VideoThang

VideoThang

VideoThang was free video editing software for Windows 2000, XP, and Vista. The software has three parts to it which are My Stuff, Edit My Stuff, and My Mix. The software accepts MOV, AVI, MPG, MP4, PNG, WMV, FLV, and MP3 standards. Its official website is now no longer available. == Reception == Jan Ozer, of Pcmag, said that the software "suffers from several unfortunate design and implementation flaws that dramatically limit output quality and overall utility." Jon L. Jacobi, of PC World, said that the software "may not be the most flexible multimedia editor in the world, but the trim/zoom basics are there, it's free, and it's so simple to use that just about anyone in the world should be able figure it out." Amit Agarwal, of Digital Inspiration, said that the software "doesn’t offer loads of features like other video editors but is perfect for making quick video slideshows of your pictures that you can upload on the web or share via email."

Instance selection

Instance selection (or dataset reduction, or dataset condensation) is an important data pre-processing step that can be applied in many machine learning (or data mining) tasks. Approaches for instance selection can be applied for reducing the original dataset to a manageable volume, leading to a reduction of the computational resources that are necessary for performing the learning process. Algorithms of instance selection can also be applied for removing noisy instances, before applying learning algorithms. This step can improve the accuracy in classification problems. Algorithm for instance selection should identify a subset of the total available data to achieve the original purpose of the data mining (or machine learning) application as if the whole data had been used. Considering this, the optimal outcome of IS would be the minimum data subset that can accomplish the same task with no performance loss, in comparison with the performance achieved when the task is performed using the whole available data. Therefore, every instance selection strategy should deal with a trade-off between the reduction rate of the dataset and the classification quality. == Instance selection algorithms == The literature provides several different algorithms for instance selection. They can be distinguished from each other according to several different criteria. Considering this, instance selection algorithms can be grouped in two main classes, according to what instances they select: algorithms that preserve the instances at the boundaries of classes and algorithms that preserve the internal instances of the classes. Within the category of algorithms that select instances at the boundaries it is possible to cite DROP3, ICF and LSBo. On the other hand, within the category of algorithms that select internal instances, it is possible to mention ENN and LSSm. In general, algorithm such as ENN and LSSm are used for removing harmful (noisy) instances from the dataset. They do not reduce the data as the algorithms that select border instances, but they remove instances at the boundaries that have a negative impact on the data mining task. They can be used by other instance selection algorithms, as a filtering step. For example, the ENN algorithm is used by DROP3 as the first step, and the LSSm algorithm is used by LSBo. There is also another group of algorithms that adopt different selection criteria. For example, the algorithms LDIS, CDIS and XLDIS select the densest instances in a given arbitrary neighborhood. The selected instances can include both, border and internal instances. The LDIS and CDIS algorithms are very simple and select subsets that are very representative of the original dataset. Besides that, since they search by the representative instances in each class separately, they are faster (in terms of time complexity and effective running time) than other algorithms, such as DROP3 and ICF. Besides that, there is a third category of algorithms that, instead of selecting actual instances of the dataset, select prototypes (that can be synthetic instances). In this category it is possible to include PSSA, PSDSP and PSSP. The three algorithms adopt the notion of spatial partition (a hyperrectangle) for identifying similar instances and extract prototypes for each set of similar instances. In general, these approaches can also be modified for selecting actual instances of the datasets. The algorithm ISDSP adopts a similar approach for selecting actual instances (instead of prototypes).

Group concept mapping

Group concept mapping is a structured methodology for organizing the ideas of a group on any topic of interest and representing those ideas visually in a series of interrelated maps. It is a type of integrative mixed method, combining qualitative and quantitative approaches to data collection and analysis. Group concept mapping allows for a collaborative group process with groups of any size, including a broad and diverse array of participants. Since its development in the late 1980s by William M.K. Trochim at Cornell University, it has been applied to various fields and contexts, including community and public health, social work, health care, human services,, instructional interventions, and biomedical research and evaluation. == Overview == Group concept mapping integrates qualitative group processes with multivariate analysis to help a group organize and visually represent its ideas on any topic of interest through a series of related maps. It combines the ideas of diverse participants to show what the group thinks and values in relation to the specific topic of interest. It is a type of structured conceptualization used by groups to develop a conceptual framework, often to help guide evaluation and planning efforts. Group concept mapping is participatory in nature, allowing participants to have an equal voice and to contribute through various methods. A group concept map visually represents all the ideas of a group and how they relate to each other, and depending on the scale, which ideas are more relevant, important, or feasible. == Process == Group concept mapping involves a structured multi-step process, including brainstorming, sorting and rating, multidimensional scaling and cluster analysis, and the generation and interpretation of multiple maps. The first step requires participants to brainstorm a large set of statements relevant to the topic of interest, usually in response to a focus prompt. Participants are then asked to individually sort those statements into categories based on their perceived similarity and rate each statement on one or more scales, such as importance or feasibility. The data is then analyzed using The Concept System software, which creates a series of interrelated maps using multidimensional scaling (MDS) of the sort data, hierarchical clustering of the MDS coordinates applying Ward's method, and the computation of average ratings for each statement and cluster of statements. The resulting maps display the individual statements in two-dimensional space with more similar statements located closer to each other, and grouped into clusters that partition the space on the map. The Concept System software also creates other maps that show the statements in each cluster rated on one or more scales, and absolute or relative cluster ratings between two cluster sets. As a last step in the process, participants are led through a structured interpretation session to better understand and label all the maps. == History == Group concept mapping was developed as a methodology in the late 1980s by William M.K. Trochim at Cornell University. Trochim is considered to be a leading evaluation expert, and he has taught evaluation and research methods at Cornell since 1980. Originally called "concept mapping", the methodology has evolved since its inception with the maturation of the field and the continued advancement of the software, which is now a Web application. == Uses == Group concept mapping can be used with any group for any topic of interest. It is often used by government agencies, academic institutions, national associations, not-for-profit and community-based organizations, and private businesses to help turn the ideas of the group into measurable actions. This includes in the areas of organizational development, strategic planning, needs assessment, curriculum development, research, and evaluation. Group concept mapping is well-documented, well-established methodology, and it has been used in hundreds of published papers. == Versus concept mapping and mind mapping == More generally, concept mapping is any process used for visually representing relationships between ideas in pictures or diagrams. A concept map is typically a diagram of multiple ideas, often represented as boxes or circles, linked in a graph (network) structure through arrows and words where each idea is connected to another. The technique was originally developed in the 1970s by Joseph D. Novak at Cornell University. Concept mapping may be done by an individual or a group. A mind map is a diagram used to visually represent information, centering on one word or idea with categories and sub-categories radiating off of it in a tree structure. Popularized by Tony Buzan in the 1970s, mind mapping is often a spontaneous exercise done by an individual or group to gather information about what they think around a single topic. Unlike Novak's concept maps and Buzan's mind maps, group concept mapping has a structured mathematical process (sorting and rating, multidimensional scaling and cluster analysis) for organizing and visually representing multiple ideas of a group through a series of specific steps. In other words, in group concept mapping, the resulting visual representations are mathematically generated from mixed (qualitative and quantitative) data collected from a group of research subjects, whereas in Novak's concept maps and Buzan's mind maps the visual representations are drawn directly by the subjects resulting in diagrams that are qualitative data and final product at the same time.

Leela Chess Zero

Leela Chess Zero (abbreviated as LCZero, lc0) is a free, open-source chess engine and volunteer computing project based on Google's AlphaZero engine. It was spearheaded by Gary Linscott, a developer for the Stockfish chess engine, and adapted from the Leela Zero Go engine. Like Leela Zero and AlphaGo Zero, early iterations of Leela Chess Zero started with no intrinsic chess-specific knowledge other than the basic rules of the game. It learned how to play chess through reinforcement learning from repeated self-play, using a distributed computing network coordinated at the Leela Chess Zero website. However, as of November 2024 most models used by the engine are trained through supervised learning on data generated by previous reinforcement learning runs. As of June 2025, Leela Chess Zero has played over 2.5 billion games against itself, playing around 1 million games every day, and is capable of play at a level that is comparable with Stockfish, the leading conventional chess program. == History == The Leela Chess Zero project was first announced on TalkChess.com on January 9, 2018, as an open-source, self-learning chess engine attempting to recreate the success of AlphaZero. Within the first few months of training, Leela Chess Zero had already reached the Grandmaster level, surpassing the strength of early releases of Rybka, Stockfish, and Komodo, despite evaluating orders of magnitude fewer positions due to the size of the deep neural network it uses as its evaluation function. In December 2018, the AlphaZero team published a paper in Science magazine revealing previously undisclosed details of the architecture and training parameters used for AlphaZero. These changes were soon incorporated into Leela Chess Zero and increased both its strength and training efficiency. Work on Leela Chess Zero has informed the AobaZero project for shogi. The engine has been rewritten and carefully iterated upon since its inception, and since 2019 has run on multiple backends, allowing it to run on both CPU and GPU. The engine can be configured to use different weights, including even different architectures. This same mechanism of substitutable weights can also be used for alternative chess rules, such as for the Fischer Random Chess variant, which was done in 2019. == Neural network == Like AlphaZero, Leela Chess Zero employs neural networks which output both a policy vector, a distribution over subsequent moves used to guide search, and a position evaluation. These neural networks are designed to run on GPU, unlike traditional engines. It originally used residual neural networks, but in 2022 switched to using a transformer-based architecture designed by Daniel Monroe and Philip Chalmers. These models represent a chessboard as a sequence of 64 tokens and apply a trunk consisting of a stack of Post-LN encoder layers, outputting a sequence of 64 encoded tokens which is used to generate a position evaluation and a distribution over subsequent moves. They use a custom domain-specific position encoding called smolgen to improve the self-attention layer. As of November 2024, the models used by the engine are significantly larger and more efficient than the residual network used by AlphaZero, reportedly achieving grandmaster-level strength at one position evaluation per move. These models are able to detect and exploit positional features like trapped pieces and fortresses to outmaneuver traditional engines, giving Leela a unique playstyle. There is also evidence that they are able to perform look-ahead. == Program and use == Like AlphaZero, Leela Chess Zero learns through reinforcement learning, continually training on data generated through self-play. However, unlike AlphaZero, Leela Chess Zero decentralizes its data generation through distributed computing, with volunteers generating self-play data on local hardware which is fed to the reinforcement algorithm. In order to contribute training games, volunteers must download the latest non-release candidate (non-rc) version of the engine and the client. The client connects to the Leela Chess Zero server and iteratively receives the latest neural network version and produces self-play games which are sent back to the server and use to train the network. In order to run the Leela Chess Zero engine, two components are needed: the engine binary used to perform search, and a network used to evaluate positions. The client, which is used to contribute training data to the project, is not needed for this purpose. Older networks can also be downloaded and used by placing those networks in the folder with the Lc0 binary. == Spinoffs == In season 15 of the Top Chess Engine Championship, the engine AllieStein competed alongside Leela. AllieStein is a combination of two different spinoffs from Leela: Allie, which uses the same neural network as Leela, but has a unique search algorithm for exploring different lines of play, and Stein, a network which was trained using supervised learning on existing game data from games between other engines. While neither of these projects were admitted to TCEC separately due to their similarity to Leela, the combination of Allie's search algorithm with the Stein network, called AllieStein, was deemed unique enough to warrant its inclusion in the competition. In early 2021, the LcZero blog announced Ceres, a transliteration of the engine to C# which introduced several algorithmic improvements. The engine has performed competitively in tournaments, achieving third place in the TCEC Swiss 7 and fourth place in the TCEC Cup 14. In 2024, the CeresTrain framework was announced to support training deep neural networks for chess in PyTorch. == Competition results == In April 2018, Leela Chess Zero became the first engine using a deep neural network to enter the Top Chess Engine Championship (TCEC), during Season 12 in the lowest division, Division 4. Out of 28 games, it won one, drew two, and lost the remainder; its sole victory came from a position in which its opponent, Scorpio 2.82, crashed in three moves. However, it improved quickly. In July 2018, Leela placed seventh out of eight competitors at the 2018 World Computer Chess Championship. In August 2018, it won division 4 of TCEC season 13 with a record of 14 wins, 12 draws, and 2 losses. In Division 3, Leela scored 16/28 points, finishing third behind Ethereal, which scored 22.5/28 points, and Arasan on tiebreak. By September 2018, Leela had become competitive with the strongest engines in the world. In the 2018 Chess.com Computer Chess Championship (CCCC), Leela placed fifth out of 24 entrants. The top eight engines advanced to round 2, where Leela placed fourth. Leela then won the 30-game match against Komodo to secure third place in the tournament. Leela participated in the "TCEC Cup", an event in which engines from different TCEC divisions can play matches against one another. Leela defeated higher-division engines Laser, Ethereal and Fire before finally being eliminated by Stockfish in the semi-finals. In December 2018, Leela participated in Season 14 of the Top Chess Engine Championship. Leela dominated divisions 3, 2, and 1, easily finishing first in all of them. In the premier division, Stockfish dominated while Houdini, Komodo and Leela competed for second place. It came down to a final-round game where Leela needed to hold Stockfish to a draw with black to finish second ahead of Komodo. Leela managed this and therefore met Stockfish in the superfinal. In a back and forth match, first Stockfish and then Leela took three game leads before Stockfish won by the narrow margin of 50.5–49.5. In February 2019, Leela scored its first major tournament win when it defeated Houdini in the final of the second TCEC cup. Leela did not lose a game the entire tournament. In April 2019, Leela won the Chess.com Computer Chess Championship 7: Blitz Bonanza, becoming the first neural-network project to take the title. In the season 15 of the Top Chess Engine Championship (May 2019), Leela defended its TCEC Cup title, this time defeating Stockfish with a score of 5.5–4.5 (+2 =7 −1) in the final after Stockfish blundered a seven-man tablebase draw. Leela also won the Superfinal for the first time, scoring 53.5–46.5 (+14 −7 =79) versus Stockfish, including winning as both white and black in the same predetermined opening in games 61 and 62. Season 16 of TCEC saw Leela finish in third place in premier division, missing qualification for the Superfinal to Stockfish and the new deep neural network engine AllieStein. Leela was the only engine not to suffer any losses in the Premier division, and defeated Stockfish in one of the six games they played. However, Leela only managed to score nine wins, while AllieStein and Stockfish both scored 14 wins. This inability to defeat weaker engines led to Leela finishing third, half a point behind AllieStein and a point behind Stockfish. In the fourth TCEC Cup, Leela was seeded first as the defending champion,

Ballie

Ballie is an AI robot created by Samsung to be released in 2026. It is an autonomous robot which has the ability to control smart home devices. Ballie can text, send pictures and follow commands through SmartThings. It can also show workout information shared from a Galaxy Watch. Ballie can make video calls and welcome you home. == History == It was first unveiled at Samsung's CES event in CES 2020, and later updated the design in CES 2024, and will be later released in 2026. == Design ==

Calais (Reuters product)

Calais is a service created by Thomson Reuters that automatically extracts semantic information from web pages in a format that can be used on the semantic web. Calais was launched in January 2008, and is free to use. The technology is now available via the website of Refinitiv, a provider of financial market data and infrastructure founded in 2018, that is a subsidiary of London Stock Exchange Group. The Calais Web service reads unstructured text and returns Resource Description Framework formatted results identifying entities, facts and events within the text. The service appears to be based on technology acquired when Reuters purchased ClearForest in 2007. The technology has also been used to automatically tag blog articles, and organize museum collections. Calais uses natural language processing technologies delivered via a web service interface.

Quantum Artificial Intelligence Lab

The Quantum Artificial Intelligence Lab (also called the Quantum AI Lab or QuAIL) is a joint initiative of NASA, Universities Space Research Association, and Google (specifically, Google Research) whose goal is to pioneer research on how quantum computing might help with machine learning and other difficult computer science problems. The lab is hosted at NASA's Ames Research Center. == History == The Quantum AI Lab was announced by Google Research in a blog post on May 16, 2013. At the time of launch, the Lab was using the most advanced commercially available quantum computer, D-Wave Two from D-Wave Systems. On October 10, 2013, Google released a short film describing the current state of the Quantum AI Lab. On October 18, 2013, Google announced that it had incorporated quantum physics into Minecraft. In January 2014, Google reported results comparing the performance of the D-Wave Two in the lab with that of classical computers. The results were ambiguous and provoked heated discussion on the Internet. On 2 September 2014, it was announced that the Google Quantum AI Lab, in partnership with UC Santa Barbara, would be launching an initiative to create quantum information processors based on superconducting electronics. On the 23rd of October 2019, the Quantum AI Lab announced in a paper that it had achieved quantum supremacy with their Sycamore processor. The claim of quantum supremacy achievement has since been debated, with a far more accurate simulation on a classical computer being possible in 2.5 days as a conservative estimate. == Present == On December 9, 2024, Google introduced the Willow processor, describing it as a "state-of-the-art quantum chip". Google claims that this new chip takes just five minutes to solve a problem that takes traditional supercomputers ten septillion years. However, experts say Willow is, for now, a largely experimental device.