. For example, if someone says something negative, the value of their corresponding account may go down. This price is computed automatically according to the formula p r i c e _ i n _ b i t c l o u t = .003 ∗ c r e a t o r _ c o i n s _ i n _ c i r c u l a t i o n 2 {\displaystyle price\_in\_bitclout=.003creator\_coins\_in\_circulation^{2}} . At launch time, BitClout scraped 15,000 profiles of celebrities from Twitter to create "reserved" accounts in their names. To claim a reserved account, the account holder would need to tweet about it (which also serves as a marketing strategy). At least 80 such reserved profiles have been claimed. Proof of stake was introduced in March 2024.

History of operating systems

Computer operating systems (OSes) provide a set of functions needed and used by most application programs on a computer, and the links needed to control and synchronize computer hardware. On the first computers, with no operating system, every program needed the full hardware specification to run correctly and perform standard tasks, and its own drivers for peripheral devices like printers and punched paper card readers. The growing complexity of hardware and application programs eventually made operating systems a necessity for everyday use. == Background == Early computers lacked any form of operating system. Instead, the user (rarely also the computer operator), had sole use of the machine for a scheduled period of time. The user would deliver his program to a computer operator who would be responsible for loading the computer with the program and data needed for its 'run'. Eventually, the end of a user's program could be detected and a control program automatically loaded which would load the next user's program, relieving the operator of having to load in each user's program individually and introducing the era of 'batched' programming. That is, a number of user programs could all be loaded together in a batch. Loading of program and data was accomplished in various ways including toggle switches (only used by a user on the earliest of computers, but later used by the computer operator to control the computer, e.g., to start it up, to shut it down, to 'pause', to 'dump' its RAM contents, and/or to control its input and/or its output), punched paper cards and magnetic or paper tape. Once loaded, the machine would be set to execute each program singly until that program completed, crashed, exceeded its time limit or went into a(n infinite) loop. In those early days, there were only 'Control Program' units for providing the software necessary to control the computers and ancillary hardware, e.g., for such semi hardware functions as I/O . None of the early 'Control Programs' were sufficiently sophisticated to recognize a looping user program or initiate a recovery action. Detection and recovery from a looping program was another critical operator function and was usually detected by the sound of the looping computer, whereupon the operator would simply initiate a complete dump of the executing program (for later debugging by the programmer) and then load in (or instruct the computer to go on to) the next user's program. Programs could sometimes be debugged via a control panel using dials, toggle switches and panel lights, making it a very manual and error-prone process. But, this was quite rare, since the high cost of even the simplest of the early computers prohibited such exclusive use of a computer by an individual programmer. Almost all program debugging was done away from any computer by the original programmer perusing the program and the dump of its execution obtained, e.g., by the computer operator or automatically by some computer hardware exception detection (such as a timeout, an attempt to divide by zero, or an over or underflow). Programmers then could only very rarely have more than one computer 'run' per day! Symbolic languages, e.g., assemblers and compilers were developed for programmers to translate symbolic program code into machine code that previously would have been hand-encoded. Later machines came with libraries of support code on punched cards or magnetic tape, which would be linked to the user's program to assist in operations such as input and output. This was the genesis of the modern-day operating system; however, machines still ran a single program or job at a time. At Cambridge University in England the job queue was at one time a string from which tapes attached to corresponding job tickets were hung with stationery pegs. == Mainframes == The first operating system used for real work was GM-NAA I/O, produced in 1956 by General Motors' Research division for its IBM 704. Most other early operating systems for IBM mainframes were also produced by customers. Early operating systems were very diverse, with each vendor or customer producing one or more operating systems specific to their particular mainframe computer. Every operating system, even from the same vendor, could have radically different models of commands, operating procedures, and such facilities as debugging aids. Typically, each time the manufacturer brought out a new machine, there would be a new operating system, and most applications would have to be manually adjusted, recompiled, and retested. === Systems on IBM hardware === Building on customer experience and requirements, IBM took on a more active role in developing operating systems for the 709, 1410, 7010, 7040, 7044, 7090 and 7094. IBM also collaborated with universities. The state of affairs continued until the mid 1960s when IBM, already a leading hardware vendor, stopped work on existing systems and put all its effort into developing the System/360 series of machines, all of which used the same instruction and input/output architecture. IBM intended to develop a single operating system for the new hardware, the OS/360. The problems encountered in the development of the OS/360 are legendary, and are described by Fred Brooks in The Mythical Man-Month—a book that has become a classic of software engineering. Because of performance differences across the hardware range and delays with software development, a whole family of operating systems was introduced instead of a single OS/360. IBM wound up releasing a series of stop-gaps followed by two longer-lived operating systems: OS/360 for mid-range and large systems. This was available in three system generation options: PCP for early users and for those without the resources for multiprogramming. MFT for mid-range systems, replaced by MFT-II in OS/360 Release 15/16. This had one successor, OS/VS1, which was discontinued in the 1980s. MVT for large systems. This was similar in most ways to PCP and MFT (most programs could be ported among the three without being re-compiled), but has more sophisticated memory management and a time-sharing facility, TSO. MVT had several successors including the current z/OS. DOS/360 for small System/360 models had several successors including the current z/VSE. It was significantly different from OS/360. IBM maintained full compatibility with the past, so that programs developed in the sixties can still run under z/VSE (if developed for DOS/360) or z/OS (if developed for MFT or MVT) with no change. IBM also developed TSS/360, a time-sharing system for the System/360 Model 67. Overcompensating for their perceived importance of developing a timeshare system, they set hundreds of developers to work on the project. Early releases of TSS were slow and unreliable; by the time TSS had acceptable performance and reliability, IBM wanted its TSS users to migrate to OS/360 and OS/VS2; while IBM offered a TSS/370 PRPQ, they dropped it after 3 releases. Several operating systems for the IBM S/360 and S/370 architectures were developed by third parties, including the Michigan Terminal System (MTS) and MUSIC/SP. === Other mainframe operating systems === Control Data Corporation developed the SCOPE operating systems in the 1960s, for batch processing and later developed the MACE operating system for time sharing, which was the basis for the later Kronos. In cooperation with the University of Minnesota, the Kronos and later the NOS operating systems were developed during the 1970s, which supported simultaneous batch and time sharing use. Like many commercial time sharing systems, its interface was an extension of the DTSS time sharing system, one of the pioneering efforts in timesharing and programming languages. In the late 1970s, Control Data and the University of Illinois developed the PLATO system, which used plasma panel displays and long-distance time sharing networks. PLATO was remarkably innovative for its time; the shared memory model of PLATO's TUTOR programming language allowed applications such as real-time chat and multi-user graphical games. For the UNIVAC 1107, UNIVAC, the first commercial computer manufacturer, produced the EXEC I operating system, and Computer Sciences Corporation developed the EXEC II operating system and delivered it to UNIVAC. EXEC II was ported to the UNIVAC 1108. Later, UNIVAC developed the EXEC 8 operating system for the 1108; it was the basis for operating systems for later members of the family. Like all early mainframe systems, EXEC I and EXEC II were a batch-oriented system that managed magnetic drums, disks, card readers and line printers; EXEC 8 supported both batch processing and on-line transaction processing. In the 1970s, UNIVAC produced the Real-Time Basic (RTB) system to support large-scale time sharing, also patterned after the Dartmouth BASIC system. Burroughs Corporation introduced the B5000 in 1961 with the MCP (Master Control Program) operating system. The B5000

Scandiweb

scandiweb is a web development, digital strategy, AI consultation & implementation agency specializing in the Magento (Adobe Commerce) platform. The company was established in 2003 in Latvia by Antons Sapriko. It has offices in the United States, Sweden, Latvia, and Georgia. scandiweb provides solutions for primarily eCommerce businesses and acts as a strategic partner for IT development focusing on web, mobile, and big data analysis. T == Partnerships == scandiweb is an official Adobe Gold Partner, with the largest team of Adobe Commerce-certified employees. The company holds the Google Premier Partner status for 2025, placing it among top 3% agencies globally. scandiweb is a BigCommerce Certified Partner and a Pimcore Platinum Partner. Since 2016, scandiweb has been collaborating with Oro, Inc., an open-source business application development firm. scandiweb is a Platinum Partner of Hyvä, working with the Magento 2 frontend theme to optimize performance metrics. The company is also a Sanity Agency Partner, assisting with content management through Sanity’s headless CMS.

AI effect

The AI effect is a phenomenon in which advances in artificial intelligence lead to a redefinition of what is considered intelligence, such that capabilities achieved by AI systems are no longer regarded as examples of "real" intelligence. The concept has been used to describe both a cognitive tendency and a sociotechnical pattern, in which successful AI techniques are reclassified as routine computation or absorbed into other domains. Historian Pamela McCorduck described this as a recurring feature of AI research, noting in her 2004 book Machines Who Think that once a problem is solved, it is no longer considered evidence of intelligence. Researcher Rodney Brooks similarly observed in 2002 that once systems are understood, they are often regarded as "just computation". == Definition == The AI effect refers to a shift in how intelligence is defined as machines acquire new capabilities. Tasks such as playing chess, recognizing speech, or interpreting images were historically considered indicators of intelligence, but after successful automation they are often reclassified as routine computation. McCorduck described this as an "odd paradox", in which successful AI systems are assimilated into other domains, leaving AI researchers to focus on unsolved problems. The phenomenon is often interpreted as an instance of moving the goalposts. A commonly cited formulation is Tesler's theorem, often expressed as "AI is whatever hasn't been done yet". When problems are not fully formalised, they may be described using models involving human computation, such as human-assisted Turing machines. == Historical examples == === Game playing === Early AI systems capable of playing games such as checkers and chess were initially regarded as demonstrations of machine intelligence. As these systems improved and became better understood, their achievements were often reinterpreted as examples of computation rather than intelligence. The victory of IBM's Deep Blue over Garry Kasparov in 1997 is a frequently cited example. Critics argued that the system relied on brute-force methods rather than genuine understanding. === Pattern recognition === Technologies such as optical character recognition and speech recognition were once considered core problems in artificial intelligence. As these systems became reliable and widely deployed, they were increasingly treated as standard engineering solutions. === Integration into applications === Many techniques originally developed within AI research have been incorporated into broader technological systems, including marketing, automation, and software applications. Michael Swaine reported in 2007 that AI advances are often presented as developments in other fields. Marvin Minsky observed that successful AI innovations often evolve into separate disciplines. Nick Bostrom noted in 2006 that widely adopted technologies are often no longer labeled as AI. == Contemporary discussion == The AI effect continues to be discussed in the context of recent advances in machine learning, particularly large language models and other generative AI systems. As these systems have become more widely used, some researchers and commentators have noted that their capabilities are frequently described as statistical or mechanical once understood, rather than as intelligence. A 2016 survey of artificial intelligence also noted that AI systems are increasingly embedded in everyday applications, reinforcing earlier observations that successful AI technologies tend to become normalized and no longer identified as AI. At the same time, the widespread commercial use of artificial intelligence has led to greater visibility of the field, contrasting with earlier periods in which AI techniques were often present but unacknowledged. == Interpretations == === Cognitive bias === Some authors describe the AI effect as a cognitive bias in which expectations of intelligence shift as machines achieve new capabilities. === Sociotechnical perspective === Another interpretation emphasizes how technologies are reclassified over time as they become widespread and commercially successful. === Philosophical debate === Some philosophers argue that reclassification reflects genuine conceptual distinctions rather than bias. == Historical context == During periods such as the AI winter, researchers sometimes avoided the term "artificial intelligence" due to negative perceptions. In the 21st century, however, the term "AI" has become widely used in public discourse and marketing. == Broader implications == The AI effect has been linked to broader questions about human uniqueness and the nature of intelligence. Michael Kearns suggested that people may seek to preserve a special role for humans. Similar patterns have been observed in studies of animal cognition. Herbert A. Simon noted that artificial intelligence can provoke strong emotional reactions.

Pull technology

Pull coding or client pull is a style of network communication, where the initial request for data originates from the client, and then is responded to by the server. The reverse is known as push technology, where the server pushes data to clients. Pull requests form the foundation of network computing, where many clients request data from centralized servers. Pull is used extensively on the Internet for HTTP page requests from websites. A push can also be simulated using multiple pulls within a short amount of time. For example, when pulling POP3 email messages from a server, a client can make regular pull requests, every few minutes. To the user, the email then appears to be pushed, as emails appear to arrive close to real-time. A trade-off of this system is that it places a heavier load on both the server and network to function correctly. Many web feeds, such as RSS are technically pulled by the client. With RSS, the user's RSS reader polls the server periodically for new content; the server does not send information to the client unrequested. This continual polling is inefficient and has contributed to the shutdown or reduction of several popular RSS feeds that could not handle the bandwidth. For solving this problem, the WebSub protocol, as another example of a push code, was devised. Podcasting is specifically a pull technology. When a new podcast episode is published to an RSS feed, it sits on the server until it is requested by a feed reader, mobile podcasting app, or directory. Directories such as Apple Podcasts (iTunes), The Blubrry Directory, and many apps' directories request the RSS feed periodically to update the Podcast's listing on those platforms. Subscribers to those RSS feeds via app or reader will get the episodes when they request the RSS feed next time, independent of when the directory listing updates.