Dreams of Violets

Dreams of Violets

Dreams of Violets is a film entirely generated by artificial intelligence, produced and directed by brothers Ash and Pooya Koosha. The film will be screened at the Tribeca Film Festival on 10 June 2026. All images and characters in the film were generated using AI-powered video tools and based on journalistic reports, photographs, and eyewitness accounts. == Plot == The film is a fictionalized dramatization of the events surrounding the massacre of Iranian civilians in January 2026. International organizations estimate the death toll at over 7,000, amidst protests and state violence that unfolded during a communications blackout.

SUPS

In computational neuroscience, SUPS (for Synaptic Updates Per Second) or formerly CUPS (Connections Updates Per Second) is a measure of a neuronal network performance, useful in fields of neuroscience, cognitive science, artificial intelligence, and computer science. == Computing == For a processor or computer designed to simulate a neural network SUPS is measured as the product of simulated neurons N {\displaystyle N} and average connectivity c {\displaystyle c} (synapses) per neuron per second: S U P S = c × N {\displaystyle SUPS=c\times N} Depending on the type of simulation it is usually equal to the total number of synapses simulated. In an "asynchronous" dynamic simulation if a neuron spikes at υ {\displaystyle \upsilon } Hz, the average rate of synaptic updates provoked by the activity of that neuron is υ c N {\displaystyle \upsilon cN} . In a synchronous simulation with step Δ t {\displaystyle \Delta t} the number of synaptic updates per second would be c N Δ t {\displaystyle {\frac {cN}{\Delta t}}} . As Δ t {\displaystyle \Delta t} has to be chosen much smaller than the average interval between two successive afferent spikes, which implies Δ t < 1 υ N {\displaystyle \Delta t<{\frac {1}{\upsilon N}}} , giving an average of synaptic updates equal to υ c N 2 {\displaystyle \upsilon cN^{2}} . Therefore, spike-driven synaptic dynamics leads to a linear scaling of computational complexity O(N) per neuron, compared with the O(N2) in the "synchronous" case. == Records == Developed in the 1980s Adaptive Solutions' CNAPS-1064 Digital Parallel Processor chip is a full neural network (NNW). It was designed as a coprocessor to a host and has 64 sub-processors arranged in a 1D array and operating in a SIMD mode. Each sub-processor can emulate one or more neurons and multiple chips can be grouped together. At 25 MHz it is capable of 1.28 GMAC. After the presentation of the RN-100 (12 MHz) single neuron chip at Seattle 1991 Ricoh developed the multi-neuron chip RN-200. It had 16 neurons and 16 synapses per neuron. The chip has on-chip learning ability using a proprietary backdrop algorithm. It came in a 257-pin PGA encapsulation and drew 3.0 W at a maximum. It was capable of 3 GCPS (1 GCPS at 32 MHz). In 1991–97, Siemens developed the MA-16 chip, SYNAPSE-1 and SYNAPSE-3 Neurocomputer. The MA-16 was a fast matrix-matrix multiplier that can be combined to form systolic arrays. It could process 4 patterns of 16 elements each (16-bit), with 16 neuron values (16-bit) at a rate of 800 MMAC or 400 MCPS at 50 MHz. The SYNAPSE3-PC PCI card contained 2 MA-16 with a peak performance of 2560 MOPS (1.28 GMAC); 7160 MOPS (3.58 GMAC) when using three boards. In 2013, the K computer was used to simulate a neural network of 1.73 billion neurons with a total of 10.4 trillion synapses (1% of the human brain). The simulation ran for 40 minutes to simulate 1 s of brain activity at a normal activity level (4.4 on average). The simulation required 1 Petabyte of storage.

Orion's Arm

The Orion's Arm Universe Project (OA) is a multi-authored online hard science fiction world-building project, first established in 2000 by M. Alan Kazlev, Donna Malcolm Hirsekorn, Bernd Helfert and Anders Sandberg and further co-authored by many people since. Anyone can contribute articles, stories, artwork, or music to the website. The first published Orion's Arm book, a collection of five novellas set within the OA universe, called Against a Diamond Sky, was released in September 2009. == Canon == The fictional setting of Orion's Arm takes place about 10,000 years in the future, where an interstellar civilization spread across thousands of light-years, with inhabited planets and space habitats. Its inhabitants range from humans to extensively modified human beings, including superhumans with advanced augmentations and internal AI systems, while most people exist as softwares. Engineered wormholes are used for interstellar travel and transport, although not for time travel. The setting also includes several alien civilizations and evidence of more advanced alien societies in the past. At its highest levels, directed human evolution has produced vast godlike beings linked across interstellar distances, capable of understanding and creating technologies beyond ordinary minds. == Reception == Orion's Arm has been reviewed in the role-playing magazine Knights of the Dinner Table, as well as on Boing Boing by transhumanist science fiction author Cory Doctorow. References to the Encyclopaedia Galactica have been made in a book on overcoming Librarian stereotypes. The Orion's Arm website has also been recommended in a children's teaching guide.

Xaitment

xaitment is a German-based company that develops and sells artificial intelligence (AI) software to video game developers and simulation developers. The company was founded in 2004 by Dr. Andreas Gerber, and is a spin-off of the German Research Centre for Artificial Intelligence, or DFKI. xaitment has its main office in Quierschied, Germany, and field offices in San Francisco and China. == Products == xaitment currently sells two AI software modules: xaitMap and xaitControl. xaitMap provides runtime libraries and graphical tools for navigation mesh generation (also called NavMesh generation), pathfinding, dynamic collision avoidance, and individual and crowd movement. xaitControl is a finite-state machine for game logic and character behavior modeling that also includes a real-time debugger. On January 11, 2012, xaitment announced that it making its source code for these modules available to "all current and future US and European licensees". On February 22, 2012 xaitment released two new plug-ins, xaitMap and xaitControl for the Unity Game Engine. The full versions are available for PC (Windows and Linux), PlayStation 3, Xbox 360 and Wii. The pathfinding plug-in is available with a Windows dev environment, but can deployed on iOS, Mac, Android and the Unity Web Player. == Partners == xaitment's AI software is currently integrated into the Unity game engine, Havok's Vision Engine, Bohemia Interactive's VBS2 Simulation Engine, GameBase's Gamebryo game engine. == Customers == xaitment sells its AI software products to video game developers and military and civil simulation developers. Current customers include Tencent, gamania, TML Studios, Emobi Games, IP Keys and others. A full list of customers can be found on xaitment's website.

Google AI Studio

Google AI Studio is a web-based integrated development environment developed by Google for prototyping applications using generative AI models. Released in December 2023 alongside the Gemini API, the platform provides access to Google's Gemini family of models and related tools for image, video, and audio generation. The service targets both developers and non-technical users for testing prompts and generating code for the Gemini API. == History == Google launched AI Studio on December 13, 2023, as the successor to Google MakerSuite. MakerSuite, introduced at Google I/O in May 2023, had provided similar functionality for Google's PaLM language models. The AI Studio was launched alongside the public release of the Gemini API. == Features == AI Studio's interface consists of a central prompt area and a settings panel for model selection and parameter adjustment. The platform supports chat prompts for multi-turn conversations and includes system instructions for defining model behavior, tone, or specific rules. Users can employ zero-shot and few-shot prompting techniques to guide the model's output format. The platform processes various media types including video, audio, and documents, and can generate images through Imagen models, videos through Veo models, and audio through text-to-speech functionality. Additional tools include real-time streaming for screen sharing and live analysis, code execution in a sandboxed Python environment, grounding with Google Search for current information, URL context for analyzing specific web pages, and a thinking mode for complex reasoning tasks. == Available models == The platform provides access to several Google AI models including the Gemini language models, Imagen for image generation, Veo for video generation, LearnLM for educational applications, and Gemma, Google's open-source model family. == Privacy and data usage == Google AI Studio's data handling differs between free and paid users. For free tier users, Google uses submitted prompts, uploaded files, and generated responses to improve its products and services, with human reviewers potentially reading and annotating the data after disconnection from user accounts. Google advises against submitting sensitive information on the free tier. Users who enable Google Cloud Billing are considered paid service users, and their data is not used for product improvement. Data is processed according to Google's Data Processing Addendum and retained temporarily for abuse monitoring. == Availability == The platform is available at no cost, with API usage subject to a free tier with daily and per-minute rate limits. Access is restricted to users aged 18 and older in specific countries and territories. The service was initially unavailable in the United Kingdom and European Economic Area due to regulatory concerns, which drew user complaints. == Reception == Reviews have noted the platform's accessibility and integration with Gemini models, with features such as real-time screen sharing and large context windows cited as notable capabilities. However, reviewers have raised concerns about the privacy implications for free tier users, whose data is used for model training. Some users have reported inconsistent performance with features like screen streaming and issues with folder uploads for large datasets. The initial geographic restrictions were a point of criticism among developers in affected regions.

Generative art

Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling. Generative algorithms, algorithms programmed to produce artistic works through predefined rules, stochastic methods, or procedural logic, often yielding dynamic, unique, and contextually adaptable outputs—are central to many of these practices. == History == The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DNA" defines a generative approach to art focused on the construction of a system able to generate unpredictable events, all with a recognizable common character. The use of autonomous systems, required by some contemporary definitions, focuses a generative approach where the controls are strongly reduced. This approach is also named "emergent". Margaret Boden and Ernest Edmonds have noted the use of the term "generative art" in the broad context of automated computer graphics in the 1960s, beginning with artwork exhibited by Georg Nees and Frieder Nake in 1965: A. Michael Noll did his initial computer art, combining randomness with order, in 1962, and exhibited it along with works by Bell Julesz in 1965. The terms "generative art" and "computer art" have been used in tandem, and more or less interchangeably, since the very earliest days. The first such exhibition showed the work of Nees in February 1965, which some claim was titled "Generative Computergrafik". While Nees does not himself remember, this was the title of his doctoral thesis published a few years later. The correct title of the first exhibition and catalog was "computer-grafik". "Generative art" and related terms was in common use by several other early computer artists around this time, including Manfred Mohr and Ken Knowlton. Vera Molnár (born 1924) is a French media artist of Hungarian origin. Molnar is widely considered to be a pioneer of generative art, and is also one of the first women to use computers in her art practice. The term "Generative Art" with the meaning of dynamic artwork-systems able to generate multiple artwork-events was clearly used the first time for the "Generative Art" conference in Milan in 1998. The term has also been used to describe geometric abstract art where simple elements are repeated, transformed, or varied to generate more complex forms. Thus defined, generative art was practiced by the Argentinian artists Eduardo Mac Entyre and Miguel Ángel Vidal in the late 1960s. In 1972 the Romanian-born Paul Neagu created the Generative Art Group in Britain. It was populated exclusively by Neagu using aliases such as "Hunsy Belmood" and "Edward Larsocchi". In 1972 Neagu gave a lecture titled 'Generative Art Forms' at the Queen's University, Belfast Festival. In 1970 the School of the Art Institute of Chicago created a department called Generative Systems. As described by Sonia Landy Sheridan the focus was on art practices using the then new technologies for the capture, inter-machine transfer, printing and transmission of images, as well as the exploration of the aspect of time in the transformation of image information. Also noteworthy is John Dunn, first a student and then a collaborator of Sheridan. In 1988 Clauser identified the aspect of systemic autonomy as a critical element in generative art: It should be evident from the above description of the evolution of generative art that process (or structuring) and change (or transformation) are among its most definitive features, and that these features and the very term 'generative' imply dynamic development and motion. (the result) is not a creation by the artist but rather the product of the generative process - a self-precipitating structure. In 1989 Celestino Soddu defined the Generative Design approach to Architecture and Town Design in his book Citta' Aleatorie. In 1989 Franke referred to "generative mathematics" as "the study of mathematical operations suitable for generating artistic images." From the mid-1990s Brian Eno popularized the terms generative music and generative systems, making a connection with earlier experimental music by Terry Riley, Steve Reich and Philip Glass. From the end of the 20th century, communities of generative artists, designers, musicians and theoreticians began to meet, forming cross-disciplinary perspectives. The first meeting about generative Art was in 1998, at the inaugural International Generative Art conference at Politecnico di Milano University, Italy. In Australia, the Iterate conference on generative systems in the electronic arts followed in 1999. On-line discussion has centered around the eu-gene mailing list, which began late 1999, and has hosted much of the debate which has defined the field. These activities have more recently been joined by the Generator.x conference in Berlin starting in 2005. In 2012 the new journal GASATHJ, Generative Art Science and Technology Hard Journal was founded by Celestino Soddu and Enrica Colabella jointing several generative artists and scientists in the editorial board. Some have argued that as a result of this engagement across disciplinary boundaries, the community has converged on a shared meaning of the term. As Boden and Edmonds put it in 2011: Today, the term "Generative Art" is still current within the relevant artistic community. Since 1998 a series of conferences have been held in Milan with that title (Generativeart.com), and Brian Eno has been influential in promoting and using generative art methods (Eno, 1996). Both in music and in visual art, the use of the term has now converged on work that has been produced by the activation of a set of rules and where the artist lets a computer system take over at least some of the decision-making (although, of course, the artist determines the rules). In the call of the Generative Art conferences in Milan (annually starting from 1998), the definition of Generative Art by Celestino Soddu: Generative Art is the idea realized as genetic code of artificial events, as construction of dynamic complex systems able to generate endless variations. Each Generative Project is a concept-software that works producing unique and non-repeatable events, like music or 3D Objects, as possible and manifold expressions of the generating idea strongly recognizable as a vision belonging to an artist / designer / musician / architect /mathematician. Discussion on the eu-gene mailing list was framed by the following definition by Adrian Ward from 1999: Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematic or pragmatic instructions to define the rules by which such artworks are executed. A similar definition is provided by Philip Galanter: Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art. Around the 2020s, generative AI models learned to imitate the distinct style of particular authors. For example, a generative image model such as Stable Diffusion is able to model the stylistic characteristics of an artist like Pablo Picasso (including his particular brush strokes, use of colour, perspective, and so on), and a user can engineer a prompt such as "an astronaut riding a horse, by Picasso" to cause the model to generate a novel image applying the artist's style to an arbitrary subject. Generative image models have received significant backlash from artists who object to their style being imitated without their permission, arguing that this harms their ability to profit from their own work. The emergence of text-to-image generative AI systems has expanded debates over authorship, copyright, and artistic labor. The main issues in these debates include the eligibility of AI-generated outputs for copyright protection and the legal and ethical questions of using existing copyrighted works as training data for generative AI systems. == Types == === Music === Johann Kirnberger's Mu

European Conference on Artificial Intelligence

The European Conference on Artificial Intelligence (ECAI) is the leading conference in the field of Artificial Intelligence in Europe, and is commonly listed together with IJCAI and AAAI as one of the three major general AI conferences worldwide. The conference series has been held without interruption since 1974, originally under the name AISB. The conference was originally held biennially, but has been organized annually since ECAI 2022. The conferences are held under the auspices of the European Coordinating Committee for Artificial Intelligence (ECCAI) and organized by one of the member societies. The journal AI Communications, sponsored by the same society, regularly publishes special issues in which conference attendees report on the conference. Publication of a paper in ECAI is considered by some journals to be archival: the paper should be considered equivalent to a journal publication and that the contents of ECAI papers cannot be reformulated as separate journal submissions unless a significant amount of new material is added. == List of ECAI conferences == ECAI-1992 took place in Vienna, Austria. ECAI-1996 took place in Budapest, Hungary. ECAI-1998 tool place in Brighton, United Kingdom. ECAI-2000 took place in Berlin, Germany. ECAI-2004 took place in Valencia, Spain. ECAI-2006 took place in Riva del Garda, Italy. ECAI-2008 took place in Patras, Greece. ECAI-2010 took place in Lisbon, Portugal. ECAI-2012 took place in Montpellier, France. ECAI-2014 took place in Prague, Czech Republic. ECAI-2016 took place in The Hague, Netherlands. ECAI-2018 took place in Stockholm, Sweden. ECAI-2020 took place in Santiago de Compostela, Spain. ECAI-2022 took place in Vienna, Austria. ECAI-2023 took place in Kraków, Poland. ECAI-2024 took place in Santiago de Compostela, Spain. ECAI-2025 took place in Bologna, Italy.