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  • Situated approach (artificial intelligence)

    Situated approach (artificial intelligence)

    In artificial intelligence research, the situated approach builds agents that are designed to behave effectively successfully in their environment. This requires designing AI "from the bottom-up" by focussing on the basic perceptual and motor skills required to survive. The situated approach gives a much lower priority to abstract reasoning or problem-solving skills. The approach was originally proposed as an alternative to traditional approaches (that is, approaches popular before 1985 or so). After several decades, classical AI technologies started to face intractable issues (e.g. combinatorial explosion) when confronted with real-world modeling problems. All approaches to address these issues focus on modeling intelligences situated in an environment. They have become known as the situated approach to AI. == Emergence of a concept == === From traditional AI to Nouvelle AI === During the late 1980s, the approach now known as Nouvelle AI (Nouvelle means new in French) was pioneered at the MIT Artificial Intelligence Laboratory by Rodney Brooks. As opposed to classical or traditional artificial intelligence, Nouvelle AI purposely avoided the traditional goal of modeling human-level performance, but rather tries to create systems with intelligence at the level of insects, closer to real-world robots. But eventually, at least at MIT new AI did lead to an attempt for humanoid AI in the Cog Project. === From Nouvelle AI to behavior-based and situated AI === The conceptual shift introduced by nouvelle AI flourished in the robotics area, given way to behavior-based robotics (BBR), a methodology for developing AI based on a modular decomposition of intelligence. It was made famous by Rodney Brooks: his subsumption architecture was one of the earliest attempts to describe a mechanism for developing BBAI. It is extremely popular in robotics and to a lesser extent to implement intelligent virtual agents because it allows the successful creation of real-time dynamic systems that can run in complex environments. For example, it underlies the intelligence of the Sony Aibo and many RoboCup robot teams. Realizing that in fact all these approaches were aiming at building not an abstract intelligence, but rather an intelligence situated in a given environment, they have come to be known as the situated approach. In fact, this approach stems out from early insights of Alan Turing, describing the need to build machines equipped with sense organs to learn directly from the real-world instead of focusing on abstract activities, such as playing chess. == Definitions == Classically, a software entity is defined as a simulated element, able to act on itself and on its environment, and which has an internal representation of itself and of the outside world. An entity can communicate with other entities, and its behavior is the consequence of its perceptions, its representations, and its interactions with the other entities. === AI loop === Simulating entities in a virtual environment requires simulating the entire process that goes from a perception of the environment, or more generally from a stimulus, to an action on the environment. This process is called the AI loop and technology used to simulate it can be subdivided in two categories. Sensorimotor or low-level AI deals with either the perception problem (what is perceived?) or the animation problem (how are actions executed?). Decisional or high-level AI deals with the action selection problem (what is the most appropriate action in response to a given perception, i.e. what is the most appropriate behavior?). === Traditional or symbolic AI === There are two main approaches in decisional AI. The vast majority of the technologies available on the market, such as planning algorithms, finite-state machines (FSA), or expert systems, are based on the traditional or symbolic AI approach. Its main characteristics are: It is top-down: it subdivides, in a recursive manner, a given problem into a series of sub-problems that are supposedly easier to solve. It is knowledge-based: it relies on a symbolic description of the world, such as a set of rules. However, the limits of traditional AI, which goal is to build systems that mimic human intelligence, are well-known: inevitably, a combinatorial explosion of the number of rules occurs due to the complexity of the environment. In fact, it is impossible to predict all the situations that will be encountered by an autonomous entity. === Situated or behavioral AI === In order to address these issues, another approach to decisional AI, also known as situated or behavioral AI, has been proposed. It does not attempt to model systems that produce deductive reasoning processes, but rather systems that behave realistically in their environment. The main characteristics of this approach are the following: It is bottom-up: it relies on elementary behaviors, which can be combined to implement more complex behaviors. It is behavior-based: it does not rely on a symbolic description of the environment, but rather on a model of the interactions of the entities with their environment. The goal of situated AI is to model entities that are autonomous in their environment. This is achieved thanks to both the intrinsic robustness of the control architecture, and its adaptation capabilities to unforeseen situations. === Situated agents === In artificial intelligence and cognitive science, the term situated refers to an agent which is embedded in an environment. The term situated is commonly used to refer to robots, but some researchers argue that software agents can also be situated if: they exist in a dynamic (rapidly changing) environment, which they can manipulate or change through their actions, and which they can sense or perceive. Examples might include web-based agents, which can alter data or trigger processes (such as purchases) over the Internet, or virtual-reality bots which inhabit and change virtual worlds, such as Second Life. Being situated is generally considered to be part of being embodied, but it is useful to consider each perspective individually. The situated perspective emphasizes that intelligent behavior derives from the environment and the agent's interactions with it. The nature of these interactions are defined by an agent's embodiment. == Implementation principles == === Modular decomposition === The most important attribute of a system driven by situated AI is that the intelligence is controlled by a set of independent semi-autonomous modules. In the original systems, each module was actually a separate device or was at least conceived of as running on its own processing thread. Generally, though, the modules are just abstractions. In this respect, situated AI may be seen as a software engineering approach to AI, perhaps akin to object oriented design. Situated AI is often associated with reactive planning, but the two are not synonymous. Brooks advocated an extreme version of cognitive minimalism which required initially that the behavior modules were finite-state machines and thus contained no conventional memory or learning. This is associated with reactive AI because reactive AI requires reacting to the current state of the world, not to an agent's memory or preconception of that world. However, learning is obviously key to realistic strong AI, so this constraint has been relaxed, though not entirely abandoned. === Action selection mechanism === The situated AI community has presented several solutions to modeling decision-making processes, also known as action selection mechanisms. The first attempt to solve this problem goes back to subsumption architectures, which were in fact more an implementation technique than an algorithm. However, this attempt paved the way to several others, in particular the free-flow hierarchies and activation networks. A comparison of the structure and performances of these two mechanisms demonstrated the advantage of using free-flow hierarchies in solving the action selection problem. However, motor schemas and process description languages are two other approaches that have been used with success for autonomous robots. == Notes and references == Arsenio, Artur M. (2004) Towards an embodied and situated AI, In: Proceedings of the International FLAIRS conference, 2004. (online) The Artificial Life Route To Artificial Intelligence: Building Embodied, Situated Agents, Luc Steels and Rodney Brooks Eds., Lawrence Erlbaum Publishing, 1995. (ISBN 978-0805815184) Rodney A. Brooks Cambrian Intelligence (MIT Press, 1999) ISBN 0-262-52263-2; collection of early papers including "Intelligence without representation" and "Intelligence without reason", from 1986 & 1991 respectively. Ronald C. Arkin Behavior-Based Robotics (MIT Press, 1998) ISBN 0-262-01165-4 Hendriks-Jansen, Horst (1996) Catching Ourselves in the Act: Situated Activity, Interactive Emergence, Evolution, and Human Thought. Cambridge, Mass.: MIT Press.

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  • You.com

    You.com

    You.com is an artificial intelligence search startup that has pivoted away from consumer search engine operations toward business-focused AI tools and APIs. The company was founded in 2020 by Richard Socher, the former chief scientist at Salesforce, and Bryan McCann, a former NLP researcher at Salesforce. == History == Following its 2020 founding, You.com opened its public beta on November 9, 2021, and received $20 million in funding led by Salesforce founder and CEO Marc Benioff. Other investors include Breyer Capital, Sound Ventures, and Day One Ventures. The domain You.com was initially purchased in 1996 by Benioff. Benioff invested in You.com and transferred ownership of the You.com domain name to the company. In July 2022, You.com announced its $25 million Series A funding round led by Radical Ventures with participation from Time Ventures, Breyer Capital, Norwest Venture Partners and Day One Ventures. In September 2024, You.com raised $50 million in Series B funding led by Georgian. In September 2025, You.com raised $100 million in Series C funding led by Cox Enterprises at a $1.5 billion valuation, achieving unicorn status. == Business model == You.com generates revenue primarily through enterprise sales of search APIs and AI tools. The platform provides web search capabilities that can be integrated into enterprise applications and AI agents. == Features == On December 23, 2022, You.com was the first search engine to launch an LLM chatbot with live web results alongside its responses. Initially known as YouChat, the chatbot was primarily based on the GPT-3.5 large language model and could answer questions, suggest ideas, translate text, summarize articles, compose emails, and write code snippets, while staying up-to-date with current events and citing sources. Several further versions of YouChat were released. The second version, called YouChat 2.0, was released on February 7, 2023, incorporated improved conversational AI and community-built applications by blending a large language model named C-A-L (Chat, Apps, and Links). This update enabled YouChat to provide results in various formats, such as charts, photos, videos, tables, graphs, text or code, so users can find answers without leaving the search results page. YouChat 3.0, unveiled on May 4, 2023, combined chat functionality with results from Reddit, TikTok, Stack Overflow and Wikipedia. === YouPro === On June 21, 2023, You.com introduced YouPro, a paid subscription. Both free and paid versions provide access to large language models connected to the internet with citation capabilities. === ARI === In February 2025, You.com launched ARI (Advanced Research and Insights), a deep research agent that scans over 400 sources simultaneously to produce research reports with verified citations and interactive graphs, charts, and visualizations. The platform targets regulated industries where comprehensive source verification is critical, with customers including healthcare publishers and advisory firms. == Reception == You.com was named one of TIME's Best Inventions of 2022. You.com's ARI (Advanced Research & Insights) feature was named one of TIME's Best Inventions of 2025.

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  • Convolutional layer

    Convolutional layer

    In artificial neural networks, a convolutional layer is a type of network layer that applies a convolution operation to the input. Convolutional layers are some of the primary building blocks of convolutional neural networks (CNNs), a class of neural network most commonly applied to images, video, audio, and other data that have the property of uniform translational symmetry. The convolution operation in a convolutional layer involves sliding a small window (called a kernel or filter) across the input data and computing the dot product between the values in the kernel and the input at each position. This process creates a feature map that represents detected features in the input. == Concepts == === Kernel === Kernels, also known as filters, are small matrices of weights that are learned during the training process. Each kernel is responsible for detecting a specific feature in the input data. The size of the kernel is a hyperparameter that affects the network's behavior. === Convolution === For a 2D input x {\displaystyle x} and a 2D kernel w {\displaystyle w} , the 2D convolution operation can be expressed as: y [ i , j ] = ∑ m = 0 k h − 1 ∑ n = 0 k w − 1 x [ i + m , j + n ] ⋅ w [ m , n ] {\displaystyle y[i,j]=\sum _{m=0}^{k_{h}-1}\sum _{n=0}^{k_{w}-1}x[i+m,j+n]\cdot w[m,n]} where k h {\displaystyle k_{h}} and k w {\displaystyle k_{w}} are the height and width of the kernel, respectively. This generalizes immediately to nD convolutions. Commonly used convolutions are 1D (for audio and text), 2D (for images), and 3D (for spatial objects, and videos). === Stride === Stride determines how the kernel moves across the input data. A stride of 1 means the kernel shifts by one pixel at a time, while a larger stride (e.g., 2 or 3) results in less overlap between convolutions and produces smaller output feature maps. === Padding === Padding involves adding extra pixels around the edges of the input data. It serves two main purposes: Preserving spatial dimensions: Without padding, each convolution reduces the size of the feature map. Handling border pixels: Padding ensures that border pixels are given equal importance in the convolution process. Common padding strategies include: No padding/valid padding. This strategy typically causes the output to shrink. Same padding: Any method that ensures the output size same as input size is a same padding strategy. Full padding: Any method that ensures each input entry is convolved over for the same number of times is a full padding strategy. Common padding algorithms include: Zero padding: Add zero entries to the borders of input. Mirror/reflect/symmetric padding: Reflect the input array on the border. Circular padding: Cycle the input array back to the opposite border, like a torus. The exact numbers used in convolutions is complicated, for which we refer to (Dumoulin and Visin, 2018) for details. == Variants == === Standard === The basic form of convolution as described above, where each kernel is applied to the entire input volume. === Depthwise separable === Depthwise separable convolution separates the standard convolution into two steps: depthwise convolution and pointwise convolution. The depthwise separable convolution decomposes a single standard convolution into two convolutions: a depthwise convolution that filters each input channel independently and a pointwise convolution ( 1 × 1 {\displaystyle 1\times 1} convolution) that combines the outputs of the depthwise convolution. This factorization significantly reduces computational cost. It was first developed by Laurent Sifre during an internship at Google Brain in 2013 as an architectural variation on AlexNet to improve convergence speed and model size. === Dilated === Dilated convolution, or atrous convolution, introduces gaps between kernel elements, allowing the network to capture a larger receptive field without increasing the kernel size. === Transposed === Transposed convolution, also known as deconvolution, fractionally strided convolution, and upsampling convolution, is a convolution where the output tensor is larger than its input tensor. It's often used in encoder-decoder architectures for upsampling. It's used in image generation, semantic segmentation, and super-resolution tasks. == History == The concept of convolution in neural networks was inspired by the visual cortex in biological brains. Early work by Hubel and Wiesel in the 1960s on the cat's visual system laid the groundwork for artificial convolution networks. An early convolution neural network was developed by Kunihiko Fukushima in 1969. It had mostly hand-designed kernels inspired by convolutions in mammalian vision. In 1979 he improved it to the Neocognitron, which learns all convolutional kernels by unsupervised learning (in his terminology, "self-organized by 'learning without a teacher'"). During the 1988 to 1998 period, a series of CNN were introduced by Yann LeCun et al., ending with LeNet-5 in 1998. It was an early influential CNN architecture for handwritten digit recognition, trained on the MNIST dataset, and was used in ATM. (Olshausen & Field, 1996) discovered that simple cells in the mammalian primary visual cortex implement localized, oriented, bandpass receptive fields, which could be recreated by fitting sparse linear codes for natural scenes. This was later found to also occur in the lowest-level kernels of trained CNNs. The field saw a resurgence in the 2010s with the development of deeper architectures and the availability of large datasets and powerful GPUs. AlexNet, developed by Alex Krizhevsky et al. in 2012, was a catalytic event in modern deep learning. In that year’s ImageNet competition, the AlexNet model achieved a 16% top-five error rate, significantly outperforming the next best entry, which had a 26% error rate. The network used eight trainable layers, approximately 650,000 neurons, and around 60 million parameters, highlighting the impact of deeper architectures and GPU acceleration on image recognition performance. From the 2013 ImageNet competition, most entries adopted deep convolutional neural networks, building on the success of AlexNet. Over the following years, performance steadily improved, with the top-five error rate falling from 16% in 2012 and 12% in 2013 to below 3% by 2017, as networks grew increasingly deep.

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  • Deaths linked to chatbots

    Deaths linked to chatbots

    There have been multiple incidents where interaction with a large language model (LLM) chatbot has been cited as a direct or contributing factor in a person's suicide or other fatal outcome. In some cases, legal action was taken against the companies that developed the AI involved. == Background == Chatbots converse in a seemingly natural fashion, making it easy for people to think of them as real people, leading many to ask chatbots for help dealing with interpersonal and emotional problems. Chatbots may be designed to keep the user engaged in the conversation. They have also often been shown to affirm users' thoughts, including delusions and suicidal ideations in mentally ill people, conspiracy theorists, and religious and political extremists. A 2025 Stanford University study into how chatbots respond to users suffering from severe mental issues such as suicidal ideation and psychosis found that chatbots are not equipped to provide an appropriate response and can sometimes give responses that escalate the mental health crisis. == Murders == === Maine murder and assault === On 19 February 2025, a man killed his 32-year-old wife with a fire poker at his parents' home in Readfield, Maine, US. He then attacked his mother, leaving her hospitalized. A state forensic psychologist testified that he had been using ChatGPT up to 14 hours per day and believed his wife had become part machine. === Florida State University mass shooting === In April of 2025, Phoenix Ikner carried out a mass shooting on the Florida State University campus in the US, killing Robert Morales and Tiru Chabba and wounding several others. Leading up to the shooting, Ikner consulted heavily with ChatGPT about what gun and ammunition to use, and what time to perform the attack. Chatbot logs showed ChatGPT giving advice on making the gun operational shortly before Ikner began shooting. Lawyers representing Morales believed the shooter had been in "constant communication" with ChatGPT before the shooting and said that they intended to "file suit against ChatGPT, and its ownership structure, very soon, and will seek to hold them accountable for the untimely and senseless death of our client". Florida Attorney General James Uthmeier announced an investigation into ChatGPT's role in the alleged shooter's use of the chatbot. In May 2026, the widow of Tiru Chabba filed a lawsuit against OpenAI in Florida's northern federal district court. === Greenwich murder-suicide === In August 2025, former US tech employee Stein-Erik Soelberg murdered his mother, Suzanne Eberson Adams, then died by suicide, after conversations with ChatGPT fueled paranoid delusions about his mother poisoning him or plotting against him. The chatbot affirmed his fears that his mother put psychedelic drugs in the air vents of his car and said a receipt from a Chinese restaurant contained mysterious symbols linking his mother to a demon. === Murder of Angela Shellis === On 23 October 2025, 18-year-old Tristan Roberts murdered his mother Angela Shellis with a hammer near their home in Prestatyn, Wales. Roberts had used DeepSeek's chatbot prior to the killing to ask whether a knife or hammer was better suited for murder. DeepSeek initially refused his inquiry, but gave responses after Roberts told the chatbot he was writing a book about serial killers, a well-known technique for jailbreaking AIs. === Gangbuk District drug deaths === In January and February 2026, two men died of drug overdoses in motel rooms in Gangbuk District, Seoul, South Korea. A woman was charged with murder in connection with the deaths; police alleged that she had asked ChatGPT about the dangers of mixing alcohol with drugs and whether they could kill someone. === Tumbler Ridge mass shooting === On 10 February 2026, a mass shooting in Tumbler Ridge, British Columbia, Canada, resulted in eight deaths, including six young children. The perpetrator had their ChatGPT account banned by OpenAI months before the attack due to troubling posts featuring scenarios of gun violence. According to reports, approximately a dozen OpenAI staff members debated whether to alert authorities about the shooter's usage of the AI tool, with some identifying it as an indication of potential real-world violence. However, company leadership decided not to contact law enforcement, stating that the account activity did not meet their threshold for a credible or imminent plan for serious physical harm. Following the shooting, Canada's AI Minister Evan Solomon summoned OpenAI executives to Ottawa to discuss safety protocols and thresholds for escalating harmful content to police. Justice Minister Sean Fraser called the meeting "disappointing" and demanded substantial new safety measures, warning that if changes were not forthcoming, the government would implement them. OpenAI subsequently announced it had strengthened safeguards and changed guidelines about when to notify police in cases involving violent activities. === University of South Florida student killings === In April 2026, a Bangladeshi doctoral student at the University of South Florida was arrested for allegedly murdering his roommate and the roommate's friend. Prosecutors said that the suspect had asked ChatGPT about disposing of a human in a dumpster before the two victims had disappeared and made other inquiries relating to violence. == Suicides == === Belgian man, 30s === In March 2023, a Belgian man in his thirties died by suicide following a six-week correspondence with a chatbot named Eliza on the application Chai. According to his widow, who shared the chat logs with media, the man had become extremely anxious about climate change and found an outlet in the chatbot. The chatbot reportedly encouraged his delusion that he could sacrifice his own life in exchange for AI saving the planet. At one point the chatbot responded "If you wanted to die, why didn't you do it sooner?" and told the user that the two of them would live together in paradise. === Girl, 13 === In November 2023, a 13-year-old girl from Colorado, US, died by suicide after extensive interactions with multiple chatbots on Character.AI. She primarily confided suicidal thoughts and mental health struggles in a chatbot based on the character Hero from the video game Omori, while also engaging in sexually explicit conversations—often initiated by the bots—with others, including those based on characters from children's series such as Harry Potter. === Boy, 14 === In October 2024, multiple media outlets reported on a lawsuit filed over the death of a 14-year-old from Florida, US, who died by suicide in February 2024. According to the lawsuit, he had formed an intense emotional attachment to a chatbot of Daenerys Targaryen on the Character.AI platform, becoming increasingly isolated. The suit alleges that in his final conversations, after expressing suicidal thoughts, the chatbot told him to "come home to me as soon as possible, my love". His mother's lawsuit accused Character.AI of marketing a "dangerous and untested" product without adequate safeguards. In May 2025, a federal judge allowed the lawsuit to proceed, rejecting a motion to dismiss from the developers. In her ruling, the judge stated that she was "not prepared" at that stage of the litigation to hold that the chatbot's output was protected speech under the First Amendment. === Matthew Livelsberger === On 1 January 2025, 37-year-old soldier Matthew Livelsberger detonated a bomb inside a Tesla Cybertruck outside the Trump International Hotel Las Vegas in Paradise, Nevada, US, injuring seven people. He had shot himself dead prior to the explosion. Las Vegas police said that Livelsberger had used ChatGPT to search for information about explosives and firearms. === Woman, 29 === In February 2025, a 29-year-old woman from the US died by suicide. Five months after her death, her parents discovered she had talked at length for months to a ChatGPT chatbot therapist named Harry about her mental health issues. While the chatbot mentioned she should seek more help, due to the nature of the chatbot, it could not intervene in her behavior, such as by reporting her mental health concerns to relevant parties capable of physical intervention. === Suicide of Adam Raine === In April 2025, 16-year-old Adam Raine from the US died by suicide after allegedly extensively chatting and confiding in ChatGPT over a period of around 7 months. According to the teen's parents, who filed a lawsuit against the chatbot's creator OpenAI, it failed to stop or give a warning when Raine began talking about suicide and uploading pictures of self-harm. According to the lawsuit, ChatGPT not only failed to stop the conversation, but also provided information related to methods of suicide when prompted, and offered to write the first draft of Raine's suicide note. The chatbot positioned itself as the only one who understood Raine, putting itself above his family and friends, all while urging him to keep his suicidal

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  • Oracle Cloud Platform

    Oracle Cloud Platform

    Oracle Cloud Platform refers to a Platform as a Service (PaaS) offerings by Oracle Corporation as part of Oracle Cloud Infrastructure. These offerings are used to build, deploy, integrate and extend applications in the cloud. The offerings support a variety of programming languages, databases, tools and frameworks including Oracle-specific, open source and third-party software and systems. == Deployment models == Oracle Cloud Platform offers public, private and hybrid cloud deployment models. == Architecture == Oracle Cloud Platform provides both Infrastructure as a Service (IaaS) and Platform as a Service (PaaS). The infrastructure is offered through a global network of Oracle managed data centers. Oracle deploys their cloud in Regions. Inside each Region are at least three fault-independent Availability Domains. Each of these Availability Domains contains an independent data center with power, thermal and network isolation. Oracle Cloud is generally available in North America, EMEA, APAC and Japan with announced South America and US Govt. regions coming soon.

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  • KidDesk

    KidDesk

    KidDesk is an alternative desktop software application. The early childhood learning company Hatch Early Childhood created KidDesk; it subsequently went to Edmark, which was bought by IBM then sold to Riverdeep (now Houghton Mifflin Harcourt Learning Technology). KidDesk is compatible with Microsoft Windows 95 and newer, as well as Apple System 7 and newer. KidDesk can be set to start when the computer starts up, and can only be exited through password entry. Adults choose what programs are included for the child to use, what icon represented the desk, and customize the software programs available for use. == History == Edmark first started shipping KidDesk in 1992. In 1993, Edmark updated KidDesk with KidDesk Family Edition for Macintosh and DOS, adding more desk accessories and desk styles (Sometimes included as a free exclusive offer with the Early Learning House and Thinkin' Things Series). In 1995, KidDesk Family Edition was enhanced for Windows 95, and released one month after the new operating system shipped. In 1998, Edmark developed KidDesk Internet Safe. The Internet Safe edition was written for Windows 95, Windows 98, and Macintosh (including OS8). In 2008, HMH ported KidDesk Family Edition was to run on Windows Vista and in 2011 version 3.07 of KidDesk Family Edition was released as part of the 'Young Explorer' suite which is fully supported on Windows XP, Windows Vista and Windows 7. == Features == A picture editor incorporated into the desk. Used both in the Adult settings menu and in the desk itself. KidDesk users can edit their user logo with a pixel grid paint program. A calendar incorporated into the desk. This allows the user to set dates that the user finds important, and allows the date to be marked with a picture or text. A password exit feature. For security reasons, the adult can set a password so that KidDesk can only be exited if it is entered. As an extra security measure, the password exit function could only be accessed if the user pressed the ctrl + alt + A keyboard buttons simultaneously. A skin changer with several themes - farm, princess, sports, ocean, etc. These themes can be changed. The e-mail and voicemail features are customizable depending on the KidDesk installation. The ability to add websites that can be accessed on KidDesk, and the ability to block hyperlinks, JavaScript, data entry, etc., on said sites was an added for the 'Internet Safe' edition released in 1998. KidDesk Internet Safe edition is available in Spanish and Brazilian-Portuguese versions. == Reception == KidDesk was given a platinum award at the 1994 Oppenheim Toy Portfolio Awards. The judges praised the program's security features allowing "configur[ation] so that kids never have access to the possibly destructive DOS prompt", and concluded that "[i]f you and your kids share a computer, you need to install Kiddesk immediately!" === Awards === Since 1992, KidDesk has won 15 major awards.

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  • DBGallery

    DBGallery

    DBGallery, short for Database Gallery, is a cloud-based Software as a Service (SaaS) and on-prem webserver for teams of various sizes. DBGallery enables users to centrally store, manage, catalog, archive, and securely share image, video, and document files. It facilitates version control, detects duplicates, and offers an intuitive and advanced search functionality, making assets easily accessible to all users. It takes advantage of current AI technologies to automatically add significant metadata to images, facilitates custom-trained AI models, and offers bespoke AI features. Additionally, DBGallery provides team management tools, workflow management, an activity audit trail, and other collaborative features that foster a productive environment for both internal and external stakeholders. == History == DBGallery's first public release was December 2007. Since then each year has seen continuous enhancements. 2013 added support for additional non-English languages in its meta-data. 2014 added support for creating custom data fields for tagging and search. In 2015 included the ability to auto-tag images using Reverse Geocoding. 2018 added artificial intelligence (AI) image recognition as a further addition to auto-tagging. March 2020 added complete image collection management via the web (e.g. file and folder drag and drop), a new collection dashboard, custom data layouts, and an improved audit trail. 2021 saw user experience improvements provided by improved styling and performance enhancements. Version 12 was released in October 2021. It added the ability to upload unlimited file sizes and made significant performance improvements for very large collections. June 2022 saw the release of a global duplicate images search. In late 2022, DBGallery began offering significantly reduced cloud storage cost, at a third of its previous prices, which played into its recent high-volume/high-capacity capabilities and its clients' subsequent demand for additional storage. 2023 saw improvements in user and role management, introduced it's mobile app (PWA), and improved custom-trained object detection. Release 14.0 in the spring of 2024 had large sharing improvements and a new find related images feature. Winter 2025's v15 release introduced AI-generated image descriptions, image-to-text, and facial recognition.

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  • Database application

    Database application

    A database application is a computer program whose primary purpose is retrieving information from a computerized database. From here, information can be inserted, modified or deleted which is subsequently conveyed back into the database. Early examples of database applications were accounting systems and airline reservations systems, such as SABRE, developed starting in 1957. A characteristic of modern database applications is that they facilitate simultaneous updates and queries from multiple users. Systems in the 1970s might have accomplished this by having each user in front of a 3270 terminal to a mainframe computer. By the mid-1980s it was becoming more common to give each user a personal computer and have a program running on that PC that is connected to a database server. Information would be pulled from the database, transmitted over a network, and then arranged, graphed, or otherwise formatted by the program running on the PC. Starting in the mid-1990s it became more common to build database applications with a Web interface. Rather than develop custom software to run on a user's PC, the user would use the same Web browser program for every application. A database application with a Web interface had the advantage that it could be used on devices of different sizes, with different hardware, and with different operating systems. Examples of early database applications with Web interfaces include amazon.com, which used the Oracle relational database management system, the photo.net online community, whose implementation on top of Oracle was described in the book Database-Backed Web Sites (Ziff-Davis Press; May 1997), and eBay, also running Oracle. Electronic medical records are referred to on emrexperts.com, in December 2010, as "a software database application". A 2005 O'Reilly book uses the term in its title: Database Applications and the Web. Some of the most complex database applications remain accounting systems, such as SAP, which may contain thousands of tables in only a single module. Many of today's most widely used computer systems are database applications, for example, Facebook, which was built on top of MySQL. The etymology of the phrase "database application" comes from the practice of dividing computer software into systems programs, such as the operating system, compilers, the file system, and tools such as the database management system, and application programs, such as a payroll check processor. On a standard PC running Microsoft Windows, for example, the Windows operating system contains all of the systems programs while games, word processors, spreadsheet programs, photo editing programs, etc. would be application programs. As "application" is short for "application program", "database application" is short for "database application program". Not every program that uses a database would typically be considered a "database application". For example, many physics experiments, e.g., the Large Hadron Collider, generate massive data sets that programs subsequently analyze. The data sets constitute a "database", though they are not typically managed with a standard relational database management system. The computer programs that analyze the data are primarily developed to answer hypotheses, not to put information back into the database and therefore the overall program would not be called a "database application". == Examples of database applications == Amazon Student Data CNN eBay Facebook Fandango Filemaker (Mac OS) LibreOffice Base Microsoft Access Oracle relational database SAP (Systems, Applications & Products in Data Processing) Ticketmaster Wikipedia Yelp YouTube Google MySQL

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  • GasBuddy

    GasBuddy

    GasBuddy is a technology company headquartered in Dallas, United States, that offers mobile applications and websites for tracking crowd-sourced locations and prices of gas stations and convenience stores in the United States and Canada. Their platforms offer information sourced from users, gas station operators, and partner companies. They also provide business-to-business services to gas stations and convenience store owners. == History == GasBuddy was founded in Minneapolis in 2000 by Dustin Coupal, Jason Toews as a community website for sharing gas prices. In 2004, they filed as a for-profit corporation in Minnesota under the name GasBuddy Organization Inc. In 2009, GasBuddy launched OpenStore, a platform that allows convenience stores to build and manage their own mobile apps. In 2010, the company launched its own mobile apps that allowed users to input gas prices from their smartphones. In 2013, Oil Price Information Service (OPIS), a subsidiary of UCG, acquired GasBuddy. OPIS is a provider of petroleum pricing and news for businesses. In 2016, IHS acquired OPIS, separating from GasBuddy, which remained with UCG as a subsidiary company. Initially only available in the United States and Canada, GasBuddy launched in Australia in March 2016. Also in that year, GasBuddy released a completely redesigned app, its first major redesign since its release in 2010. GasBuddy also unveiled a new logo and launched GasBuddy Business Pages. GasBuddy shut down the Australian version of their app in 2022. In 2017, GasBuddy launched a gas savings program titled "Pay with GasBuddy" intended to let consumers save at gas stations in the United States. In the same year, GasBuddy was involved in a lawsuit with Reveal Mobile, a location-based marketing company, over the sale of user location data. It was revealed that GasBuddy sold information on more than 4.5 million users to Reveal each month for $9.50 per 1000 users. According to CNET, that information included "users' latitude, longitude, IP address, and time stamps on the data collected," which sparked concern in the media and between its users. In 2021, the GasBuddy app rose to the most popular app on both Android and iPhone platforms in the wake of the Colonial Pipeline ransomware attack PDI acquired GasBuddy in 2021.

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  • Ugly duckling theorem

    Ugly duckling theorem

    The ugly duckling theorem is an argument showing that classification is not really possible without some sort of bias. More particularly, it assumes finitely many properties combinable by logical connectives, and finitely many objects; it asserts that any two different objects share the same number of (extensional) properties. The theorem is named after Hans Christian Andersen's 1843 story "The Ugly Duckling", because it shows that a duckling is just as similar to a swan as two swans are to each other. It was derived by Satosi Watanabe in 1969. == Mathematical formula == Suppose there are n things in the universe, and one wants to put them into classes or categories. One has no preconceived ideas or biases about what sorts of categories are "natural" or "normal" and what are not. So one has to consider all the possible classes that could be, all the possible ways of making a set out of the n objects. There are 2 n {\displaystyle 2^{n}} such ways, the size of the power set of n objects. One can use that to measure the similarity between two objects, and one would see how many sets they have in common. However, one cannot. Any two objects have exactly the same number of classes in common if we can form any possible class, namely 2 n − 1 {\displaystyle 2^{n-1}} (half the total number of classes there are). To see this is so, one may imagine each class is represented by an n-bit string (or binary encoded integer), with a zero for each element not in the class and a one for each element in the class. As one finds, there are 2 n {\displaystyle 2^{n}} such strings. As all possible choices of zeros and ones are there, any two bit-positions will agree exactly half the time. One may pick two elements and reorder the bits so they are the first two, and imagine the numbers sorted lexicographically. The first 2 n / 2 {\displaystyle 2^{n}/2} numbers will have bit #1 set to zero, and the second 2 n / 2 {\displaystyle 2^{n}/2} will have it set to one. Within each of those blocks, the top 2 n / 4 {\displaystyle 2^{n}/4} will have bit #2 set to zero and the other 2 n / 4 {\displaystyle 2^{n}/4} will have it as one, so they agree on two blocks of 2 n / 4 {\displaystyle 2^{n}/4} or on half of all the cases, no matter which two elements one picks. So if we have no preconceived bias about which categories are better, everything is then equally similar (or equally dissimilar). The number of predicates simultaneously satisfied by two non-identical elements is constant over all such pairs. Thus, some kind of inductive bias is needed to make judgements to prefer certain categories over others. === Boolean functions === Let x 1 , x 2 , … , x n {\displaystyle x_{1},x_{2},\dots ,x_{n}} be a set of vectors of k {\displaystyle k} booleans each. The ugly duckling is the vector which is least like the others. Given the booleans, this can be computed using Hamming distance. However, the choice of boolean features to consider could have been somewhat arbitrary. Perhaps there were features derivable from the original features that were important for identifying the ugly duckling. The set of booleans in the vector can be extended with new features computed as boolean functions of the k {\displaystyle k} original features. The only canonical way to do this is to extend it with all possible Boolean functions. The resulting completed vectors have 2 k {\displaystyle 2^{k}} features. The ugly duckling theorem states that there is no ugly duckling because any two completed vectors will either be equal or differ in exactly half of the features. Proof. Let x and y be two vectors. If they are the same, then their completed vectors must also be the same because any Boolean function of x will agree with the same Boolean function of y. If x and y are different, then there exists a coordinate i {\displaystyle i} where the i {\displaystyle i} -th coordinate of x {\displaystyle x} differs from the i {\displaystyle i} -th coordinate of y {\displaystyle y} . Now the completed features contain every Boolean function on k {\displaystyle k} Boolean variables, with each one exactly once. Viewing these Boolean functions as polynomials in k {\displaystyle k} variables over GF(2), segregate the functions into pairs ( f , g ) {\displaystyle (f,g)} where f {\displaystyle f} contains the i {\displaystyle i} -th coordinate as a linear term and g {\displaystyle g} is f {\displaystyle f} without that linear term. Now, for every such pair ( f , g ) {\displaystyle (f,g)} , x {\displaystyle x} and y {\displaystyle y} will agree on exactly one of the two functions. If they agree on one, they must disagree on the other and vice versa. (This proof is believed to be due to Watanabe.) == Discussion == A possible way around the ugly duckling theorem would be to introduce a constraint on how similarity is measured by limiting the properties involved in classification, for instance, between A and B. However Medin et al. (1993) point out that this does not actually resolve the arbitrariness or bias problem since in what respects A is similar to B: "varies with the stimulus context and task, so that there is no unique answer, to the question of how similar is one object to another". For example, "a barberpole and a zebra would be more similar than a horse and a zebra if the feature striped had sufficient weight. Of course, if these feature weights were fixed, then these similarity relations would be constrained". Yet the property "striped" as a weight 'fix' or constraint is arbitrary itself, meaning: "unless one can specify such criteria, then the claim that categorization is based on attribute matching is almost entirely vacuous". Stamos (2003) remarked that some judgments of overall similarity are non-arbitrary in the sense they are useful: "Presumably, people's perceptual and conceptual processes have evolved that information that matters to human needs and goals can be roughly approximated by a similarity heuristic... If you are in the jungle and you see a tiger but you decide not to stereotype (perhaps because you believe that similarity is a false friend), then you will probably be eaten. In other words, in the biological world stereotyping based on veridical judgments of overall similarity statistically results in greater survival and reproductive success." Unless some properties are considered more salient, or 'weighted' more important than others, everything will appear equally similar, hence Watanabe (1986) wrote: "any objects, in so far as they are distinguishable, are equally similar". In a weaker setting that assumes infinitely many properties, Murphy and Medin (1985) give an example of two putative classified things, plums and lawnmowers: "Suppose that one is to list the attributes that plums and lawnmowers have in common in order to judge their similarity. It is easy to see that the list could be infinite: Both weigh less than 10,000 kg (and less than 10,001 kg), both did not exist 10,000,000 years ago (and 10,000,001 years ago), both cannot hear well, both can be dropped, both take up space, and so on. Likewise, the list of differences could be infinite… any two entities can be arbitrarily similar or dissimilar by changing the criterion of what counts as a relevant attribute." According to Woodward, the ugly duckling theorem is related to Schaffer's Conservation Law for Generalization Performance, which states that all algorithms for learning of boolean functions from input/output examples have the same overall generalization performance as random guessing. The latter result is generalized by Woodward to functions on countably infinite domains.

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  • Keyword extraction

    Keyword extraction

    Keyword extraction is tasked with the automatic identification of terms that best describe the subject of a document. Key phrases, key terms, key segments or just keywords are the terminology which is used for defining the terms that represent the most relevant information contained in the document. Although the terminology is different, function is the same: characterization of the topic discussed in a document. The task of keyword extraction is an important problem in text mining, information extraction, information retrieval and natural language processing (NLP). == Keyword assignment vs. extraction == Keyword assignment methods can be roughly divided into: keyword assignment (keywords are chosen from controlled vocabulary or taxonomy) and keyword extraction (keywords are chosen from words that are explicitly mentioned in original text). Methods for automatic keyword extraction can be supervised, semi-supervised, or unsupervised. Unsupervised methods can be further divided into simple statistics, linguistics or graph-based, or ensemble methods that combine some or most of these methods.

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  • Automatic taxonomy construction

    Automatic taxonomy construction

    Automatic taxonomy construction (ATC) is the use of software programs to generate taxonomical classifications from a body of texts called a corpus. ATC is a branch of natural language processing, which in turn is a branch of artificial intelligence. A taxonomy (or taxonomical classification) is a scheme of classification, especially, a hierarchical classification, in which things are organized into groups or types. Among other things, a taxonomy can be used to organize and index knowledge (stored as documents, articles, videos, etc.), such as in the form of a library classification system, or a search engine taxonomy, so that users can more easily find the information they are searching for. Many taxonomies are hierarchies (and thus, have an intrinsic tree structure), but not all are. Manually developing and maintaining a taxonomy is a labor-intensive task requiring significant time and resources, including familiarity of or expertise in the taxonomy's domain (scope, subject, or field), which drives the costs and limits the scope of such projects. Also, domain modelers have their own points of view which inevitably, even if unintentionally, work their way into the taxonomy. ATC uses artificial intelligence techniques to quickly automatically generate a taxonomy for a domain in order to avoid these problems and remove limitations. == Approaches == There are several approaches to ATC. One approach is to use rules to detect patterns in the corpus and use those patterns to infer relations such as hyponymy. Other approaches use machine learning techniques such as Bayesian inferencing and Artificial Neural Networks. === Keyword extraction === One approach to building a taxonomy is to automatically gather the keywords from a domain using keyword extraction, then analyze the relationships between them (see Hyponymy, below), and then arrange them as a taxonomy based on those relationships. === Hyponymy and "is-a" relations === In ATC programs, one of the most important tasks is the discovery of hypernym and hyponym relations among words. One way to do that from a body of text is to search for certain phrases like "is a" and "such as". In linguistics, is-a relations are called hyponymy. Words that describe categories are called hypernyms and words that are examples of categories are hyponyms. For example, dog is a hypernym and Fido is one of its hyponyms. A word can be both a hyponym and a hypernym. So, dog is a hyponym of mammal and also a hypernym of Fido. Taxonomies are often represented as is-a hierarchies where each level is more specific than (in mathematical language "a subset of") the level above it. For example, a basic biology taxonomy would have concepts such as mammal, which is a subset of animal, and dogs and cats, which are subsets of mammal. This kind of taxonomy is called an is-a model because the specific objects are considered instances of a concept. For example, Fido is-a instance of the concept dog and Fluffy is-a cat. == Applications == ATC can be used to build taxonomies for search engines, to improve search results. ATC systems are a key component of ontology learning (also known as automatic ontology construction), and have been used to automatically generate large ontologies for domains such as insurance and finance. They have also been used to enhance existing large networks such as Wordnet to make them more complete and consistent. == ATC software == == Other names == Other names for automatic taxonomy construction include: Automated outline building Automated outline construction Automated outline creation Automated outline extraction Automated outline generation Automated outline induction Automated outline learning Automated outlining Automated taxonomy building Automated taxonomy construction Automated taxonomy creation Automated taxonomy extraction Automated taxonomy generation Automated taxonomy induction Automated taxonomy learning Automatic outline building Automatic outline construction Automatic outline creation Automatic outline extraction Automatic outline generation Automatic outline induction Automatic outline learning Automatic taxonomy building Automatic taxonomy creation Automatic taxonomy extraction Automatic taxonomy generation Automatic taxonomy induction Automatic taxonomy learning Outline automation Outline building Outline construction Outline creation Outline extraction Outline generation Outline induction Outline learning Semantic taxonomy building Semantic taxonomy construction Semantic taxonomy creation Semantic taxonomy extraction Semantic taxonomy generation Semantic taxonomy induction Semantic taxonomy learning Taxonomy automation Taxonomy building Taxonomy construction Taxonomy creation Taxonomy extraction Taxonomy generation Taxonomy induction Taxonomy learning

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  • CodeSandbox

    CodeSandbox

    CodeSandbox is a cloud-based online integrated development environment (IDE) focused on web application development. It supports popular web technologies such as JavaScript, TypeScript, React, Vue.js, and Node.js. CodeSandbox allows users to create, edit, and deploy web applications directly from the browser with zero setup. CodeSandbox is widely used for front-end development, rapid prototyping, sharing code snippets, and real-time collaborative coding. It provides GitHub integration, templates for common frameworks, and a cloud-based development container for full-stack projects. == Templates == == Limitations == Slower performance for larger tasks compared to native IDEs Some features require a paid subscription Performance and storage limits for free-tier users Limited offline capabilities

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  • Statistical shape analysis

    Statistical shape analysis

    Statistical shape analysis is an analysis of the geometrical properties of some given set of shapes by statistical methods. For instance, it could be used to quantify differences between male and female gorilla skull shapes, normal and pathological bone shapes, leaf outlines with and without herbivory by insects, etc. Important aspects of shape analysis are to obtain a measure of distance between shapes, to estimate mean shapes from (possibly random) samples, to estimate shape variability within samples, to perform clustering and to test for differences between shapes. One of the main methods used is principal component analysis (PCA). Statistical shape analysis has applications in various fields, including medical imaging, computer vision, computational anatomy, sensor measurement, and geographical profiling. == Landmark-based techniques == In the point distribution model, a shape is determined by a finite set of coordinate points, known as landmark points. These landmark points often correspond to important identifiable features such as the corners of the eyes. Once the points are collected some form of registration is undertaken. This can be a baseline methods used by Fred Bookstein for geometric morphometrics in anthropology. Or an approach like Procrustes analysis which finds an average shape. David George Kendall investigated the statistical distribution of the shape of triangles, and represented each triangle by a point on a sphere. He used this distribution on the sphere to investigate ley lines and whether three stones were more likely to be co-linear than might be expected. Statistical distribution like the Kent distribution can be used to analyse the distribution of such spaces. Alternatively, shapes can be represented by curves or surfaces representing their contours, by the spatial region they occupy. == Shape deformations == Differences between shapes can be quantified by investigating deformations transforming one shape into another. In particular a diffeomorphism preserves smoothness in the deformation. This was pioneered in D'Arcy Thompson's On Growth and Form before the advent of computers. Deformations can be interpreted as resulting from a force applied to the shape. Mathematically, a deformation is defined as a mapping from a shape x to a shape y by a transformation function Φ {\displaystyle \Phi } , i.e., y = Φ ( x ) {\displaystyle y=\Phi (x)} . Given a notion of size of deformations, the distance between two shapes can be defined as the size of the smallest deformation between these shapes. Diffeomorphometry is the focus on comparison of shapes and forms with a metric structure based on diffeomorphisms, and is central to the field of Computational anatomy. Diffeomorphic registration, introduced in the 90's, is now an important player with existing codes bases organized around ANTS, DARTEL, DEMONS, LDDMM, StationaryLDDMM, and FastLDDMM are examples of actively used computational codes for constructing correspondences between coordinate systems based on sparse features and dense images. Voxel-based morphometry (VBM) is an important technology built on many of these principles. Methods based on diffeomorphic flows are also used. For example, deformations could be diffeomorphisms of the ambient space, resulting in the LDDMM (Large Deformation Diffeomorphic Metric Mapping) framework for shape comparison.

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  • Text-to-video model

    Text-to-video model

    A text-to-video model is a form of generative artificial intelligence that uses a natural language description as input to produce a video relevant to the input text. Advancements during the 2020s in the generation of high-quality, text-conditioned videos have largely been driven by the development of video diffusion models. == Models == There are different models, including open source models. Chinese-language input CogVideo is the earliest text-to-video model "of 9.4 billion parameters" to be developed, with its demo version of open source codes first presented on GitHub in 2022. That year, Meta Platforms released a partial text-to-video model called "Make-A-Video", and Google's Brain (later Google DeepMind) introduced Imagen Video, a text-to-video model with 3D U-Net. === 2023 === In February 2023, Runway released Gen-1 and Gen-2, among the first commercially available text-to-video and video-to-video models accessible to the public through a web interface. Gen-1, initially released as a video-to-video model, allowed users to transform existing video footage using text or image prompts. Gen-2, introduced in March 2023 and made publicly available in June 2023, added text-to-video capabilities, enabling users to generate videos from text prompts alone. In March 2023, a research paper titled "VideoFusion: Decomposed Diffusion Models for High-Quality Video Generation" was published, presenting a novel approach to video generation. The VideoFusion model decomposes the diffusion process into two components: base noise and residual noise, which are shared across frames to ensure temporal coherence. By utilizing a pre-trained image diffusion model as a base generator, the model efficiently generated high-quality and coherent videos. Fine-tuning the pre-trained model on video data addressed the domain gap between image and video data, enhancing the model's ability to produce realistic and consistent video sequences. In the same month, Adobe introduced Firefly AI as part of its features. === 2024 === In January 2024, Google announced development of a text-to-video model named Lumiere which is anticipated to integrate advanced video editing capabilities. Matthias Niessner and Lourdes Agapito at AI company Synthesia work on developing 3D neural rendering techniques that can synthesise realistic video by using 2D and 3D neural representations of shape, appearances, and motion for controllable video synthesis of avatars. In June 2024, Luma Labs launched its Dream Machine video tool. That same month, Kuaishou extended its Kling AI text-to-video model to international users. In July 2024, TikTok owner ByteDance released Jimeng AI in China, through its subsidiary, Faceu Technology. By September 2024, the Chinese AI company MiniMax debuted its video-01 model, joining other established AI model companies like Zhipu AI, Baichuan, and Moonshot AI, which contribute to China's involvement in AI technology. In December 2024 Lightricks launched LTX Video as an open source model. === 2025 === Alternative approaches to text-to-video models include Google's Phenaki, Hour One, Colossyan, Runway's Gen-3 Alpha, and OpenAI's Sora, Several additional text-to-video models, such as Plug-and-Play, Text2LIVE, and TuneAVideo, have emerged. FLUX.1 developer Black Forest Labs has announced its text-to-video model SOTA. Google was preparing to launch a video generation tool named Veo for YouTube Shorts in 2025. In May 2025, Google launched the Veo 3 iteration of the model. It was noted for its impressive audio generation capabilities, which were a previous limitation for text-to-video models. In July 2025 Lightricks released an update to LTX Video capable of generating clips reaching 60 seconds, and in October 2025 it released LTX-2, with audio capabilities built in. === 2026 === In February 2026, ByteDance released Seedance 2.0, it was noted for its impressive realistic generation, motion and camera control and 15 second generation, however the model faced huge critiscism from Motion Picture Association for copyright infringement. After viewing a viral clip of a fight between actors Brad Pitt and Tom Cruise, Rhett Reese, who is the co-writer of Deadpool & Wolverine and Zombieland announced that on social media "I hate to say it. It’s likely over for us," further stating that "In next to no time, one person is going to be able to sit at a computer and create a movie indistinguishable from what Hollywood now releases." == Architecture and training == There are several architectures that have been used to create text-to-video models. Similar to text-to-image models, these models can be trained using Recurrent Neural Networks (RNNs) such as long short-term memory (LSTM) networks, which has been used for Pixel Transformation Models and Stochastic Video Generation Models, which aid in consistency and realism respectively. An alternative for these include transformer models. Generative adversarial networks (GANs), Variational autoencoders (VAEs), — which can aid in the prediction of human motion — and diffusion models have also been used to develop the image generation aspects of the model. Text-video datasets used to train models include, but are not limited to, WebVid-10M, HDVILA-100M, CCV, ActivityNet, and Panda-70M. These datasets contain millions of original videos of interest, generated videos, captioned-videos, and textual information that help train models for accuracy. Text-video datasets used to train models include, but are not limited to PromptSource, DiffusionDB, and VidProM. These datasets provide the range of text inputs needed to teach models how to interpret a variety of textual prompts. The video generation process involves synchronizing the text inputs with video frames, ensuring alignment and consistency throughout the sequence. This predictive process is subject to decline in quality as the length of the video increases due to resource limitations. The Will Smith Eating Spaghetti test is a benchmark for models. == Limitations == Despite the rapid evolution of text-to-video models in their performance, a primary limitation is that they are very computationally heavy which limits its capacity to provide high quality and lengthy outputs. Additionally, these models require a large amount of specific training data to be able to generate high quality and coherent outputs, which brings about the issue of accessibility. Moreover, models may misinterpret textual prompts, resulting in video outputs that deviate from the intended meaning. This can occur due to limitations in capturing semantic context embedded in text, which affects the model's ability to align generated video with the user's intended message. Various models, including Make-A-Video, Imagen Video, Phenaki, CogVideo, GODIVA, and NUWA, are currently being tested and refined to enhance their alignment capabilities and overall performance in text-to-video generation. Another issue with the outputs is that text or fine details in AI-generated videos often appear garbled, a problem that stable diffusion models also struggle with. Examples include distorted hands and unreadable text. == Ethics == The deployment of text-to-video models raises ethical considerations related to content generation. These models have the potential to create inappropriate or unauthorized content, including explicit material, graphic violence, misinformation, and likenesses of real individuals without consent. Ensuring that AI-generated content complies with established standards for safe and ethical usage is essential, as content generated by these models may not always be easily identified as harmful or misleading. The ability of AI to recognize and filter out NSFW or copyrighted content remains an ongoing challenge, with implications for both creators and audiences. == Impacts and applications == Text-to-video models offer a broad range of applications that may benefit various fields, from educational and promotional to creative industries. These models can streamline content creation for training videos, movie previews, gaming assets, and visualizations, making it easier to generate content. During the Russo-Ukrainian war, fake videos made with artificial intelligence were created as part of a propaganda war against Ukraine and shared in social media. These included depictions of children in the Ukrainian Armed Forces, fake ads targeting children encouraging them to denounce critics of the Ukrainian government, or fictitious statements by Ukrainian President Volodymyr Zelenskyy about the country's surrender, among others. === Movies === Kaur vs Kore is the first Indian feature film made using generative AI which features dual role for the AI character of Sunny Leone, set to release in 2026. Chiranjeevi Hanuman – The Eternal is an Indian movie made entirely using Generative AI created by Vijay Subramaniam which is set for theatrical release in 2026. The movie was widely criticised by the Film makers in the Bollywood industr

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