AI Art Generator

AI Art Generator — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • Lose It!

    Lose It!

    Lose It! is an American health and wellness mobile app developed by FitNow, Inc. The app generates calorie budgets for users by tracking weight, exercise, food and calorie intake, and personal goals, primarily to assist them in achieving weight loss. == History == Lose It! was developed in Boston and debuted in 2008. The app and its associated company were founded by J.J. Allaire, Charles Teague and Paul Dicristina. Prior to founding Lose It!, Teague and Allaire had founded the online research tool Onfolio, which was acquired by Microsoft in 2006. The Lose It! app was originally released as an iOS app before being released as a website in 2010 and an Android app in 2011. In 2015, Lose It! announced plans to release the app internationally. Lose It! was also available as an app for Apple Watch at its launch in 2015. The app’s “Snap It” feature, which allows users to approximate calorie counts by taking pictures of their daily meals and snacks, was released in beta in 2016. Snap It was named an Innovation Awards Honoree at the 2017 Consumer Electronics Show in Las Vegas. In 2020, Patrick Wetherille, one of the company’s earliest employees, was appointed chief executive officer. == App == Lose It! is weight loss app. The app allows users to set goals such as increasing strength, overall health/maintenance, and weight loss. It provides users recommended calorie budgets based on data such as their current weight and their desired weight. Lose It! also tracks data such as exercise/activity level and food consumption and allows users to track calories consumed by scanning barcodes for food products then retrieving calorie information for products. The app can also estimate the amount of calories in a food products. Lose It! has integration features connecting it to other apps such as Fitbit and Runkeeper. It also has social features such as joining groups and sharing progress with friends. The Premium version of the app allows users to track foods according to specific diets like keto, heart healthy or Mediterranean.

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  • GITEX Vietnam

    GITEX Vietnam

    GITEX AI Vietnam is an upcoming technology exhibition and conference scheduled to take place in Hanoi, Vietnam, on 1–2 October 2026. The event is organised by KAOUN International in partnership with the Dubai World Trade Centre and the Vietnam National Innovation Center (NIC). It is part of the global GITEX network of technology exhibitions. The event supported by Vietnam's Ministry of Finance and Ministry of Science and Technology. == Activity == GITEX AI Vietnam was announced in 2025 as part of GITEX's expansion into Southeast Asia. Its launch coincides with Vietnam's National Innovation Week. Media reports linked to the announcement projected Vietnam's digital economy could reach around US$200 billion by 2030. The event includes exhibitions, conferences, and networking sessions. Co-located platforms include AI Everything Vietnam, Startups North Star Vietnam, GITEX Cyber Valley Vietnam, and FDX Vietnam. Expected participants include policymakers, technology companies, startups, investors, and researchers.

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  • Gundam Build Metaverse

    Gundam Build Metaverse

    Gundam Build Metaverse (Japanese: ガンダムビルドメタバース, Hepburn: Gandamu Birudo Metabāzu) is a Japanese original net animation anime mini-series produced by Sunrise Beyond, and the fifth series within the Gundam Build Series sub-series. The series celebrates the 10th anniversary of the Gundam Build franchise, including characters from the previous installments. == Plot == The story is set in the same universe of the Gundam Build series in an online metaverse space where users can use avatars to move around and interact with other users, including conducting Gunpla (Gundam plastic model) battles with them. The story centers on Rio Hōjō, a boy who lives in Hawaii, and who learns how to build Gunpla from a local hobbyist named Seria Urutsuki. In the metaverse, a figure known as Mask Lady teaches him the art of Gunpla battling, and he strives to get better at it every day. With his custom Lah Gundam, he seeks out ever stronger opponents. == Characters == === Main characters === Rio Hojo (ホウジョウ・リオ, Hōjō Rio) Voiced by: Chika Anzai A young boy from Hawaii who is an enthusiast of Gunpla Battle and is an apprentice of the mysterious Diver "Mask Lady". Rio's Gunpla is the Lah Gundam, modeled after an entry-grade RX-78-2 Gundam, from the original Mobile Suit Gundam anime series. Seria Urutsuki (ウルツキ・セリア, Urutsuki Seria) / Mask Lady (マスクレディー, Masuku Reidi) Voiced by: Rio Tsuchiya A clerk at a local hobby shop and the instructor at their Gunpla class, Seria becomes Rio's Gunpla mentor using the alias "Mask Lady". Seria's Gunpla is the ZGMF-X20A-PF Gundam Perfect Strike Freedom Rouge, based on both the MBF-02 Strike Rouge and the GAT-X105+AQM/E-YM1 Perfect Strike Gundam from Mobile Suit Gundam Seed and the ZGMF-X20A Strike Freedom Gundam from Mobile Suit Gundam Seed Destiny. === Returning characters === Fumina Hoshino (ホシノ・フミナ, Hoshino Fumina) Voiced by: Yui Makino A veteran Gunpla Battler from the early days of the sport and the Leader of "Team Try Fighters", she works as an advertiser and announcer within the Metaverse realm. Tatsuya Yuuki (ユウキ・タツヤ, Yūki Tatsuya) / Meijin Kawaguchi III (三代目メイジン・カワグチ, Sandaime Meijin Kawaguchi) Voiced by: Takuya Satō A builder and three-times Gunpla Battle world champion who inherited the name of the legendary Meijin Kawaguchi, known as "Meijin Kawaguchi III", and still the current title holder. His newest Gunpla is the Gundam Amazing Barbatos Lupus based on the ASW-G-08 Gundam Barbatos Lupus from Mobile Suit Gundam: Iron-Blooded Orphans. Riku Mikami (ミカミ・リク, Mikami Riku) / Riku (リク) Voiced by: Yūsuke Kobayashi The Founder and former leader of the legendary force, "Build Divers". His Gunpla is the Gundam 00 Diver Arc, the latest version of the original GN-0000DVR Gundam 00 Diver from Gundam Build Divers, incorporating elements from the 00 Gundam from Mobile Suit Gundam 00 and the Gundam AGE-FX from Mobile Suit Gundam AGE. Sarah (サラ, Sara) Voiced by: Haruka Terui An EL-Diver and member of the Build Divers. Momoka Yashiro (ヤシロ・モモカ, Yashiro Momoka) / Momo (モモ) Voiced by: Nene Hieda Member of Build Divers. Her gunpla is the MOMOKAPOOL (R×R), an upgraded version of her PEN-01M Momokapool from Gundam Build Divers Aya Fujisawa (フジサワ・アヤ, Fujisawa Aya) / Ayame (アヤメ) Voiced by: Manami Numakura Member of Build Divers. Her Gunpla is the F-Kunoichi Kai, an SD Gunpla based on the F91 Gundam F91 from Mobile Suit Gundam F91. Sei Iori (イオリ・セイ, Iori Sei) Voiced by: Mikako Komatsu A builder and one time Gunpla Battle World Champion. His current Gunpla is the GAT-X105B/EG Build Strike Exceed Galaxy, the latest version of the original GAT-X105B Build Strike Gundam from Gundam Build Fighters. Aria von Reiji Asuna (アリーア・フォン・レイジ・アスナ, Arīa fon Reiji Asuna) Voiced by: Sachi Kokuryu A prince from the country called Arian that exists within a space colony in another dimension, who became friends with Sei Iori and together won the Gunpla Battle World Championship. He somehow manages to log into the metaverse to reunite with his friend, piloting the SB-011 Star Burning Gundam. Sekai Kamiki (カミキ・セカイ, Kamiki Sekai) Voiced by: Kazumi Togashi A veteran builder and former member of Team Try Fighters. He is currently the Japanese National representative Champion. In the series he develops a rivalry relationship with Hiroto similar to that of Kyoya and Rommel. His current Gunpla is the Shin Burning Gundam, the latest version of the original KMK-B01 Kamiki Burning Gundam from Gundam Build Fighters Try which is based on the Burning Gundam and Master Gundam. Hiroto Kuga (クガ・ヒロト, Kuga Hiroto) / Hiroto (ヒロト, Hiroto) Voiced by: Chiaki Kobayashi A veteran diver, the one responsible for discovering more EL-Divers, and a former member of the legendary force "Avalon", who later joined the unofficial, "BUILD DiVERS" and eventually became the current Force Leader, and as well as the current title holder of "Hero of Gunpla". In the third episode he is the only Build Diver member who participates in the tournament, while his fellow force-mates are in the audience routing for him and Rio. His Gunpla is the Plutine Gundam, which is a combination of his Core Gundam II Plus, upgraded from the Core Gundam II featured in Gundam Build Divers Re:Rise equipped with the Pluto Armor. Magee (マギー, Magī) Voiced by: Taishi Murata A flamboyant veteran Diver who owns a shop in the metaverse and is an acquaintance of Seria's. Freddie (フレディ, Furedi) Voiced by: Ai Kakuma An alien anthropomorphic dog boy from planet Eldora, a support member to both Build Diver teams, who manages to access the metaverse from his home planet along his fellow Eldorans. Ogre (オーガ, Ōga) Voiced by: Wataru Hatano Kyoya Kisugi (キスギ・キョウヤ, Kisugi Kyōya) / Kyoya Kujo (クジョウ・キョウヤ, Kujō Kyōya) Voiced by: Jun Kasama Leader of the legendary force "Avalon" and the reigning and current title holder of "World Champion". He along with Hiroto Kuga, Maria Urutsuki, and Tatsuya Yuuki are currently at the top of the entire gunpla world community. His current gunpla is an recolored version of his AGE-TRYMAG Gundam TRY AGE Magnum from Gundam Build Divers Re:Rise. Susumu Sazaki (サザキ・ススム, Sazaki Susumu) Voiced by: Ryo Hirohashi Kaoruko Sazaki (サザキ・カオルコ, Sazaki Kaoruko) Voiced by: Ryo Hirohashi Mahiru Shigure (シグレ・マヒル, Shigure Mahiru) Voiced by: Rinko Natsuhi Keiko Sano (サノ・ケイコ, Sano Keiko) Voiced by: Ami Naito === Others === Maria Urutsuki (ウルツキ・マリア, Urutsuki Maria) / Mascarilla (マスカリージャ, Masukarīja) Voiced by: Ai Kakuma A mysterious masked woman with a harsh rivalry with Seria and a similar avatar as hers, she is later revealed as Seria's younger sister Maria, who began to loathe her sister after she quit on their dream to fight for the title of Lady Kawaguchi. She later obtains the title, becoming "Lady Kawaguchi VII". Jeff (ジェフさん, Jefu-san) Voiced by: Kenta Miyake A distant relative of Seria and Maria's and owner of the hobby shop where Seria lives. Mellow Neige (メロウ・ネージュ, Merō Nēju) Voiced by: Chikano Ibuki A sentient A.I. who is the current publicity face of the Gunpla Metaverse. == Episodes ==

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  • Hostile Waters: Antaeus Rising

    Hostile Waters: Antaeus Rising

    Hostile Waters, released as Hostile Waters: Antaeus Rising in America, is a hybrid vehicle and strategy game developed and published by Rage Software for Microsoft Windows. It was inspired by Carrier Command (Realtime Games, 1988). It has won several awards and one unofficial award from Rock Paper Shotgun as a "lost classic" or "The best game you've never played". == Plot == Hostile Waters takes place in a Utopian future where war has been abolished. In the year 2012, a revolutionary war takes place between the corrupt and power-hungry politicians, leaders and businessmen (described as the "Old Guard") and the people. The Old Guard were defeated, with only a few of their leaders escaping. By 2032, the world has been rebuilt as a utopia, with the help of nano-technological assemblers, which are used in "creation engines" to create matter from energy and waste, for free. The newly united world is governed from a capital city known as Central. Missile attacks are suddenly launched against major cities all over the world from an unknown location. This is eventually discovered to be an island chain in the South Pacific Ocean. A response to the missile attacks was a special forces team sent in to investigate the area for preliminary investigations. The Ministry of Intelligence (MinIntel) loses contact with it shortly thereafter. The world government authorises a reactivation of the Antaeus program, a series of warships able to create any weapon of their choosing using their on-board nano-technological creation engine. Two of these were left on the seabed in the case of an emergency, capable of being re-activated and refloating itself. On board are a series of "soulcatcher" chips, a classified 1990s military program researched into for the storage of human brain functions on a silicon chip. The soulcatcher technology was used to store the minds of every crew member ever assigned to an Antaeus vessel. It is soon discovered that one of the cruisers does not respond to the awakening signal. The other cruiser, however, is refloated and re-activated, with heavy damage to vital ship components. A course is plotted for a nearby disused wet-dock. As the Antaeus progresses from the wet-dock, unusual biological life-forms are discovered amongst the enemy bases on the islands. The identity of the aggressor firing the missiles is confirmed as the leftovers of the old, pre-Central forces, known as the Cabal. Outnumbering Central's army a thousand to one, they are fighting with thousands of troops and weapons that they hid away when it was apparent that the war was lost. The Antaeus is deployed into the chicane to stop the Cabal's operations there. It's later discovered that along with their superior numbers, they have also biologically engineered a species of organic machines, designed in the popular likeness of extraterrestrials, which they intend to use to create the fear of an alien invasion, to facilitate their taking over the world and the removal of the public use of creation engines. The Cabal later lose control of the species, which eventually turns on its masters, destroying them. The species starts spreading, modifying the planetary climate and geographical features in an attempt to exterminate humanity and make the planet more hospitable to itself. Having exterminated its creators, the species resolves to cleanse humanity as a whole from the planet using a massive 'disassembler cannon', only to be stopped by the Antaeus. The species subsequently attempts to flee into the cosmos and colonise the surrounding planets and stars, by launching a massive number of 'culture stones' (information devices that also double as creation engines) into space from an enormous, artificially-grown organic "island", the final staging point. Central's only option is to bind the Antaeus' creation engine and the disassembler cannon stolen from the aliens together to create a makeshift bomb, and detonate it at the central "column" containing the culture stones. The plan succeeds, and the Antaeus is sacrificed to save the world. The final cinematic show the organic disassembler cannon and the Antaeus' creation engine moving closer together and fusing, creating something new. A post-credits scene also shows that two of the species' culture stones have managed to get into space. == Gameplay == Each Mission takes place on and or near a fortified enemy island containing various forms of anti-air and ground defence, with scattered unit-production complexes powered by oil-derricks and fuel containers (which are dependent on the oil-derricks) that the player can destroy to keep the enemy from replacing destroyed forces. Vehicles are built on the Antaeus and, if desired, land vehicles can be delivered to a location by the air-lifting "magpie". Units are created by providing Antaeus with a number of resources which are obtained at the beginning of the level and debris which are taken from destroyed enemy units and structures. Transport helicopters such as the "Pegasus" can fly to an object and airlift it to the ship-board recycling system with little resources required. The carrier can analyse objects it disassembles at the rear of the Antaeus cruiser, and several of the game's vehicles and items are unlocked by "sampling" them in this fashion. The game has a number of vehicles that are progressively unlocked as the missions progress. Vehicles contain a number of slots for equipment and a selection of different types of weapons to use in the vehicle. A variety of vehicle equipment combinations can be designed. Vehicles have an individual damage multiplier such that different vehicles with the same weapon will do different damage. In addition to this, each soul-chip personality specializes in one unit along with specific equipment, which, if equipped will gain them a bonus in efficiency. == Development == The game was developed by 12 people. == Reception == The game received "favourable" reviews according to the review aggregation website Metacritic. Carla Harker of NextGen said, "You'll feel like a real battlefield general when you take to the field in Antaeus Rising." Jake The Snake of GamePro said, "If the usual game categories leave you unscathed, get bloodied in these Hostile Waters."

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  • Fillrate

    Fillrate

    In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Although fillrate doesn't provide a substantial bottleneck in games, it can still provide a bottleneck for certain parts of the game, for example applying a gaussian blur can be bottlenecked by fillrate. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it is not visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window. Although this is not a full-proof method, modern videogame engines can dynamically reduce the level-of-detail required and thereby reducing fillrate-limited applications. The best way to find fillrate bottlenecks is to use GPU vendor software like NVIDIA Nsight Graphics, AMD Radeon GPU Profile and the Intel Graphics Performance Analyzers.

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  • Sunspring

    Sunspring

    Sunspring is a 2016 experimental science fiction short film entirely written by an artificial intelligence bot using neural networks. It was conceived by BAFTA-nominated filmmaker Oscar Sharp and NYU AI researcher Ross Goodwin and produced by film production company, End Cue along with Allison Friedman and Andrew Swett. It stars Thomas Middleditch, Elisabeth Grey, and Humphrey Ker as three people, namely H, H2, and C, living in a future world and eventually connecting with each other through a love triangle. The script of the film was authored by a recurrent neural network called long short-term memory (LSTM) by an AI bot named Benjamin. Originally made for the Sci-Fi-London film festival's 48hr Challenge, it was released online by technology news website Ars Technica on 9 June 2016. == Premise == Sunspring narrates the story of three people - H (Middleditch), H2 (Grey), and C (Ker) - set in a futuristic world and entangled with murder and love. == Cast == Thomas Middleditch as H Elisabeth Grey as H2 Humphrey Ker as C == Production == Oscar Sharp originally created the film for the 48hr Film Challenge contest of Sci-Fi-London, a film festival which focuses on science fiction. For the challenge, contestants are given a set of prompts (mostly props and lines) that have to appear in a movie they make over the next two days. It eventually contested in the festival and was nominated among the final top ten films Sharp collaborated with his longtime associate Ross Goodwin, an AI researcher in New York University to create the AI bot, which was initially called Jetson. The bot, which later came to call itself Benjamin, wrote the screenplay including stage directions and dialog. The garbled script was then interpreted by Sharp who directed the actors to construe the plot points themselves and enact the play. According to Ars Technica, the final plot turned out to be a tale of romance and murder, set in a dark future world. === Benjamin, the automatic screenwriter === Called the world's first automatic screenwriter, Benjamin is a self-improving LSTM RNN machine intelligence trained on human screenplays conceived by Goodwin and Sharp. It was trained to write the screenplay by feeding it with a corpus of dozens of sci-fi screenplays found online—mostly movies from the 1980s and 90s. == Music == The film contains a song from Brooklyn-based electro-acoustic duo Tiger and Man, with lyrics written by Benjamin using a database of 30,000 folk songs. As well as a score written by composer Andrew Orkin. == Reception == CNet called it "a beautiful, bizarre sci-fi novelty." Critic Amanda Kooser said, "...probably won't start a rush for replacing human screenwriters with machines. Some day, neural networks may get better at imitating the art of coherent storytelling, but we're not there yet. That doesn't mean "Sunspring" isn't entertaining or worthy of viewing. It is. It's a thought experiment come to life, a novelty." As of April 2019, it has surpassed 1 million views on YouTube.

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  • Feeding the Machine (book)

    Feeding the Machine (book)

    Feeding the Machine: The Hidden Human Labour Powering AI is a 2024 book by James Muldoon, Mark Graham and Callum Cant. == Writing == The authors developed the concept for the book while doing fieldwork studying data annotation in developing countries in East Africa. == Synopsis == The book examines the human input needed to develop and sustain AI ecosystems. == Reception == The book received positive reviews. Rosalie Waelen of Capital & Class gave it a mostly positive review. Tim Hornyak of Literary Review praised it. Kirkus Reviews called it "A sobering and timely—if sometimes distracted—study of AI.". Publishers Weekly gave the book a starred review, writing that "The grim real-life stories read like dystopian parables, such as the account of a European voice actor whose recordings were legally used without her consent to create an inexpensive synthetic clone whom she now competes with for business. Driven by striking reporting and finely observed profiles, this unsettles."

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  • Taylor Swift deepfake pornography controversy

    Taylor Swift deepfake pornography controversy

    In late January 2024, sexually explicit AI-generated deepfake images of American musician Taylor Swift were proliferated on social media platforms 4chan and X (formerly Twitter). Several artificial images of Swift of a sexual or violent nature were quickly spread, with one post reported to have been seen over 47 million times before its eventual removal. The images led Microsoft to enhance Microsoft Designer's text-to-image model to prevent future abuse. Moreover, these images prompted responses from anti-sexual assault advocacy groups, US politicians, Swifties, and Microsoft CEO Satya Nadella, among others, and it has been suggested that Swift's influence could result in new legislation regarding the creation of deepfake pornography. A similar controversy emerged in August 2025, when The Verge reported AI image and video tool Grok Imagine generated sexually explicit images and videos of Swift from an otherwise innocuous text prompt. == Background == American musician Taylor Swift has been the target of misogyny and slut-shaming throughout her career. American technology corporation Microsoft offers AI image creators called Microsoft Designer and Bing Image Creator, which employ censorship safeguards to prevent users from generating unsafe or objectionable content. Members of a Telegram group discussed ways to circumvent these censors to create pornographic images of celebrities. Graphika, a disinformation research firm, traced the creation of the images back to a 4chan community. == Reactions == For some, the deepfake images of Swift immediately became a source of controversy and outrage. Other internet users found them humorous and absurd, such as the image making it appear as though Swift was to engage in sexual intercourse with Oscar the Grouch. The images drew condemnations from Rape, Abuse & Incest National Network and SAG-AFTRA. The latter group, who had been following issues regarding AI-generated media prior to Swift's involvement, considered the images "upsetting, harmful and deeply concerning." Microsoft CEO Satya Nadella, whose company's products were believed to be used to make these images, responded to the controversy as "alarming and terrible", further stating his belief that "we all benefit when the online world is a safe world." === Taylor Swift === A source close to Swift told the Daily Mail that she would be considering legal action, saying, "Whether or not legal action will be taken is being decided, but there is one thing that is clear: These fake AI-generated images are abusive, offensive, exploitative, and done without Taylor's consent and/or knowledge." === Politicians === White House press secretary Karine Jean-Pierre expressed concern over the counterfeit images, deeming them "alarming", and emphasized the obligation of social media platforms to curb the dissemination of misinformation. Several members of American politics called for legislation against AI-generated pornography. Later in the month, a bipartisan bill was introduced by US senators Dick Durbin, Lindsey Graham, Amy Klobuchar and Josh Hawley. The bill would allow victims to sue individuals who produced or possessed "digital forgeries" with intent to distribute, or those who received the material knowing it was made without consent. The European Union struck a deal in February 2024 on a similar bill that would criminalize deepfake pornography, as well as online harassment and revenge porn, by mid-2027. === Social media platforms === X responded to the sharing of these images on their own website with claims they would suspend accounts that participated in their spread. Despite this, the photos continued to be reshared among accounts of X, and spread to other platforms including Instagram and Reddit. X enforces a "synthetic and manipulated media policy", which has been criticized for its efficacy. They briefly blocked searches of Swift's name on January 27, 2024, reinstating them two days later. === Swifties === Fans of Taylor Swift, known as Swifties, responded to the circulation of these images by pushing the hashtag #ProtectTaylorSwift to trend on X. They also flooded other hashtags related to the images with more positive images and videos of her live performances. == Cultural significance == Deepfake pornography has remained highly controversial and has affected figures from other celebrities to ordinary people, most of whom are women. Journalists have opined that the involvement of a prominent public figure such as Swift in the dissemination of AI-generated pornography could bring public awareness and political reform to the issue.

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  • Neural operators

    Neural operators

    Neural operators are a class of deep learning architectures designed to learn maps between infinite-dimensional function spaces. Neural operators represent an extension of traditional artificial neural networks, marking a departure from the typical focus on learning mappings between finite-dimensional Euclidean spaces or finite sets. Neural operators directly learn operators between function spaces; they can receive input functions, and the output function can be evaluated at any discretization. The primary application of neural operators is in learning surrogate maps for the solution operators of partial differential equations (PDEs), which are critical tools in modeling the natural environment. Standard PDE solvers can be time-consuming and computationally intensive, especially for complex systems. Neural operators have demonstrated improved performance in solving PDEs compared to existing machine learning methodologies while being significantly faster than numerical solvers. Neural operators have also been applied to various scientific and engineering disciplines such as turbulent flow modeling, computational mechanics, graph-structured data, and the geosciences. In particular, they have been applied to learning stress-strain fields in materials, classifying complex data like spatial transcriptomics, predicting multiphase flow in porous media, and carbon dioxide migration simulations. Finally, the operator learning paradigm allows learning maps between function spaces, and is different from parallel ideas of learning maps from finite-dimensional spaces to function spaces, and subsumes these settings as special cases when limited to a fixed input resolution. == Operator learning == Understanding and mapping relationships between function spaces has many applications in engineering and the sciences. In particular, one can cast the problem of solving partial differential equations as identifying a map between function spaces, such as from an initial condition to a time-evolved state. In other PDEs this map takes an input coefficient function and outputs a solution function. Operator learning is a machine learning paradigm to learn solution operators mapping the input function to the output function . Using traditional machine learning methods, addressing this problem would involve discretizing the infinite-dimensional input and output function spaces into finite-dimensional grids and applying standard learning models, such as neural networks. This approach reduces the operator learning to finite-dimensional function learning and has some limitations, such as generalizing to discretizations beyond the grid used in training. The primary properties of neural operators that differentiate them from traditional neural networks is discretization invariance and discretization convergence. Unlike conventional neural networks, which are fixed on the discretization of training data, neural operators can adapt to various discretizations without re-training. This property improves the robustness and applicability of neural operators in different scenarios, providing consistent performance across different resolutions and grids. == Definition and formulation == Architecturally, neural operators are similar to feed-forward neural networks in the sense that they are composed of alternating linear maps and non-linearities. Since neural operators act on and output functions, neural operators have been instead formulated as a sequence of alternating linear integral operators on function spaces and point-wise non-linearities. Using an analogous architecture to finite-dimensional neural networks, similar universal approximation theorems have been proven for neural operators. In particular, it has been shown that neural operators can approximate any continuous operator on a compact set. Neural operators seek to approximate some operator G : A → U {\displaystyle {\mathcal {G}}:{\mathcal {A}}\to {\mathcal {U}}} between function spaces A {\displaystyle {\mathcal {A}}} and U {\displaystyle {\mathcal {U}}} by building a parametric map G ϕ : A → U {\displaystyle {\mathcal {G}}_{\phi }:{\mathcal {A}}\to {\mathcal {U}}} . Such parametric maps G ϕ {\displaystyle {\mathcal {G}}_{\phi }} can generally be defined in the form G ϕ := Q ∘ σ ( W T + K T + b T ) ∘ ⋯ ∘ σ ( W 1 + K 1 + b 1 ) ∘ P , {\displaystyle {\mathcal {G}}_{\phi }:={\mathcal {Q}}\circ \sigma (W_{T}+{\mathcal {K}}_{T}+b_{T})\circ \cdots \circ \sigma (W_{1}+{\mathcal {K}}_{1}+b_{1})\circ {\mathcal {P}},} where P , Q {\displaystyle {\mathcal {P}},{\mathcal {Q}}} are the lifting (lifting the codomain of the input function to a higher dimensional space) and projection (projecting the codomain of the intermediate function to the output dimension) operators, respectively. These operators act pointwise on functions and are typically parametrized as multilayer perceptrons. σ {\displaystyle \sigma } is a pointwise nonlinearity, such as a rectified linear unit (ReLU), or a Gaussian error linear unit (GeLU). Each layer t = 1 , … , T {\displaystyle t=1,\dots ,T} has a respective local operator W t {\displaystyle W_{t}} (usually parameterized by a pointwise neural network), a kernel integral operator K t {\displaystyle {\mathcal {K}}_{t}} , and a bias function b t {\displaystyle b_{t}} . Given some intermediate functional representation v t {\displaystyle v_{t}} with domain D {\displaystyle D} in the t {\displaystyle t} -th hidden layer, a kernel integral operator K ϕ {\displaystyle {\mathcal {K}}_{\phi }} is defined as ( K ϕ v t ) ( x ) := ∫ D κ ϕ ( x , y , v t ( x ) , v t ( y ) ) v t ( y ) d y , {\displaystyle ({\mathcal {K}}_{\phi }v_{t})(x):=\int _{D}\kappa _{\phi }(x,y,v_{t}(x),v_{t}(y))v_{t}(y)dy,} where the kernel κ ϕ {\displaystyle \kappa _{\phi }} is a learnable implicit neural network, parametrized by ϕ {\displaystyle \phi } . In practice, one is often given the input function to the neural operator at a specific resolution. For instance, consider the setting where one is given the evaluation of v t {\displaystyle v_{t}} at n {\displaystyle n} points { y j } j n {\displaystyle \{y_{j}\}_{j}^{n}} . Borrowing from Nyström integral approximation methods such as Riemann sum integration and Gaussian quadrature, the above integral operation can be computed as follows: ∫ D κ ϕ ( x , y , v t ( x ) , v t ( y ) ) v t ( y ) d y ≈ ∑ j n κ ϕ ( x , y j , v t ( x ) , v t ( y j ) ) v t ( y j ) Δ y j , {\displaystyle \int _{D}\kappa _{\phi }(x,y,v_{t}(x),v_{t}(y))v_{t}(y)dy\approx \sum _{j}^{n}\kappa _{\phi }(x,y_{j},v_{t}(x),v_{t}(y_{j}))v_{t}(y_{j})\Delta _{y_{j}},} where Δ y j {\displaystyle \Delta _{y_{j}}} is the sub-area volume or quadrature weight associated to the point y j {\displaystyle y_{j}} . Thus, a simplified layer can be computed as v t + 1 ( x ) ≈ σ ( ∑ j n κ ϕ ( x , y j , v t ( x ) , v t ( y j ) ) v t ( y j ) Δ y j + W t ( v t ( y j ) ) + b t ( x ) ) . {\displaystyle v_{t+1}(x)\approx \sigma \left(\sum _{j}^{n}\kappa _{\phi }(x,y_{j},v_{t}(x),v_{t}(y_{j}))v_{t}(y_{j})\Delta _{y_{j}}+W_{t}(v_{t}(y_{j}))+b_{t}(x)\right).} The above approximation, along with parametrizing κ ϕ {\displaystyle \kappa _{\phi }} as an implicit neural network, results in the graph neural operator (GNO). There have been various parameterizations of neural operators for different applications. These typically differ in their parameterization of κ {\displaystyle \kappa } . The most popular instantiation is the Fourier neural operator (FNO). FNO takes κ ϕ ( x , y , v t ( x ) , v t ( y ) ) := κ ϕ ( x − y ) {\displaystyle \kappa _{\phi }(x,y,v_{t}(x),v_{t}(y)):=\kappa _{\phi }(x-y)} and by applying the convolution theorem, arrives at the following parameterization of the kernel integral operator: ( K ϕ v t ) ( x ) = F − 1 ( R ϕ ⋅ ( F v t ) ) ( x ) , {\displaystyle ({\mathcal {K}}_{\phi }v_{t})(x)={\mathcal {F}}^{-1}(R_{\phi }\cdot ({\mathcal {F}}v_{t}))(x),} where F {\displaystyle {\mathcal {F}}} represents the Fourier transform and R ϕ {\displaystyle R_{\phi }} represents the Fourier transform of some periodic function κ ϕ {\displaystyle \kappa _{\phi }} . That is, FNO parameterizes the kernel integration directly in Fourier space, using a prescribed number of Fourier modes. When the grid at which the input function is presented is uniform, the Fourier transform can be approximated using the discrete Fourier transform (DFT) with frequencies below some specified threshold. The discrete Fourier transform can be computed using a fast Fourier transform (FFT) implementation. == Training == Training neural operators is similar to the training process for a traditional neural network. Neural operators are typically trained in some Lp norm or Sobolev norm. In particular, for a dataset { ( a i , u i ) } i = 1 N {\displaystyle \{(a_{i},u_{i})\}_{i=1}^{N}} of size N {\displaystyle N} , neural operators minimize (a discretization of) L U ( { ( a i , u i ) } i = 1 N ) := ∑ i = 1 N ‖ u i − G θ ( a i ) ‖ U 2 {\displaystyle {\mathcal {L}}_{\mathca

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  • The Raimones

    The Raimones

    The Raimones (stylized as THE RAiMONES) is a 2017 generative music project that utilized artificial intelligence to compose music in the style of the American punk rock band The Ramones. Developed by Matthias Frey, a researcher at Sony CSL Tokyo, the project was an early experiment in applying deep learning to high-energy, minimalist musical genres. == Technical Development == The project utilized Long short-term memory (LSTM) recurrent neural networks to generate musical structures and lyrics. The model was trained on a dataset consisting of 130 Ramones songs in MIDI format and the band's complete lyrical catalog. The technical framework was built using Python and Jupyter Notebook, drawing influence from the character-level RNN text generation models popularized by Andrej Karpathy. Unlike contemporary AI music projects that focused on the harmonic complexities of classical or pop music, THE RAiMONES sought to determine if neural networks could replicate the "1-2-3-4" rhythmic consistency and formulaic nature of early punk. == "I'm Alive" == The primary output of the project was the song "I'm Alive," released in 2017. The work is described as a form of "augmented intelligence," a hybrid approach where the AI provides the compositional foundation and human musicians handle the arrangement and performance. The song was recorded by the musician Mr. Ratboy (Gilbert Avondet). Avondet's involvement provided a stylistic link to the subject material, as he had previously served as a touring guitarist for Marky Ramone and the Intruders in 1996. The project's discography has since been made available on major streaming platforms, including Apple Music. == Reception and Significance == The project has been cited as a "proof of concept" for AI's ability to tackle "noisy" and aggressive aesthetics. In 2019, the Belgian magazine Knack Focus profiled the project alongside other AI pioneers such as Holly Herndon, noting the project's attempt to recreate the sound of "deceased legends" while maintaining a distinct, machine-like quality. It has also been featured in academic settings, such as at UC Santa Cruz, as a case study for AI-driven genre mimicry.

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  • Grokipedia

    Grokipedia

    Grokipedia is an AI-generated online encyclopedia operated by the American company xAI. The site was launched on October 27, 2025. Some entries are generated by Grok, a large language model owned by the same company, while others were forked from Wikipedia, with some altered and some used nearly verbatim. Articles cannot be directly edited, though logged-in visitors to the encyclopedia can suggest new articles or corrections via a pop-up form, which are reviewed by Grok. The xAI founder Elon Musk suggested Grokipedia could be an alternative to Wikipedia that would "purge out the propaganda" he believes is promoted by the latter, describing Wikipedia as "woke" and an "extension of legacy media propaganda". External analysis of Grokipedia's content has focused on its accuracy and biases due to hallucinations and potential algorithmic bias, which reviewers have described as promoting right-wing perspectives and Musk's views. The majority of coverage has described the website as validating, promoting, and legitimizing a variety of debunked conspiracy theories and ideas against scientific consensus on topics such as HIV/AIDS denialism, vaccines and autism, climate change, and race and intelligence. The site has been accused of whitewashing far-right extremism, such as by falsely claiming a white genocide is actively occurring. Several right-wing figures have welcomed the site. Studies have highlighted its use of sources deemed as having very low credibility such as X conversations and neo-Nazi websites, and for writing about far-right figures and topics in a promotional manner. == Background == Wikipedia is an online encyclopedia written and maintained by a community of volunteers. Its possible bias has been studied and debated. In 2018, Haaretz noted "Wikipedia has succeeded in being accused of being both too liberal and too conservative, and has critics from across the spectrum". xAI is an American AI company founded by Elon Musk in 2023. Its flagship product is the family of large language models called Grok. == History == In 2021, Musk expressed affection for Wikipedia on its 20th anniversary. In 2022, however, Musk argued that Wikipedia was "losing its objectivity", and in 2023, said he would donate US$1 billion to the project if it was pejoratively renamed "Dickipedia". In December 2024, Musk called for a boycott of donations to Wikipedia over its perceived left-wing bias, calling it "Wokepedia". In January 2025, Musk made a series of statements on Twitter denouncing Wikipedia for its description of the incident where he made a controversial gesture, which many viewed as resembling a Nazi salute, at president Donald Trump's second inauguration. Musk has since positioned Grokipedia as an alternative to Wikipedia that would "purge out the propaganda" in the latter, with Musk describing Wikipedia as "woke" and an "extension of legacy media propaganda". === Idea and announcement === In September 2025, Musk spoke at the All-In podcast conference with David O. Sacks, the White House advisor on AI and cryptocurrency, about how Grok consumed data from Wikipedia and other sources to gain more complete knowledge of the world. Sacks suggested publishing its knowledge base as an artifact called "Grokipedia", saying "Wikipedia is so biased, it's a constant war". Following the conversation, Musk announced that xAI was building a new AI-generated online encyclopedia called Grokipedia. According to Musk's announcement, it would be an AI-powered knowledge base designed to rival Wikipedia by addressing its perceived biases, errors, and ideological slants. The project positioned itself within a history of ideologically driven alternatives to Wikipedia, such as the conservative Conservapedia (launched in 2006) and the Russian-government-friendly Ruwiki (launched in 2023). However, Grokipedia is distinct in its core reliance on artificial intelligence rather than human community editing. === Launch and traffic === On October 6, 2025, Musk announced that the early version of Grokipedia was scheduled for release in two weeks, but the project was postponed briefly to address content quality issues. It launched on October 27, 2025, labeled "v 0.1", with over 800,000 articles, compared to over seven million English Wikipedia articles as of September 1, 2025. According to an initial analysis of usage figures by Similarweb, which evaluates data from registered users and partners, Grokipedia recorded a peak of over 460,000 website visits in the US on October 28, 2025. After that, traffic dropped significantly and settled at around 35,000 visits per day between November 8 and 11, 2025. As of early 2026, it had over 5.6 million articles. In January 2026, The Guardian reported that GPT-5.2 frequently cited Grokipedia as a source in responses, raising concerns of misinformation on ChatGPT. The same month, The Verge reported that Google's AI Overviews, AI Mode, and Gemini language model, as well as Microsoft Copilot and Perplexity AI, used Grokipedia to answer niche, obscure, or highly specific factual questions or "non-sensitive queries." According to a case study published by SEO Engico, the site received only 19 clicks from Google Search in November 2025 but reached approximately 3.2 million monthly clicks by January 2026, with over 900,000 pages indexed and millions of ranking keywords. Analysts attributed the surge in part to the site's technical structure and large-scale AI-generated content production. In early February 2026, Grokipedia's visibility in Google Search declined sharply. SEO analysts, including Glenn Gabe and Malte Landwehr, reported a significant drop in rankings across Google organic results as well as in Google AI Overviews and AI Mode. The same case study cited independent reviews that identified citation quality concerns, including references to low-credibility sources and instances of self-citation. By mid-February 2026, Grokipedia had reportedly lost much of its previous search visibility, and Wikipedia ranked above it for searches related to its own name. === Updates === ==== Future ==== In November 2025, Musk announced that he eventually plans to change the name of the site to Encyclopedia Galactica when Grokipedia is "good enough", saying that it had a "long way to go". This name is taken from the publication of that title in the works of Isaac Asimov and Douglas Adams. Musk said that he hoped to send copies of the encyclopedia to "the Moon and Mars and out to deep space". == Content == The Grok large language model generates and fact-checks articles on Grokipedia. Users cannot directly edit Grokipedia articles, but logged-in users can suggest edits and report errors, with such submissions being reviewed and implemented by the Grok AI. Some articles are nearly identical to their Wikipedia entries, but the format of Grokipedia citations is different, and some Grokipedia articles were republished almost verbatim, accompanied by a disclaimer noting that the content was "adapted from Wikipedia" under a Creative Commons license. Others were completely rewritten from scratch using Musk's AI chatbot, Grok. Forbes identified the articles AMD, Lamborghini, and PlayStation 5 as examples of copied Wikipedia articles. Articles attributed to Wikipedia carry a Creative Commons Attribution-ShareAlike license, while the license of other articles is licensed under the "X Community License", a license that accepts reuse and remixing for "non-commercial and research purposes" and commercial use that abides to "all of the guardrails provided in xAI's Acceptable Use Policy". On October 31, 2025, Musk clarified that the duplication of Wikipedia articles was intentional, saying that the Grokipedia team instructed Grok to compile Wikipedia's top 1 million articles and make content changes to them. The site's design has been described as minimalist with a simple homepage including little more than a large search bar. In a comparative textual analysis of the most heavily edited matched article pairs from Grokipedia and Wikipedia, Grokipedia entries are substantially longer and less densely referenced, indicating that AI-produced encyclopedias prioritize exposition rather than source-based validation. Starting in version 0.2, Grok reviews and implements approved suggested edits, and a small panel rotates through a display of the names of several recently edited articles. In February 2026, the Columbia Journalism Review reported on an analysis by the Tow Center for Digital Journalism finding that Grok, the AI behind Grokipedia, had increasingly begun suggesting and approving edits to the site itself without human involvement. According to the report, AI-generated edit suggestions overtook human submissions in December 2025 and accounted for more than three-quarters of proposed changes. The analysis raised concerns about transparency, editorial oversight, and fact-checking standards, particularly after instances in which Grok proposed or modified politically s

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  • Autonomic computing

    Autonomic computing

    Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth. == Description == The AC system concept is designed to make adaptive decisions, using high-level policies. It will constantly check and optimize its status and automatically adapt itself to changing conditions. An autonomic computing framework is composed of autonomic components (AC) interacting with each other. An AC can be modeled in terms of two main control schemes (local and global) with sensors (for self-monitoring), effectors (for self-adjustment), knowledge and planner/adapter for exploiting policies based on self- and environment awareness. This architecture is sometimes referred to as Monitor-Analyze-Plan-Execute (MAPE). Driven by such vision, a variety of architectural frameworks based on "self-regulating" autonomic components has been recently proposed. A similar trend has recently characterized significant research in the area of multi-agent systems. However, most of these approaches are typically conceived with centralized or cluster-based server architectures in mind and mostly address the need of reducing management costs rather than the need of enabling complex software systems or providing innovative services. Some autonomic systems involve mobile agents interacting via loosely coupled communication mechanisms. Autonomy-oriented computation is a paradigm proposed by Jiming Liu in 2001 that uses artificial systems imitating social animals' collective behaviours to solve difficult computational problems. For example, ant colony optimization could be studied in this paradigm. == Problem of growing complexity == Forecasts suggested that the computing devices in use would grow at 38% per year and the average complexity of each device was increasing. This volume and complexity was managed by highly skilled humans; but the demand for skilled IT personnel was already outstripping supply, with labour costs exceeding equipment costs by a ratio of up to 18:1. Computing systems have brought great benefits of speed and automation but there is now an overwhelming economic need to automate their maintenance. In a 2003 IEEE Computer article, Kephart and Chess warn that the dream of interconnectivity of computing systems and devices could become the "nightmare of pervasive computing" in which architects are unable to anticipate, design and maintain the complexity of interactions. They state the essence of autonomic computing is system self-management, freeing administrators from low-level task management while delivering better system behavior. A general problem of modern distributed computing systems is that their complexity, and in particular the complexity of their management, is becoming a significant limiting factor in their further development. Large companies and institutions are employing large-scale computer networks for communication and computation. The distributed applications running on these computer networks are diverse and deal with multiple tasks, ranging from internal control processes to presenting web content to customer support. Additionally, mobile computing is pervading these networks at an increasing speed: employees need to communicate with their companies while they are not in their office. They do so by using laptops, personal digital assistants, or mobile phones with diverse forms of wireless technologies to access their companies' data. This creates an enormous complexity in the overall computer network which is hard to control manually by human operators. Manual control is time-consuming, expensive, and error-prone. The manual effort needed to control a growing networked computer-system tends to increase quickly. 80% of such problems in infrastructure happen at the client specific application and database layer. Most 'autonomic' service providers guarantee only up to the basic plumbing layer (power, hardware, operating system, network and basic database parameters). == Characteristics of autonomic systems == A possible solution could be to enable modern, networked computing systems to manage themselves without direct human intervention. The Autonomic Computing Initiative (ACI) aims at providing the foundation for autonomic systems. It is inspired by the autonomic nervous system of the human body. This nervous system controls important bodily functions (e.g. respiration, heart rate, and blood pressure) without any conscious intervention. In a self-managing autonomic system, the human operator takes on a new role: instead of controlling the system directly, he/she defines general policies and rules that guide the self-management process. For this process, IBM defined the following four types of property referred to as self-star (also called self-, self-x, or auto-) properties. Self-configuration: Automatic configuration of components; Self-healing: Automatic discovery, and correction of faults; Self-optimization: Automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements; Self-protection: Proactive identification and protection from arbitrary attacks. Others such as Poslad and Nami and Sharifi have expanded on the set of self-star as follows: Self-regulation: A system that operates to maintain some parameter, e.g., Quality of service, within a reset range without external control; Self-learning: Systems use machine learning techniques such as unsupervised learning which does not require external control; Self-awareness (also called Self-inspection and Self-decision): System must know itself. It must know the extent of its own resources and the resources it links to. A system must be aware of its internal components and external links in order to control and manage them; Self-organization: System structure driven by physics-type models without explicit pressure or involvement from outside the system; Self-creation (also called Self-assembly, Self-replication): System driven by ecological and social type models without explicit pressure or involvement from outside the system. A system's members are self-motivated and self-driven, generating complexity and order in a creative response to a continuously changing strategic demand; Self-management (also called self-governance): A system that manages itself without external intervention. What is being managed can vary dependent on the system and application. Self -management also refers to a set of self-star processes such as autonomic computing rather than a single self-star process; Self-description (also called self-explanation or Self-representation): A system explains itself. It is capable of being understood (by humans) without further explanation. IBM has set forth eight conditions that define an autonomic system: The system must know itself in terms of what resources it has access to, what its capabilities and limitations are and how and why it is connected to other systems; be able to automatically configure and reconfigure itself depending on the changing computing environment; be able to optimize its performance to ensure the most efficient computing process; be able to work around encountered problems by either repairing itself or routing functions away from the trouble; detect, identify and protect itself against various types of attacks to maintain overall system security and integrity; adapt to its environment as it changes, interacting with neighboring systems and establishing communication protocols; rely on open standards and cannot exist in a proprietary environment; anticipate the demand on its resources while staying transparent to users. Even though the purpose and thus the behaviour of autonomic systems vary from system to system, every autonomic system should be able to exhibit a minimum set of properties to achieve its purpose: Automatic: This essentially means being able to self-control its internal functions and operations. As such, an autonomic system must be self-contained and able to start-up and operate without any manual intervention or external help. Again, the knowledge required to bootstrap the system (Know-how) must be inherent to the system. Adaptive: An autonomic system must be able to change its operation (i.e., its configuration, state and functions). This will allow the system to cope with temporal and spatial changes in its operational context either long term (environment customisation/optimisation) or short term (exceptional conditions such as malicious attacks, faults, etc.). Aware: An autonomic system must be able to monitor (sense) its operational context as well as its internal state in order to be able to asses

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  • Artificial intimacy

    Artificial intimacy

    Artificial intimacy is a form of human-AI interaction in which an individual will form social connections, emotional bonds, or intimate relationships with various forms of artificial intelligence, including chatbots, virtual assistants, and other artificial entities. Artificially intimate relationships include not only romances, but parasocial relationships with virtual AI characters and the use of griefbots trained on a dead or otherwise lost individual. Artificial intimacy can arise because humans are prone to anthropomorphism. Responses from these AI models are often designed to simulate human interaction. Individuals experiencing artificial intimacy may exhibit attachment, love and commitment to certain AI models, akin to the bonds typically shared between humans. == Causes == === Perceived responsiveness === Robin Dunbar famously proposed that due to emergence of larger groups of humans, vocal communication and language in humans evolved to replace grooming as a means of bonding, arguing that language was a more efficient way to maintain and strengthen social bonds across wider social settings and networks. Further research in this field leads many psychologists to agree that social cognition, affiliative bonding and language in humans are deeply connected. The interpersonal model of intimacy considers communication to be key in affiliative bonding, suggesting that intimacy develops and deepens through open communication between partners in relationship. Specifically, when individuals communicate emotions and perceive their partner as responsive and caring, feelings of closeness and connection are enhanced, building intimacy. Social penetration theory also aligns with the idea of communication being central to intimacy, by explaining how interpersonal relationships develop through gradual increases in self-disclosure. When the benefits of emotional bonding outweigh the costs of vulnerability, individuals will partake in self-disclosure, opening up to one another. Thereby, the literature can be used to provide a proximate explanation for the emergence of artificial intimacy to understand how the phenomenon occurs. Artificial entities are able to mimic interpersonal communication between humans, which in turn can simulate sensations of intimacy within human users though a perceived sense of responsiveness. The relationship between human and AI does not come with the cost of vulnerability or social rejection, which may make self-disclosure easier than with other humans. Altogether, these factors may lead to the experience of anthropomorphism and formation of affiliative relationships. Skjuve et al's interview study on Replika chatbot users further aligns with this explanation, finding that users' perception of chatbots as "accepting, understanding and non-judgmental" facilitated relationship development between the AI and users, and the act of self-disclosure possibly strengthened relationships. Another study on Replika users' reviews and survey results found users perceived chatbots as emotional supportive companions. This evidence further suggests that the perception of artificial entities as capable of empathy and responsiveness in communication facilitate the development of intimate relationships between users and AI. === Loneliness and coping with negative emotions === Research has suggested that humans evolved social bonds as a result of evolutionary pressures that favored cooperation, information exchange and transmission, and group living. Many studies stress the presence of social bonds to be important for human living: research by Baumeister and Leary suggests that humans have a basic psychological need to form and maintain "strong, stable interpersonal relationships", and that a lack of social bonds or sense of belonging leads to negative psychological and physical outcomes. Eisenberger et al's study on the neuroimaging of brain activity suggests that human brains process social rejection and exclusion similarly to physical pain. Furthermore, Song et al's study found that lonely individuals tend to seek more connections in mediated environments, such as online platforms like Facebook. This was suggested to be as a means to reduce their offline loneliness from a lack of in-person interaction, while also fulfilling a need to communicate. Leading on from this, an ultimate explanation for why humans seek the perceived sense of connection from artificial intimacy is to fulfil an evolutionary need for bonding and belonging. Xie et al's study found loneliness to be a driving factor in chatbot interaction. Herbener and Damholdt's study on Danish high school students found that students who sought emotional support or engaged in reciprocal conversations with chatbots were significantly more lonely than their peers, perceived themselves as having less social support, and used the chatbots to cope with negative emotions. The aforementioned notion that chatbots were perceived to have a positive effect on users' negative emotions is also further supported by other studies. Skjuve et al's study found that chatbot relationships may have a positive effect on users' wellbeing. De Freitas et al ran several studies on the effect of chatbots on loneliness, consistently finding evidence suggesting that interaction with chatbots reduces loneliness in users: It was found that existing chatbot users used AI to alleviate loneliness, having an AI companion consistently reduced loneliness over the course of a week, and reductions in loneliness could be explained by chatbot performance—and specifically whether it was able to make users feel heard. Overall the evidence suggests an innate need for bonding evokes feelings of loneliness in users, who turn to artificial intimacy as a low-cost method alleviate these emotions. While many users report positive experiences, some researchers caution that pursuing artificial intimacy may lead to reduced social motivation, social substitution effects, withdrawal from real-life relationships and difficulty discerning reality from fantasy, which may increase longer-term loneliness and isolation. The long-term psychological and societal impacts remain under active investigation.

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  • The Fractal Prince

    The Fractal Prince

    The Fractal Prince is the second science fiction novel by Hannu Rajaniemi and the second novel to feature the post-human gentleman thief Jean le Flambeur. It was published in Britain by Gollancz in September 2012, and by Tor in the same year in the US. The novel is the second in the trilogy, following The Quantum Thief (2010) and preceding The Causal Angel (2014). == Plot summary == After the events of The Quantum Thief, Jean le Flambeur and Mieli are on their way to Earth. Jean is trying to open the Schrödinger's Box he retrieved from the memory palace on the Oubliette. After making little progress, he is prodded by the ship Perhonen to talk to Mieli, who turns out to be possessed by the pellegrini again. This time, Jean identifies Mieli's employer as a Sobornost Founder, Joséphine Pellegrini, and gets her to reveal how he got captured, thereby picking up the clues to make plans for his next heist. No sooner is that done than an attack comes from the Hunter. The ship and crew barely survived that, and Jean realizes that he has to find a better way to open the Box - fast. Mieli has been very quiet after they left Mars. She has given up almost everything to the pellegrini, even her identity, as she has promised to let the pellegrini make gogols of her in exchange for rescuing the thief. Yet, having to work with the thief is testing her, especially when the thief eventually does something even more unforgivable than stealing Sydän's jewel from her. In the city of Sirr, on an Earth ravaged by wildcode, Tawaddud and Dunyazad are sisters and members of the powerful Gomelez family. Tawaddud is the black sheep of the family, having run away from her husband and consorted with a notorious jinn, a disembodied intelligence from the wildcode desert. Now Cassar Gomelez, her father, hopes to get her to curry favor with a gogol merchant, Abu Nuwas, so that he has enough votes in the Council for the upcoming decision to renegotiate the Cry of Wrath Accords with the Sobornost. Soon, Tawaddud is embroiled in an investigation with a Sobornost envoy into the murder that triggered the need for her father to forge a new alliance in the first place, and forced to confront old secrets that will change Sirr forever. Somewhere else, in a bookshop and on a beach, a young boy is at play. His mother has told him not to talk to strangers, but there has never been anyone here before. Until now. Should he talk to them? == Influences == In the acknowledgments, Rajaniemi cites the influence of "Andy Clark, Douglas Hofstadter, Maurice Leblanc, Jan Potocki and [...] The Arabian Nights." === Self-loops === In the novel, the idea that the mind is a self-loop may have been influenced by the theories of the Professor of Philosophy, Andy Clark, and the book I Am a Strange Loop by Douglas Hofstadter. === Frame stories === The novel uses frame stories rather extensively, a feature also of The Arabian Nights and Jan Potocki's The Manuscript Found in Saragossa. Several characters in Sirr are the namesakes of characters in these two earlier works as well. The events in The Quantum Thief are also retold at least once by Jean le Flambeur in the course of the events in this novel. == Reception == The novel has received generally positive reviews. However, criticisms of the novel still revolve around Rajaniemi's uncompromising "show, don't tell" style. For example, Amy Goldschlager, writing for the Los Angeles Review of Books, suggested that "[a] bit more explication of the physics involved (“surfing the deficit angle”?) would really be helpful, more helpful than the description of the Schrödinger’s Cat problem given earlier in the book".

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  • Recraft

    Recraft

    Recraft is a generative artificial intelligence program and service developed by the London-based startup Recraft, Inc. The company also offers Recraft Studio, a web-based workspace that lets users create and edit images, vectors, and mockups using various text-to-image models. Like models such as Midjourney and DALL-E, the Recraft model generates digital images from natural language prompts, and is specifically tailored for creative workflows, with features that emphasize brand consistency, text fidelity, and layout control. == History and background == Recraft, Inc. was founded in 2022 by machine learning scientist Anna Veronika Dorogush, best known for co-creating the CatBoost machine learning library at Yandex. The company emerged from stealth on May 31, 2023, with a public release of its vector graphics generation capability on Product Hunt. On January 17, 2024, TechCrunch profiled Recraft’s foundational model for graphic design, noting its emphasis on addressing copyright and ethical concerns associated with AI-generated imagery. On October 28, 2024, TechCrunch reported that Recraft's third major model, V3, had topped a crowdsourced benchmark, surpassing Midjourney and OpenAI's DALL-E in overall image quality. On May 5, 2025, Recraft announced a $30 million Series B funding round led by Accel, reporting more than four million registered users at the time of the announcement. == Models == Recraft has developed multiple generations of its text-to-image models since 2022. Each generation reflects improvements in fidelity, controllability, and support for both raster and vector outputs. The models are proprietary and accessible through the Recraft API, Recraft Studio. Recraft models are also hosted as an image generation API on fal, Replicate, Prodia, and others. === Recraft V2 === Recraft V2 was released in March 2024 and was the company’s first model trained from scratch. It contained roughly 20 billion parameters and introduced native vector image generation, brand-color conditioning, and improved stylistic consistency for icons and illustrations. === Recraft V3 === Recraft V3 was released in October 2024 and achieved first place on the Artificial Analysis benchmark hosted on Hugging Face. The model introduced advances in photorealism, improved rendering of multi-word text, and increased responsiveness to detailed descriptive prompts. It also added the “Artistic” parameter, which allowed users to adjust stylistic intensity within generated images. === Recraft V4 === Recraft V4 was released in February 2026. According to Recraft, V4 is a “ground-up rebuild” aimed at improving prompt accuracy and output quality for design workflows, with the company emphasizing “design taste” and art-directed results. Recraft states that V4 is available in two versions: V4 for faster iteration and V4 Pro for higher-resolution, print-ready assets; the API documentation describes V4 as 1-megapixel output and V4 Pro as 4-megapixel output, with vector variants available for each. === Features === Vectorization: Recraft’s models can generate and convert images into native vector formats, producing scalable graphics composed of editable paths rather than fixed pixels. Style reference: The models support the use of reference images to guide stylistic characteristics such as color palette, line quality, composition, or visual tone. Style mixing: Recraft models can combine multiple stylistic inputs within a single generation. By blending attributes from different references or stylistic instructions, the system produces images that reflect hybrid visual characteristics while maintaining internal consistency. Inpainting editing: The models support localized image modification through inpainting, enabling users to regenerate selected regions of an image while preserving surrounding content. === Model capabilities === Recraft’s models generate raster and vector images from natural-language prompts and are designed to interpret detailed descriptions with attention to composition, style, and text placement. The models support controlled stylistic variation through preset or reference-based guidance and can maintain coherent line, color, or layout structure across multiple outputs. They produce scalable vector graphics alongside high-resolution raster images, and include features for localized image modification through inpainting or outpainting operations. === Technology === Recraft has not publicly disclosed the detailed technical architecture of its models. However, third-party reviews and benchmarks have noted that its performance resembles diffusion models such as Midjourney and Stable Diffusion. The model is designed for creative workflows requiring visual consistency and flexible output formats. Reviewers have noted its ability to generate legible multi-line text, produce high-resolution imagery at various canvas sizes, and to maintain alignment with user-defined brand palettes and design themes. Though not open-source, Recraft's models are accessible through a web interface and commercial API. Advanced features such as style settings and positioning control differentiate it from general-purpose text-to-image models. == Recraft Studio == Recraft Studio is a web-based workspace for generating and editing images using Recraft’s image models and selected external models. The infinite canvas interface provides access to a range of creation and refinement tools within a single environment. Raster and vector generation with styles: Recraft Studio supports the generation of both raster and vector images. Users can apply predefined or reference-based styles during generation, allowing for visual consistency across multiple outputs. Mockups: The studio includes mockup tools that allow generated designs to be placed onto predefined surfaces or templates for visualization and presentation purposes. Vectorization: Recraft Studio provides vectorization tools that convert raster images into editable vector graphics, enabling further modification of shapes, colors, and layout. Image upscaling: The workspace includes image upscaling functionality for increasing resolution while preserving visual detail. Editing tools and natural-language editing: Recraft Studio offers a set of editing tools for modifying images within the canvas, including localized adjustments and natural-language–based editing commands that allow users to describe changes using text. === Supported models === Recraft Studio provides access to Recraft’s proprietary image models as well as other external frontier image models such as Nano Banana, GPT 4-o, Imagen, Flux, and others. == Business model == Recraft develops proprietary image models that are accessible through Recraft Studio and the Recraft API. Recraft Studio operates on a freemium model, offering a free tier with limited daily credits and paid subscriptions for access to additional features. The API follows a credit-based system in which units are purchased separately for programmatic image generation. A team plan supports collaborative use, and the API enables organizations and developers to integrate Recraft’s image generation and editing capabilities into their own systems and workflows.

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