AI Assistant Examples

AI Assistant Examples — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Generative art

    Generative art

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

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  • Interacting particle system

    Interacting particle system

    In probability theory, an interacting particle system (IPS) is a stochastic process ( X ( t ) ) t ∈ R + {\displaystyle (X(t))_{t\in \mathbb {R} ^{+}}} on some configuration space Ω = S G {\displaystyle \Omega =S^{G}} given by a site space, a countably-infinite-order graph G {\displaystyle G} and a local state space, a compact metric space S {\displaystyle S} . More precisely IPS are continuous-time Markov jump processes describing the collective behavior of stochastically interacting components. IPS are the continuous-time analogue of stochastic cellular automata. Among the main examples are the voter model, the contact process, the asymmetric simple exclusion process (ASEP), the Glauber dynamics and in particular the stochastic Ising model. IPS are usually defined via their Markov generator giving rise to a unique Markov process using Markov semigroups and the Hille-Yosida theorem. The generator again is given via so-called transition rates c Λ ( η , ξ ) > 0 {\displaystyle c_{\Lambda }(\eta ,\xi )>0} where Λ ⊂ G {\displaystyle \Lambda \subset G} is a finite set of sites and η , ξ ∈ Ω {\displaystyle \eta ,\xi \in \Omega } with η i = ξ i {\displaystyle \eta _{i}=\xi _{i}} for all i ∉ Λ {\displaystyle i\notin \Lambda } . The rates describe exponential waiting times of the process to jump from configuration η {\displaystyle \eta } into configuration ξ {\displaystyle \xi } . More generally the transition rates are given in form of a finite measure c Λ ( η , d ξ ) {\displaystyle c_{\Lambda }(\eta ,d\xi )} on S Λ {\displaystyle S^{\Lambda }} . The generator L {\displaystyle L} of an IPS has the following form. First, the domain of L {\displaystyle L} is a subset of the space of "observables", that is, the set of real valued continuous functions on the configuration space Ω {\displaystyle \Omega } . Then for any observable f {\displaystyle f} in the domain of L {\displaystyle L} , one has L f ( η ) = ∑ Λ ∫ ξ : ξ Λ c = η Λ c c Λ ( η , d ξ ) [ f ( ξ ) − f ( η ) ] {\displaystyle Lf(\eta )=\sum _{\Lambda }\int _{\xi :\xi _{\Lambda ^{c}}=\eta _{\Lambda ^{c}}}c_{\Lambda }(\eta ,d\xi )[f(\xi )-f(\eta )]} . For example, for the stochastic Ising model we have G = Z d {\displaystyle G=\mathbb {Z} ^{d}} , S = { − 1 , + 1 } {\displaystyle S=\{-1,+1\}} , c Λ = 0 {\displaystyle c_{\Lambda }=0} if Λ ≠ { i } {\displaystyle \Lambda \neq \{i\}} for some i ∈ G {\displaystyle i\in G} and c i ( η , η i ) = exp ⁡ [ − β ∑ j : | j − i | = 1 η i η j ] {\displaystyle c_{i}(\eta ,\eta ^{i})=\exp[-\beta \sum _{j:|j-i|=1}\eta _{i}\eta _{j}]} where η i {\displaystyle \eta ^{i}} is the configuration equal to η {\displaystyle \eta } except it is flipped at site i {\displaystyle i} . β {\displaystyle \beta } is a new parameter modeling the inverse temperature. == The Voter model == The voter model (usually in continuous time, but there are discrete versions as well) is a process similar to the contact process. In this process η ( x ) {\displaystyle \eta (x)} is taken to represent a voter's attitude on a particular topic. Voters reconsider their opinions at times distributed according to independent exponential random variables (this gives a Poisson process locally – note that there are in general infinitely many voters so no global Poisson process can be used). At times of reconsideration, a voter chooses one neighbor uniformly from amongst all neighbors and takes that neighbor's opinion. One can generalize the process by allowing the picking of neighbors to be something other than uniform. === Discrete time process === In the discrete time voter model in one dimension, ξ t ( x ) : Z → { 0 , 1 } {\displaystyle \xi _{t}(x):\mathbb {Z} \to \{0,1\}} represents the state of particle x {\displaystyle x} at time t {\displaystyle t} . Informally each individual is arranged on a line and can "see" other individuals that are within a radius, r {\displaystyle r} . If more than a certain proportion, θ {\displaystyle \theta } of these people disagree then the individual changes her attitude, otherwise she keeps it the same. Durrett and Steif (1993) and Steif (1994) show that for large radii there is a critical value θ c {\displaystyle \theta _{c}} such that if θ > θ c {\displaystyle \theta >\theta _{c}} most individuals never change, and for θ ∈ ( 1 / 2 , θ c ) {\displaystyle \theta \in (1/2,\theta _{c})} in the limit most sites agree. (Both of these results assume the probability of ξ 0 ( x ) = 1 {\displaystyle \xi _{0}(x)=1} is one half.) This process has a natural generalization to more dimensions, some results for this are discussed in Durrett and Steif (1993). === Continuous time process === The continuous time process is similar in that it imagines each individual has a belief at a time and changes it based on the attitudes of its neighbors. The process is described informally by Liggett (1985, 226), "Periodically (i.e., at independent exponential times), an individual reassesses his view in a rather simple way: he chooses a 'friend' at random with certain probabilities and adopts his position." A model was constructed with this interpretation by Holley and Liggett (1975). This process is equivalent to a process first suggested by Clifford and Sudbury (1973) where animals are in conflict over territory and are equally matched. A site is selected to be invaded by a neighbor at a given time.

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  • AI Photo Editors Reviews: What Actually Works in 2026

    AI Photo Editors Reviews: What Actually Works in 2026

    Curious about the best AI photo editor? An AI photo editor is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI photo editor slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Is an AI Bug Finder Worth It in 2026?

    Is an AI Bug Finder Worth It in 2026?

    In search of the best AI bug finder? An AI bug finder is software that uses machine learning to help you get more done — it turns a rough idea into a polished result in seconds. When choosing one, weigh output quality, pricing, export formats, and how well it fits the tools you already use. Whether you are a beginner or a pro, the right AI bug finder slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • List of C software and tools

    List of C software and tools

    This is a list of software and programming tools for the C programming language, including libraries, debuggers, compilers, integrated development environments (IDEs), and other related development tools and utilities. == Libraries and tools == Adns — asynchronous DNS resolver library Advanced Linux Sound Architecture — API for sound card device drivers Allegro — cross-platform software library for video game development Apache Portable Runtime — Apache web server tool set of APIs that map to the underlying operating system Argon2 — memory-hard password hashing library Berkeley DB — embedded database software library for key/value data Binary File Descriptor library — binary file manipulation library in the GNU toolchain Boehm garbage collector – conservative garbage collector Borland Graphics Interface — graphics library for Borland compilers BSAFE — FIPS 140-2 validated cryptography library Chipmunk — 2D real-time rigid body physics engine C POSIX library — specification of a C standard library for POSIX systems C standard library – standard library for the C programming language Cairo – vector graphics library API for software developers CFD General Notation System (CGNS) — data format and library for computational fluid dynamics cJSON — lightweight JSON parser CLIPS — public-domain software tool for building expert systems Core Audio — low-level API for dealing with sound in Apple's macOS and iOS operating systems Core Foundation — API for macOS and iOS and other Apple operating systems Core Image — GPU accelerated image processing technology for Apple operating systems with Quartz graphics rendering layer. Core Text — text layout and font rendering API for macOS and iOS. Cryptlib — portable cryptography library cURL / libcurl — CLI app for uploading and downloading individual files, such as a URL from a web server over HTTP. DevIL — cross-platform image library for loading and converting file formats DirectFB — graphics acceleration and input device handling library Dld — dynamic loading library Expat — stream-oriented XML 1.0 parser library, written in C99. FFmpeg — multimedia framework for audio/video processing Fontconfig — font customization and configuration library FreeTDS — database library for Sybase and Microsoft SQL Server FreeType — render text onto bitmaps with a font rasterization engine GD Graphics Library — image creation and manipulation library GDK — graphics abstraction layer for GTK GEGL — graph-based image processing framework GIO — I/O and virtual file system library in GLib GLib — utility library providing data structures, event loops, and portability functions. glibc — GNU implementation of the C standard library GLFW — library for OpenGL contexts, windows, and input device handling GNet — networking library for GLib GNU Libtool — Library management tool GNU portability library — collection of portability routines for GNU software GNU Portable Threads — POSIX/ANSI-C based user space thread library for UNIX for scheduling multithreading GNU Readline — command-line editing library GnuTLS — secure communications (TLS/SSL) library GObject — object system library for GNOME GTK — widget toolkit for creating graphical user interfaces GTK Scene Graph Kit (GSK) — scene graph and rendering toolkit for GTK HDF — file format and library for managing large datasets Integrated Performance Primitives — Intel library of optimized multimedia and data processing routines IUP — portable GUI toolkit J2K-Codec — JPEG 2000 image codec JasPer — reference implementation of the codec specified in the JPEG-2000 Part-1 standard LDAP API — API for interacting with Lightweight Directory Access Protocol LZO — lossless compression library Liba52 — decoder for A/52 (AC-3) audio streams libarchive — reading and writing various archive and compression formats Libart — 2D graphics library Libavcodec — codec library from FFmpeg Libavdevice — library for handling multimedia devices Libavfilter — audio and video filter library Libavformat — library for muxing and demuxing multimedia Libpcap — packet capture library Libdca — decoder for DTS audio Libdvdcss — access to encrypted DVD-Video discs libevent — asynchronous event notification callbacks libffi — foreign function interface libfuse — userspace filesystem Libgegl — programming interface to GEGL image processing libgcrypt — cryptography Libgimp — plug-in development library for GIMP Libhybris — compatibility layer for running Android libraries on Linux Libinput — input device library for Wayland and X.Org libjpeg — JPEG image library libLAS — reading and writing geospatial data encoded in the ASPRS laser (LAS) file format libmicrohttpd — small C library for embedding HTTP server functionality Libmpcodecs — media player codec library from MPlayer Libmpdemux — demultiplexing library from MPlayer libpng — PNG image format Libpostproc — video post-processing library from FFmpeg libpq — PostgreSQL client LibreSSL — fork of OpenSSL for TLS Librsb — parallel library for sparse matrix computations Librsvg — SVG rendering library libsndfile — reading and writing audio files libsodium — easy-to-use cryptography library Libswscale — image scaling and colorspace conversion library LibTIFF — TIFF image handling library Libusb — USB device access library Libuv — asynchronous I/O and event loop library LibVLC — media player engine from VLC LibVNCServer — implementation of the VNC server protocol Libvpx — VP8 and VP9 video codec library Libwww — early World Wide Web protocol library from W3C libxml2 — XML parsing Libxslt — XSLT library for the GNOME Project libzip — ZIP archives Lightning Memory-Mapped Database — fast key–value database engine LittleCMS — open-source color management system LZ4 — fast lossless compression algorithm LZFSE — compression library developed by Apple MatrixSSL — lightweight TLS implementation Mbed TLS — portable cryptography and TLS library MediaLib — Sun Microsystems library for multimedia processing Mesa — OpenGL and Vulkan graphics library Microwindows — small windowing system for embedded devices Ming — library for generating SWF (Flash) files Mongoose — embedded web server and networking library Mpg123 — MP3 audio decoding library MPIR — multiple-precision arithmetic library MsQuic — Microsoft implementation of the QUIC transport protocol MuJoCo — physics engine for robotics and control Mustache — logic-less templating library Ncurses — terminal control library Nettle — low-level cryptography library Newt — text-based user interface library Netpbm — graphics conversion and processing library Nghttp2 — implementation of the HTTP/2 protocol Oniguruma — regular expression library Open Asset Import Library — library to import/export 3D model formats OpenCL — parallel computing API/library OpenCV — computer vision OpenGL — API for rendering 2D and 3D vector graphics OpenGL Utility Library — OpenGL utility functions OpenJPEG — JPEG 2000 image codec OpenSSL — SSL and TLS protocols and cryptography library Pango — layout engine library which works with the HarfBuzz shaping engine for displaying multi-language text perf (Linux) — performance analyzing tool PCRE — regular expression library PROJ — library for map projections and coordinate transforms Quartz 2D — 2D graphics rendering API for macOS and iOS platforms, part of the Core Graphics framework. Raylib — simple library for games and multimedia Redland RDF Application Framework — RDF data storage library S2n-tls — TLS implementation from AWS Setcontext — context switching library functions SDL — Simple DirectMedia Layer systemd — system and service manager libraries for Linux Tk — GUI widgets for building graphical user interfaces VDPAU — video decoding acceleration API Vorbis — audio compression codec library VTD-XML — high-performance XML parser Wimlib — library for handling Windows Imaging Format disk images Windows.h — base Windows API header file WolfSSH — lightweight SSH library WolfSSL — lightweight SSL/TLS library X Toolkit Intrinsics — toolkit library for the X Window System x264 — H.264 video codec library XCB — C binding for the X Window System protocol Xft — font rendering library using FreeType Xlib — low-level X Window System API XMDF — eXtensible Model Data Format for scientific data XMLStarlet — XML command-line toolkit zlib — data compression Zopfli — data compression library that performs deflate, gzip and zlib data encoding. Zstd — fast data compression library == Integrated development environments == Anjuta — GNOME IDE CLion — cross-platform commercial IDE from JetBrains Code::Blocks — cross-platform open-source IDE CodeLite — open-source IDE Dev-C++ Eclipse CDT Geany — text editor with IDE features KDevelop — KDE IDE NetBeans Qt Creator SlickEdit Visual Studio Xcode === Online IDEs === CodeSandbox — online IDE primarily for web development with some C support via containers GitHub Codespaces — cloud-based online IDE developed by GitHub Google Cloud Shell — browser-based shell and editor that can comp

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  • Yi Zeng (AI researcher)

    Yi Zeng (AI researcher)

    Yi Zeng (Chinese: 曾毅) is a Chinese artificial intelligence researcher and professor at the Chinese Academy of Sciences, who also serves as the founding director of Center for Long-term AI, and as a member of the United Nations Advisory Body on AI. == Career == On May 25, 2019, Zeng led the team that published the Beijing Artificial Intelligence Principles, proposed as an initiative for the long-term research, governance and planning of AI, and the "realization of beneficial AI for mankind and nature". He was named on the Time 100 AI list, a list featuring the hundred most influential figures in artificial intelligence of the year, in 2023. In July 2023, Zeng addressed the United Nations Security Council in a meeting on the risks posed by recent strides in artificial intelligence. He said that AI models “cannot be trusted as responsible agents that can help humans to make decisions,” and warned of the risk of extinction posed by both near-term and long-term AI, arguing that “in the long term, we haven’t given superintelligence any practical reasons why they should protect humans”. Zeng stated that humans should always be responsible for final decision-making on the use of nuclear weapons, and that the United Nations must produce an international framework on AI development and governance, to ensure global peace and security. In October 2023, UN Secretary-General António Guterres announced the creation of an advisory body on issues surrounding the international governance of AI, of which Zeng would be a member. He leads teams of researchers at the Institute of Philosophy and the Institute of Automation of the Chinese Academy of Sciences, including doctoral candidates, postdoctoral fellows, research fellows, assistant professors, and associate professors. Among them is his first international PhD student, Ammar Younas, a lawyer and arbitrator whose research focuses on cross-cultural dimensions of AI ethics and governance.

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  • AI Essay Writers: Free vs Paid (2026)

    AI Essay Writers: Free vs Paid (2026)

    Looking for the best AI essay writer? An AI essay writer is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI essay writer slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Thomas G. Dietterich

    Thomas G. Dietterich

    Thomas G. Dietterich is emeritus professor of computer science at Oregon State University. He is one of the pioneers of the field of machine learning. He served as executive editor of Machine Learning (journal) (1992–98) and helped co-found the Journal of Machine Learning Research. In response to the media's attention on the dangers of artificial intelligence, Dietterich has been quoted for an academic perspective to a broad range of media outlets including National Public Radio, Business Insider, Microsoft Research, CNET, and The Wall Street Journal. Among his research contributions were the invention of error-correcting output coding to multi-class classification, the formalization of the multiple-instance problem, the MAXQ framework for hierarchical reinforcement learning, and the development of methods for integrating non-parametric regression trees into probabilistic graphical models. == Biography and education == Thomas Dietterich was born in South Weymouth, Massachusetts, in 1954. His family later moved to New Jersey and then again to Illinois, where Tom graduated from Naperville Central High School. Dietterich then entered Oberlin College and began his undergraduate studies. In 1977, Dietterich graduated from Oberlin with a degree in mathematics, focusing on probability and statistics. Dietterich spent the following two years at the University of Illinois, Urbana-Champaign. After those two years, he began his doctoral studies in the Department of Computer Science at Stanford University. Dietterich received his Ph.D. in 1984 and moved to Corvallis, Oregon, where he was hired as an assistant professor in computer science. in 2013, he was named "Distinguished Professor". In 2016, Dietterich retired from his position at Oregon State University. Throughout his career, Dietterich has worked to promote scientific publication and conference presentations. For many years, he was the editor of the MIT Press series on Adaptive Computation and Machine Learning. He also held the position of co-editor of the Morgan Claypool Synthesis Series on Artificial Intelligence and Machine Learning. He has organized several conferences and workshops including serving as Technical Program Co-Chair of the National Conference on Artificial Intelligence (AAAI-90), Technical Program Chair of the Neural Information Processing Systems (NIPS-2000) and General Chair of NIPS-2001. He served as founding President of the International Machine Learning Society and he has been a member of the IMLS Board since its founding. He is currently also a member of the Steering Committee of the Asian Conference on Machine Learning. == Research interests == Professor Dietterich is interested in all aspects of machine learning. There are three major strands of his research. First, he is interested in the fundamental questions of artificial intelligence and how machine learning can provide the basis for building integrated intelligent systems. Second, he is interested in ways that people and computers can collaborate to solve challenging problems. And third, he is interested in applying machine learning to problems in the ecological sciences and ecosystem management as part of the emerging field of computational sustainability. Over his career, he has worked on a wide variety of problems ranging from drug design to user interfaces to computer security. His current focus is on ways that computer science methods can help advance ecological science and improve our management of the Earth's ecosystems. This passion has led to several projects including research in wildfire management, invasive vegetation and understanding the distribution and migration of birds. For example, Dietterich's research is helping scientists at the Cornell Lab of Ornithology answer questions like: How do birds decide to migrate north? How do they know when to land and stopover for a few days? How do they choose where to make a nest? Tens of thousands of volunteer birdwatchers (citizen scientists) all over the world contribute data to the study by submitting their bird sightings to the eBird website. The amount of data is overwhelming – in March 2012 they had over 3.1 million bird observations. Machine learning can uncover patterns in data to model the migration of species. But there are many other applications for the same techniques which will allow organizations to better manage our forests, oceans, and endangered species, as well as improve traffic flow, water systems, the electrical power grid, and more. I realized I wanted to have an impact on something that really mattered – and certainly the whole Earth's ecosystem, of which we are a part, is under threat in so many ways. And so if there's some way that I can use my technical skills to improve both the science base and the tools needed for policy and management decisions, then I would like to do that. I am passionate about that. == Dangers of AI: an academic perspective == Dietterich has argued that the most realistic risks about the dangers of artificial intelligence are basic mistakes, breakdowns and cyberattacks, and the fact that it simply may not always work, rather than machines that become super powerful or destroy the human race. Dietterich considers machines becoming self-aware and trying to exterminate humans to be more science fiction than scientific fact. But to the extent that computer systems are given increasingly dangerous tasks, and asked to learn from and interpret their experiences, he said they may simply make mistakes. Instead, much of the work done in the AI safety community does indeed focus around accidents and design flaws. == Positions held == 2014–2016: President, Association for the Advancement of Artificial Intelligence (AAAI). 2013–present: Distinguished Professor of computer science, Oregon State University. 2011–present: Chief Scientist, BigML, Corvallis, OR. 2005–present: Director of Intelligent Systems Research, School of Electrical Engineering and Computer Science, Oregon State University. 2006–2008: Chief Scientist, Smart Desktop, Inc., Seattle, WA. 2004–2005: Chief Scientist, MyStrands, Inc., Corvallis, OR. 1995-2013: Professor of computer science, Oregon State University. 1998–1999: Visiting Senior Scientist, Institute for the Investigation of Artificial Intelligence, Barcelona, Spain. (Sabbatical leave position) 1988–1995: Associate Professor of computer science, Oregon State University. 1991–1993: Senior Scientist, Arris Pharmaceutical Corporation, S. San Francisco, CA. 1985–1988: Assistant Professor of computer science, Oregon State University. 1979–1984: Research Assistant, Heuristic Programming Project, Department of Computer Science, Stanford University. 1979 (Summer): Member of Technical Staff, Bell Telephone Laboratories, Naperville, Illinois. Computer-to-computer file transfer and micro-code distribution to remote switching systems. 1977 (Summer): Assistant to the Director of Planning and Research, Oberlin College, Oberlin, Ohio. Developed institutional planning database. == Awards and honors == Thomas Dietterich was honored by Oregon State University in the spring of 2013 as a "Distinguished Professor" for his work as a pioneer in the field of machine learning and being one of the mostly highly cited scientists in his field. He has also earned exclusive "Fellow" status in the Association for the Advancement of Artificial Intelligence, the American Association for the Advancement of Science and the Association for Computing Machinery. Over his career, he obtained more than $30 million in research grants, helped build a world-class research group at Oregon State, and created three software companies. He also co-founded two of the field's leading journals and was elected first president of the International Machine Learning Society. His other awards and honors include: ACM Distinguished Lecturer, 2012-2013 Fellow, American Association for the Advancement of Science, 2007 Oregon State University, College of Engineering Collaboration Award, 2004 Winner, JAIR Award for Best Paper in Previous Five Years, 2003 Fellow, Association for Computing Machinery, elected 2003 Oregon State University, College of Engineering Research Award, 1998 Fellow, Association for the Advancement of Artificial Intelligence, elected 1994 NSF Presidential Young Investigator, 1987-92 Nominated for Carter Award for Graduate Teaching, 1987, 1988 IBM Graduate Fellow, 1982, 1983 Upsilon Pi Epsilon, 1996 Sigma Xi, 1979–present State Farm Companies Foundation Fellowship, 1978 Member, Board of Trustees, Oberlin College, 1977-1980 Graduation with Honors in Mathematics, Oberlin College, 1977 Phi Beta Kappa, 1977 National Merit Scholar, 1973 == Selected publications == Liping Liu, Thomas G. Dietterich, Nan Li, Zhi-Hua Zhou (2016). Transductive Optimization of Top k Precision. International Joint Conference on Artificial Intelligence (IJCAI-2016). pp. 1781–1787. New York, NY Md. Amran Siddiqui, Alan Fern, Thomas G. Dietterich, Shubhomoy Da

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  • International Speech Communication Association

    International Speech Communication Association

    The International Speech Communication Association (ISCA) is a non-profit organization and one of the two main professional associations for speech communication science and technology, the other association being the IEEE Signal Processing Society. == Purpose == The purpose of the International Speech Communication Association (ISCA) is to promote the study and application of automatic speech processing, including speech recognition and synthesis, as well as related areas such as speaker recognition and speech compression. The association's activities cover all aspects of speech processing, including computational, linguistic, and theoretical aspects. The primary goal of the International Speech Communication Association (ISCA) is to advance the field of automatic speech processing and communication technology through research, education, and collaboration. By promoting the study and application of speech technologies such as speech recognition, speech synthesis, speaker recognition, and speech compression, ISCA aims to foster innovation and development in the areas of human-computer interaction, telecommunications, and multimedia applications. ISCA serves as a platform for researchers, academics, industry professionals, and students to exchange knowledge, share best practices, and foster interdisciplinary dialogue in the field of speech communication science. Through conferences, workshops, publications, and educational initiatives, ISCA seeks to enhance the understanding of speech processing mechanisms, improve the accuracy and efficiency of speech technologies, and explore new frontiers in the realm of human language communication. Furthermore, ISCA plays a crucial role in promoting international collaboration and networking among professionals in the speech communication community. By facilitating partnerships and cooperation between individuals and organizations worldwide, ISCA seeks to drive global progress in speech technology research and application, ultimately contributing to the advancement of communication systems, accessibility tools, and interactive interfaces that benefit society as a whole. == Conferences == ISCA organizes yearly the Interspeech conference. Most recent Interspeech: 2013 Lyon, France 2014 Singapore 2015 Dresden, Germany 2016 San Francisco, US 2017 Stockholm, Sweden 2018 Hyderabad, India 2019 Graz, Austria 2020 Shanghai, China (fully virtual) 2021 Brno, Czechia (hybrid) 2022 Incheon, South Korea 2023 Dublin, Ireland 2023 Kos Island, Greece Forthcoming Interspeech: 2025 Rotterdam, the Netherlands == ISCA board == The ISCA president for 2023-2025 is Odette Scharenborg. The vice president is Bhuvana Ramabhadran and the other members are professionals in the field. == History of ISCA == The precursor to Interspeech was a conference called Eurospeech, first held in 1989 and organised by Jean-Pierre Tubach. It was the conference of the European Speech Communication Association (ESCA), itself the precursor of the International Speech Communication Association (ISCA). A year later another conference on speech science and technology was started: the International Conference on Spoken Language Processing (ICSLP), which was founded in 1990 by Hiroya Fujisaki. The first ISCA (vs. ESCA) event was the merging of Eurospeech and ICSLP to create ICSLP-Interspeech, held in Beijing, China in 2000. This was followed by Eurospeech-Interspeech, which was held in Aalborg, Denmark in 2001. In 2007, the Eurospeech and ICSLP parts of the conference names were dropped and Interspeech became the name of the yearly conference (first Interspeech location: Antwerp, Belgium).

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  • How to Choose an AI Analytics Tool

    How to Choose an AI Analytics Tool

    Looking for the best AI analytics tool? An AI analytics tool is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI analytics tool slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Irwin King

    Irwin King

    Irwin King is a Hong Kong computer scientist known for his contributions to machine learning, social computing, and recommender systems. == Career == King is a professor in the Department of Computer Science and Engineering at the Chinese University of Hong Kong. His research focuses on machine learning and social computing, including work on social recommendation, trust-aware recommender systems, and graph-based learning. King has served as editor-in-chief of the journal ACM Transactions on Intelligent Systems and Technology (TIST). == Awards == ACM Fellow (2024) IEEE Fellow (2019) INNS Fellow (2021) AAIA Fellow (2022) HKIE Fellow ACM WSDM Test of Time Award (2022) ACM SIGIR Test of Time Award (2020) ACM CIKM Test of Time Award (2019) 2021 INNS Dennis Gabor Award for work in Neural Engineering for Social Computing 2020 APNNS Outstanding Achievement Award

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  • Markov chain geostatistics

    Markov chain geostatistics

    Markov chain geostatistics uses Markov chain spatial models, simulation algorithms and associated spatial correlation measures (e.g., transiogram) based on the Markov chain random field theory, which extends a single Markov chain into a multi-dimensional random field for geostatistical modeling. A Markov chain random field is still a single spatial Markov chain. The spatial Markov chain moves or jumps in a space and decides its state at any unobserved location through interactions with its nearest known neighbors in different directions. The data interaction process can be well explained as a local sequential Bayesian updating process within a neighborhood. Because single-step transition probability matrices are difficult to estimate from sparse sample data and are impractical in representing the complex spatial heterogeneity of states, the transiogram, which is defined as a transition probability function over the distance lag, is proposed as the accompanying spatial measure of Markov chain random fields.

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  • Ayoba

    Ayoba

    Ayoba is an African communication platform developed in South Africa. It is owned by Progressive Tech Holdings in Mauritius and managed by SIMFY Africa. Launched on May 4, 2019, as of April 2024, it has over 35 million active users. == History == Ayoba was first published on Google Play in February 2019. Its first marketing campaign and brand launch took place in Cameroon on May 4, 2019. In June 2019, the platform introduced its first eight channels. In November 2019, the platform reached one million active users, which increased to two million by June 2020. Subsequently, ayoba expanded its services, including the launch of games for Android in February 2020, Momo (Mobile Money) in Cameroon in May 2020, and MicroApps in May 2020. It also launched music and voice and video calling features in 12 territories in August 2020. The first version of ayoba for iOS was released in September 2020. In December of the same year, games and Messaging 2.0 were launched on the platform. In November 2020, it won Best Mobile Application at the African Digital Awards. In 2021, it won OTT Brand of the Year at the Marketing World Awards in Ghana. In December 2022, it received Top Innovative Technology and Telecom Product of the Year at the National Communications Awards in December 2022. In June 2023 ayoba partnered with BoomPlay and as of April 2024, it had 35 million monthly active users. Ayoba has partnered with Jumia Ghana to offer exclusive deals to users. Ayoba users can get a 10% discount on selected Jumia purchases through the app, with no data charges for MTN users. This partnership aims to make online shopping more affordable and accessible by integrating Jumia's offers into the ayoba app. Ayoba supports over 35 million users across Africa and provides services in 22 languages. To access the deals, users can download the ayoba app from the Google Play Store, iOS Store, or the official website. == Platform features == Chat, Call and Share: ayoba enables instant messaging, voice notes, picture sharing, and file sharing with contacts, even if they do not have the app installed. The app supports voice and video calls on both Android and iOS, as well as group chats, help channel and SMS continuity (non ayoba users receive messages as SMS, their responses appear in the ayoba app). Music: ayoba offers a free music player with daily updates on international and African music. Users can find playlists for different genres. Games: ayoba provides a selection of interactive games, including action, adventure, and children's games available on both Android and iOS. Mobile Money Transfers: In certain territories, ayoba supports mobile money transfers using MTN Mobile Money (MoMo) for transactions within the app. MicroApps: ayoba features individual MicroApps within the platform that offer content and services, including streaming channels, podcasts, and specialized apps. The availability of these apps may vary by country. == Operations == ayoba primarily focuses on the following territories: Nigeria, Cameroon, South Africa, Ghana, Côte d'Ivoire, Uganda, Republic of Congo, Benin, Zambia, Tanzania, Kenya, Senegal, Togo, Guinea Bissau, Guinea Conakry, Sudan, South Sudan, and Liberia. The company operates from its offices in Cape Town and Johannesburg, South Africa. David Gillaranz served as the CEO from 2019 to 2021, and Burak Akinci has been the CEO since 2021.

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  • Deep Learning Studio

    Deep Learning Studio

    Deep Learning Studio is a software tool that aims to simplify the creation of deep learning models used in artificial intelligence. It is compatible with a number of open-source programming frameworks popularly used in artificial neural networks, including MXNet and Google's TensorFlow. Prior to the release of Deep Learning Studio in January 2017, proficiency in Python, among other programming languages, was essential in developing effective deep learning models. Deep Learning Studio sought to simplify the model creation process through a visual, drag-and-drop interface and the application of pre-trained learning models on available data. Irving, Texas–based Deep Cognition Inc. is the developer behind Deep Learning Studio. In 2017, the software allowed Deep Cognition to become a finalist for Best Innovation in Deep Learning in the Alconics Awards, which are given annually to the best artificial intelligence software. Deep Cognition launched version 2.0 of Deep Learning Studio at NVIDIA's GTC 2018 Conference in San Jose, California. Fremont, California–based computing products supplier Exxact Corp provides desktop computers specifically built to handle Deep Learning Studio workloads. == Features == Source: Deep Learning Studio is available in two versions: Desktop and Cloud, both of which are free software. The Desktop version is available on Windows and Ubuntu. The Cloud version is available in single-user and multi-user configurations. A Deep Cognition account is needed to access the Cloud version. Account registration is free. Deep Learning Studio can import existing Keras models; it also takes a data set as an input. Deep Learning Studio's AutoML feature allows automatic generation of deep learning models. More advanced users may choose to generate their own models using various types of layers and neural networks. Deep Learning Studio also has a library of loss functions and optimizers for use in hyperparameter tuning, a traditionally complicated area in neural network programming. Generated models can be trained using either CPUs or GPUs. Trained models can then be used for predictive analytics.

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  • Dissociated press

    Dissociated press

    Dissociated press is a parody generator (a computer program that generates nonsensical text). The generated text is based on another text using the Markov chain technique. The name is a play on "Associated Press" and the psychological term dissociation (although word salad is more typical of conditions like aphasia and schizophrenia – which is, however, frequently confused with dissociative identity disorder by laypeople). An implementation of the algorithm is available in Emacs. Another implementation is available as a Perl module in CPAN, Games::Dissociate. == The algorithm == The algorithm starts by printing a number of consecutive words (or letters) from the source text. Then it searches the source text for an occurrence of the few last words or letters printed out so far. If multiple occurrences are found, it picks a random one, and proceeds with printing the text following the chosen occurrence. After a predetermined length of text is printed out, the search procedure is repeated for the newly printed ending. Considering that words and phrases tend to appear in specific grammatical contexts, the resulting text usually seems correct grammatically, and if the source text is uniform in style, the result appears to be of similar style and subject, and takes some effort on the reader's side to recognize as not genuine. Still, the randomness of the assembly process deprives it of any logical flow - the loosely related parts are connected in a nonsensical way, creating a humorously abstract, random result. == Examples == Here is a short example of word-based Dissociated Press applied to the Jargon File: wart: n. A small, crocky feature that sticks out of an array (C has no checks for this). This is relatively benign and easy to spot if the phrase is bent so as to be not worth paying attention to the medium in question. Here is a short example of letter-based Dissociated Press applied to the same source: window sysIWYG: n. A bit was named aften /bee´t@/ prefer to use the other guy's re, especially in every cast a chuckle on neithout getting into useful informash speech makes removing a featuring a move or usage actual abstractionsidered interj. Indeed spectace logic or problem! == History == The dissociated press algorithm is described in HAKMEM (1972) Item #176. The name "dissociated press" is first known to have been associated with the Emacs implementation. Brian Hayes discussed a Travesty algorithm in Scientific American in November 1983. The article provided a garbled William Faulkner passage: When he got on the table, he come in. He never come out of my own pocket as a measure of protecting the company against riot and bloodshed. And when he said. "You tell me a bus ticket, let alone write out no case histories. Then the law come back with a knife!" Hugh Kenner and Joseph O'Rourke of Johns Hopkins University discussed their frequency table-based Travesty generator for microcomputers in BYTE in November 1984. The article included the Turbo Pascal source for two versions of the generator, one using Hayes' algorithm and another using Claude Shannon's Hellbat algorithm. Murray Lesser offered a compiled BASIC version in the magazine in July 1985, in September 1985 Peter Wayner offered a version that used tree data structures instead of frequency tables, and in December 1985 Neil J. Rubenking offered a version written in Turbo Pascal that stored frequency information in a B-tree.

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