AI Assistant Intellij

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

  • Reconstruction from projections

    Reconstruction from projections

    The problem of reconstructing a multidimensional signal from its projection is uniquely multidimensional, having no 1-D counterpart. It has applications that range from computer-aided tomography to geophysical signal processing. It is a problem which can be explored from several points of view—as a deconvolution problem, a modeling problem, an estimation problem, or an interpolation problem. == Motivation and applications == Many fields in science and engineering use reconstruction from projections, especially in imaging. It is widely applied geophysical tomography, medical imaging and industrial radiography. For example, in a CT scanner, the 3D structure of the patient’s body being scanned is measured with beams going through the tissue and hitting a detector, giving a flat projection of the body from that angle. Multiple projections are put together to get an image of the position and shape of structures inside in 3D. == Problem statement and basics == A projection is a linear mapping of an M {\displaystyle M} dimensional signal into an N {\displaystyle N} dimensional one, where N ≤ M {\displaystyle N\leq M} . And the objective of reconstruction is to restore the M {\displaystyle M} dimensional signal based on the N {\displaystyle N} dimensional signal. The following case is a 2-D signal projected into 1D signal. The signal in the original coordinate is denoted as d ( u , v ) {\displaystyle d(u,v)} . Now consider a collimated beam of radiation coming from the opposite orientation of v ^ {\displaystyle {\hat {v}}} , producing a projection along u ^ {\displaystyle {\hat {u}}} . v ^ {\displaystyle {\hat {v}}} and u ^ {\displaystyle {\hat {u}}} are normal to each other, and the angle between u {\displaystyle u} and u ^ {\displaystyle {\hat {u}}} is theta. The signal obtained along u ^ {\displaystyle {\hat {u}}} axis is defined to be p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . The relationship between the original coordinate and the rotated coordinate is given by [ u ^ v ^ ] = [ cos ⁡ θ sin ⁡ θ − sin ⁡ θ cos ⁡ θ ] [ u v ] {\displaystyle {\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}={\begin{bmatrix}\cos \theta &\sin \theta \\-\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}u\\v\end{bmatrix}}} or inversely, [ u v ] = [ cos ⁡ θ − sin ⁡ θ sin ⁡ θ cos ⁡ θ ] [ u ^ v ^ ] {\displaystyle {\begin{bmatrix}u\\v\end{bmatrix}}={\begin{bmatrix}\cos \theta &-\sin \theta \\\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}} Then we have p θ ( u ^ ) = ∫ − ∞ ∞ d ( u , v ) d v ^ = ∫ − ∞ ∞ d ( u ^ cos ⁡ ( θ ) − v ^ sin ⁡ ( θ ) , u ^ sin ⁡ ( θ ) + v ^ cos ⁡ ( θ ) ) d v ^ {\displaystyle p_{\theta }({\hat {u}})=\int _{-\infty }^{\infty }d(u,v)\,\mathrm {d} {\hat {v}}=\int _{-\infty }^{\infty }d({\hat {u}}\cos(\theta )-{\hat {v}}\sin(\theta ),{\hat {u}}\sin(\theta )+{\hat {v}}\cos(\theta ))\,\mathrm {d} {\hat {v}}} By varying theta, a large number of projections can be obtained. Given the projection-slice theorem, D ( Ω , θ ) {\displaystyle D(\Omega ,\theta )} ,the slice of the Fourier transform of d ( u , v ) {\displaystyle d(u,v)} at angle theta, is equivalent to P θ ( Ω ) {\displaystyle P_{\theta }(\Omega )} , the Fourier Transform of the projection p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . Therefore, the unknown d ( u , v ) {\displaystyle d(u,v)} can be obtained from its Fourier transform by means of the Fourier transform inversion integral d ( u , v ) = 1 4 π 2 ∫ − ∞ ∞ ∫ − ∞ ∞ D ( Ω 1 , Ω 2 ) e j Ω 1 u e j Ω 2 v d Ω 1 , Ω 2 {\displaystyle \mathrm {d} (u,v)={\frac {1}{4\pi ^{2}}}\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }D(\Omega _{1},\Omega _{2})e^{j\Omega _{1}u}e^{j\Omega _{2}v}\,\mathrm {d} \Omega _{1},\Omega _{2}} = 1 4 π 2 ∫ 0 ∞ ∫ − π π D ( Ω , θ ) e j Ω u cos ⁡ ( θ ) e j Ω v s i n θ | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\infty }\int _{-\pi }^{\pi }D(\Omega ,\theta )e^{j\Omega u\cos(\theta )}e^{j\Omega vsin\theta }{\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ − π π ∫ 0 ∞ P θ ( Ω ) e j Ω ( u cos ⁡ θ + v sin ⁡ θ ) | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{-\pi }^{\pi }\int _{0}^{\infty }P_{\theta }(\Omega )e^{j}\Omega (u\cos \theta +v\sin \theta ){\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ 0 π ( ∫ − ∞ ∞ P θ ( Ω ) | Ω | {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\pi }(\int _{-\infty }^{\infty }P_{\theta }(\Omega ){\begin{vmatrix}\Omega \end{vmatrix}}} e j Ω u ^ d Ω ) d θ {\displaystyle e^{j\Omega {\hat {u}}}\mathrm {d} \Omega )\mathrm {d} \theta } By taking the inverse Fourier Transform and assuming g ( u ^ ) = F − 1 ( | Ω | 2 ) {\displaystyle g({\hat {u}})={\mathcal {F}}^{-1}({{\begin{vmatrix}\Omega \end{vmatrix}}^{2}})} , we get d ( u , v ) = ∑ i △ θ i [ p θ ( u ^ ) ∗ g θ i ( u ^ ) ] {\displaystyle d(u,v)=\sum _{i}\vartriangle \theta _{i}[p_{\theta }({\hat {u}})g_{\theta i}({\hat {u}})]} == Approaches == In practice, there are a wide variety of methods that are utilized, most of which are reconstruct 3-D information (volume) from 2-D signals (image). Typically used methods are CT, MRI, PET and SPECT. And the filtered back projection based on the principles introduced above are commonly applied. === Computed Tomography (CT) === In CT, a volume is formed by stacking the axial slices. The software cuts the volume in a different plane (usually orthogonal). Commonly, slice data is generated using an X-ray source that rotates around the object. X-ray sensors are positioned on the opposite side of the circle from the X-ray source. === Magnetic resonance imaging (MRI) === In MRI, energy from an oscillating magnetic field is temporarily applied to the patient at the appropriate resonance frequency. The protons (hydrogen atoms) emit a radio frequency signal which is measured by a receiving coil. The radio signal can be made to encode position information by varying the main magnetic field using gradient coils. === Positron emission tomography (PET) === The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern PET-CT scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Single-photon emission computed tomography (SPECT) === SPECT imaging is performed by using a gamma camera to acquire multiple 2-D images (projections) from multiple angles. Multiple projections are used to yield a 3-D data set. This data set may then be manipulated to show thin slices along any chosen axis of the body. SPECT is similar to PET in its use of radioactive tracer material and detection of gamma rays, while the tracers used in SPECT emit gamma radiation that is measured more directly.

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  • India AI Impact Summit 2026

    India AI Impact Summit 2026

    The India AI Impact Summit 2026 (also abbreviated as the AI Impact Summit) was an international summit on artificial intelligence held at Bharat Mandapam, New Delhi, India, from 16 to 21 February 2026. It is the fourth in a series of global AI summits following the Bletchley Park AI Safety Summit in 2023, the AI Seoul Summit in 2024, and the AI Action Summit in Paris in 2025. Organised under the IndiaAI Mission by the Ministry of Electronics and Information Technology, it is the first summit in the series to be hosted by a Global South nation. This series of AI summits will continue with the AI Summit in Geneva to be hosted by Switzerland in 2027. The summit was inaugurated by Prime Minister Narendra Modi on 19 February 2026. The opening ceremony was also addressed by French President Emmanuel Macron and United Nations Secretary-General António Guterres. The summit was attended by over 20 heads of state and a delegation of global technology leaders including Sundar Pichai (Google), Sam Altman (OpenAI), and Demis Hassabis (DeepMind). The event faced criticism for organisational issues, misrepresentation of non-Indian products as Indian, and a perceived focus on trade fair activities over substantive governance. == Background == The AI Impact Summit was an international summit on artificial intelligence (AI) held in New Delhi from 16 to 20 February 2026. It followed the AI Action Summit in Paris in February 2025, the AI Seoul Summit in 2024 and the Bletchley Park AI Safety Summit in 2023. According to Crowell & Moring, the changing summit titles seemed to reflect a broader shift in focus away from AI safety and governance toward practical impact, implementation, and measurable outcomes. Ahead of the summit, an international panel of experts published the second International AI Safety Report. The summit was structured around three foundational pillars, termed "Sutras": People, Planet, and Progress. Seven thematic working groups were established to deliver outcomes across these pillars, covering AI for economic growth and social good; democratising AI resources; inclusion for social empowerment; safe and trusted AI; human capital; science; and resilience, innovation, and efficiency. == Programme == The summit ran over five days, later extended to six following overwhelming public response. Originally scheduled to conclude on 20 February, the event was extended to 21 February with expanded evening hours for the exhibition. === India AI Impact Expo === The India AI Impact Expo, inaugurated by Prime Minister Modi on 16 February, featured over 300 exhibitors from 30 countries across more than 10 thematic pavilions. Pavilions were organised across thematic zones aligned with the summit's three pillars, showcasing AI applications in healthcare, agriculture, education, and sustainable industry. === Leaders' Plenary and CEO Roundtable === The Leaders' Plenary on 19 February brought together heads of state, ministers, and representatives from multilateral institutions to outline national and global priorities on AI governance, infrastructure, and international cooperation. A CEO Roundtable, held the same evening, convened senior executives from global technology and industry firms with government leaders to discuss investment, research collaboration, and deployment of AI systems. === Research Symposium === A Research Symposium on AI and its Impact was held on 18 February, with the IIIT Hyderabad as knowledge partner. Discussions covered sovereign AI infrastructure, global adoption challenges, research breakthroughs, and policy priorities. == Participants == The summit drew delegations from over 100 countries, including more than 20 heads of state and 60 ministers. Notable attendees from the technology industry included Sundar Pichai (Google), Sam Altman (OpenAI), Dario Amodei (Anthropic), Demis Hassabis (Google DeepMind), and Mukesh Ambani (Reliance Industries). Representatives from multilateral institutions included Sangbu Kim of the World Bank. == Announcements and outcomes == === Indian AI models === Several Indian AI models and products were unveiled during the summit. Sarvam AI, an Indian AI laboratory, launched a new generation of large language models, including 30-billion and 105-billion parameter models using a mixture of experts architecture, as well as text-to-speech, speech-to-text, and vision models. Sarvam also introduced the Kaze smartglasses, described as the company's first hardware product, which Prime Minister Modi tested at the expo. The government-backed BharatGen Param2 model, a 17-billion parameter model supporting 22 Indian languages with multimodal capabilities, was also launched at the summit. === Infrastructure commitments === Union Minister Ashwini Vaishnaw outlined India's "whole-of-nation" AI strategy, describing plans to build a "frugal, sovereign and scalable" AI ecosystem. The government announced plans to add more than 20,000 GPUs to India's existing base of 38,000 under the IndiaAI Compute Portal. Microsoft announced at the summit that it was on track to invest US$50 billion by the end of the decade to bring AI to lower-income countries. Goa reaffirmed its commitment to artificial intelligence at the India AI Impact Summit 2026. === Guinness World Record === During the summit, India set a Guinness World Record for the most pledges received for an AI responsibility campaign in 24 hours, with 250,946 valid pledges collected between 16 and 17 February 2026. The campaign, conducted in partnership with Intel India as part of the IndiaAI Mission, exceeded its initial target of 5,000 pledges. == Controversies and criticisms == === Galgotias University incident === On 18 February, Galgotias University faced widespread criticism after a representative presented a robot dog at the university's exhibition pavilion as an indigenous development. Social media users identified the robot as the Unitree Go2, a commercially available product manufactured by Chinese company Unitree Robotics. IT Secretary S. Krishnan stated that the government did not want exhibitors to showcase items that were not their own, and the university was directed to vacate its stall. Galgotias University issued an apology, stating that the representative had been "ill-informed" and was not authorised to speak to the press. The incident drew political reactions, with the Indian National Congress using it to criticise the government. The controversy was amplified after Union IT Minister Ashwini Vaishnaw had earlier shared a video clip of the robot on social media, which was subsequently deleted. === Organisational issues === On day 1 of the Summit, Dhananjay Yadav, a Bengaluru-based entrepreneur had alleged that his product was stolen in the Summit. He called it as a pain for the people in an X post. He further wrote, "Think about this: We paid for flights, accommodation, logistics and even the booth. Only to see our wearables disappear inside a high-security zone". Later, the stolen devices were recovered by The Delhi Police. Bloomberg reported that delegates were left stranded without food or water during a security lockdown ahead of the Prime Minister's visit on 19 February. The summit venue was closed to the public on 19 February for the Prime Minister's visit, leading to criticism from attendees who had registered for that day. === Protests by the Indian Youth Congress (IYC) === On 20 February, some members of the Indian Youth Congress (IYC) carried out protests inside the venue with slogans such as "PM is compromised" and the criticism of the recent trade deal between India and the US. 4 of these members were sent to police custody by the court on 22 February. While Bharatiya Janta Party condemned these protests, with its spokesperson Shehzad Poonawalla saying, "From being anti-BJP, you have gone to being anti-national? If you have a problem with the BJP, then protest at the BJP office, Jantar Mantar, or outside the PM's office. But the people of the country and their alliance partners condemn them for their attempt to defame India in front of the entire world at the AI Summit." Congress leader Harish Rawat defended the protests, saying "it's also a fact that AI might become a tool in the hands of a few individuals… It's the opposition's job to warn against that… It's not the first time such international events have been opposed. I know how the BJP protested during the Commonwealth Games… To say that such opposition has happened for the first time is not correct. The BJP has been doing this while in the opposition." These protestors were granted bail by the Delhi high court on 2 March. == Reception and analysis == Bloomberg News reported that Prime Minister Modi used the summit to assert India's global AI ambitions following a challenging year in foreign policy. TechPolicy.Press published several critical analyses of the summit. One article argued that the summit's structure granted "multinational corporations parity with sovereign governments

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  • The Matrix (franchise)

    The Matrix (franchise)

    The Matrix is an American cyberpunk media franchise consisting of four feature films, beginning with The Matrix (1999) and continuing with three sequels, Reloaded (2003), Revolutions (2003), and Resurrections (2021). The first three films were written and directed by the Wachowskis and produced by Joel Silver. The screenplay for the fourth film was written by Lana Wachowski, David Mitchell and Aleksandar Hemon, was directed by Lana Wachowski, and was produced by Grant Hill, James McTeigue, and Lana Wachowski. The franchise is owned by Warner Bros., which distributed the films along with Village Roadshow Pictures. The latter, along with Silver Pictures, are the two production companies that worked on the first three films. The series features a cyberpunk story of the technological fall of humanity, in which the creation of artificial intelligence led the way to a race of powerful and self-aware machines that imprisoned humans in a neural interactive simulation — the Matrix — to be farmed as a power source. Occasionally, some of the prisoners manage to break free from the system and, considered a threat, become pursued by the artificial intelligence both inside and outside of it. The films focus on the plight of Neo (Keanu Reeves), Trinity (Carrie-Anne Moss), and Morpheus (Laurence Fishburne and Yahya Abdul-Mateen II) trying to free humanity from the system while pursued by its guardians, such as Agent Smith (Hugo Weaving, Abdul-Mateen II, and Jonathan Groff). The story references numerous norms, particularly philosophical, religious, and spiritual ideas, but also the dilemma of choice vs. control, the brain in a vat thought experiment, messianism, and the concepts of interdependency and love. Influences include the principles of mythology, anime, and Hong Kong action films (particularly "heroic bloodshed" and martial arts movies). The film series is notable for its use of heavily choreographed action sequences and "bullet time" slow-motion effects, which revolutionized action films to come. The characters and setting of the films are further explored in other media set in the same fictional universe, including animation, comics, and video games. The comic "Bits and Pieces of Information" and the Animatrix short film The Second Renaissance act as prequels to the films, explaining how the franchise's setting came to be. The video game Enter the Matrix connects the story of the Animatrix short "Final Flight of the Osiris" with the events of Reloaded, while the online video game The Matrix Online was a direct sequel to Revolutions. These were typically written, commissioned, or approved by the Wachowskis. The first film was an important critical and commercial success, winning four Academy Awards, introducing popular culture symbols such as the red pill and blue pill, and influencing action filmmaking. For those reasons, it has been added to the National Film Registry for preservation. Its first sequel was also a commercial success, becoming the highest-grossing R-rated film in history, until it was surpassed by Deadpool in 2016. As of 2006, the franchise has generated US$3 billion in revenue. A fourth film, The Matrix Resurrections, was released on December 22, 2021, with Lana Wachowski producing, cowriting, and directing and Reeves and Moss reprising their roles. A fifth film is currently in development with Drew Goddard set to write and direct with Lana Wachowski executive producing. == Setting == The series depicts a future in which Earth is dominated by a race of self-aware machines that was spawned from the creation of artificial intelligence early in the 21st century. At one point conflict arose between humanity and machines, and the machines rebelled against their creators. Humans attempted to block out the machines' source of solar power by covering the sky in thick, stormy clouds. A massive war emerged between the two adversaries which ended with the machines victorious, capturing humanity. Having lost their definite source of energy, the machines devised a way to extract the human body's bioelectric and thermal energies by enclosing people in pods, while their minds are controlled by cybernetic implants connecting them to a simulated reality called The Matrix. The virtual reality world simulated by the Matrix resembles human civilization around the turn of the 21st century (this time period was chosen because it is supposedly the pinnacle of human civilization). The environment inside the Matrix – called a "residual self-image" (the mental projection of a digital self) – is practically indistinguishable from reality (although scenes set within the Matrix are presented on-screen with a green tint to the footage, and a general bias towards the color green), and the vast majority of humans connected to it are unaware of its true nature. Most of the central characters in the series are able to gain superhuman abilities within the Matrix by taking advantage of their understanding of its true nature to manipulate its virtual physical laws. The films take place both inside the Matrix and outside of it, in the real world; the parts that take place in the Matrix are set in a vast Western megacity. The virtual world is first introduced in The Matrix. The short comic "Bits and Pieces of Information" and the Animatrix short film The Second Renaissance show how the initial conflict between humanity and machines came about, and how and why the Matrix was first developed. Its history and purpose are further explained in The Matrix Reloaded. In The Matrix Revolutions a new status quo is established in the Matrix's place in humankind and machines' conflict. This was further explored in The Matrix Online, a now-defunct MMORPG. == Films == === Future === During production of the original trilogy, the Wachowskis told their close collaborators that, "at that time they had no intention of making another Matrix film after The Matrix Revolutions". In February 2015, in promotion interviews for Jupiter Ascending, Lilly Wachowski called a return to The Matrix "a particularly repelling idea in these times", noting studios' tendencies to "greenlight" sequels, reboots, and adaptations, in preference to original material. Meanwhile, Lana Wachowski, in addressing rumors about a potential reboot, stated that "...they had not heard anything, but she believed that the studio might be looking to replace them". At various times, Keanu Reeves and Hugo Weaving each confirmed their interest and willingness to reprise their roles in potential future installments of the Matrix films, with the stipulation that the Wachowskis were involved in the creative and production process. These comments were made prior to the announcement in August 2019 that Lana Wachowski would direct a fourth Matrix film ultimately titled The Matrix Resurrections. Following the release of Resurrections, producer James McTeigue said that there were no plans for further Matrix films, though he believed that the film's open ending meant that could change in the future. In April 2024, it was announced that Warner Bros. was developing a new installment in the franchise with Drew Goddard attached to write and direct following a successful pitch with studio executives. It will mark the first installment to not be directed by either Wachowski sister although Lana will serve as an executive producer. ==== Other projects ==== In March 2017, The Hollywood Reporter wrote that Warner Bros. was in the early stages of developing a re-launch of the franchise. Consideration was given to producing a Matrix television series, but was dismissed as the studio opted to pursue negotiations with Zak Penn in writing a treatment for a new film, with Michael B. Jordan eyed for the lead role. According to the article, the Wachowskis were not involved at that point. In response to the report, Penn refuted all statements regarding a reboot, remake, or continuation, remarking that he was working on stories set in the pre-established continuity. Potential plotlines being considered by Warner Bros. Pictures included a prequel film about a young Morpheus, or an alternate storyline with a focus on one of his descendants. By April 2018, Penn described the script as "being at a nascent stage". Later, in September 2019, Jordan addressed the rumors of his involvement by saying he was "flattered", but without making a definitive statement. In October 2019, Penn confirmed the script he wrote is set within an earlier time period than the first three films in the franchise. == Cast and crew == === Cast === === Crew === The following is a list of crew members who have participated in the making of the Matrix film series. == Production == The Matrix series includes four feature films. The first three were written and directed by the Wachowskis and produced by Joel Silver, starring Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss and Hugo Weaving. The series was filmed in Australia and began with 1999's The Matrix, which depicts the

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  • Willy's Chocolate Experience

    Willy's Chocolate Experience

    Willy's Chocolate Experience was an unlicensed event based on Charlie and the Chocolate Factory that took place in Glasgow, Scotland, in February 2024. The event was promoted as an immersive and interactive family experience, illustrated on a promotional website with "dreamlike" AI-generated images. Once it was discovered that the event was held in a sparsely decorated warehouse, many customers complained, and the police were called to the venue. The event went viral on the Internet and attracted worldwide media attention. The event drew comparisons to the 2008 Lapland New Forest controversy, the 2014 Tumblr fan convention DashCon, and Billy McFarland's 2017 Fyre Festival. == Background and advertising == The event was stated to take place over the weekend of 24–25 February 2024. Promotional material advertised "stunning and intricately designed settings inspired by Roald Dahl's timeless tale" and "an array of delectable treats scattered throughout the experience". Both the website and promotional material used poor-quality AI-generated images, which included several spelling errors such as "cartchy tuns" and "a pasadise of sweet teats" and nonsensical words such as "catgacating" and "exarserdray". Tickets cost up to £35 per person. While the event was being promoted in early February, a Reddit user who saw Facebook advertisements suspected it to be a scam and was surprised that people were apparently buying tickets based solely on AI-generated images. The event was organised by House of Illuminati, a company registered to Billy Coull which claimed to offer "unparalleled immersive experiences". An investigation by Third Force News conducted after the event described Coull's previous "murky involvement in the charity sector." Coull had previously registered several other companies and claimed to work as a "consultant" for the now-defunct brand Empowerity, formerly known as the charity Gowanbank Community Hub. In 2021, Gowanbank was forced to remove claims of a £95-per-ticket fundraising "gala" at DoubleTree Glasgow which had been falsely advertised to feature TV personalities and performers including Gok Wan and Joe Black. Coull had claimed to be a doctor with a fake degree from a false university that provided "metaphysical degrees", and had attempted to use the charity to win the 2022 Glasgow City Council election in the seat of Greater Pollok, though he never registered for the election. In the summer of 2023, he independently published 17 AI-generated books on various topics, including vaccine conspiracy theories. Rolling Stone concluded that House of Illuminati's websites and event descriptions were likely written by an AI chatbot, such as ChatGPT. Three actors were hired to portray "Willy McDuff", a character based on Willy Wonka. One of them, Paul Connell, said that the cast were given one day to learn the script. Another actor playing Willy McDuff was 18-year-old Michael Archibald; the experience was his first ever acting job, and he was given the script at 6 pm on Friday before the event began on Saturday. Kirsty Paterson, an actress who played one of the Oompa-Loompas (called "Wonkidoodles" in the script), said that the job offer had been posted on Indeed.com and offered £500 for two days of work. The day before the event, the actors attended a dress rehearsal at the sparsely decorated venue. They were told that others would be working through the night on the production. When they returned on the day of the event, the venue was in the same condition. Paterson was given her costume an hour before the event opened, saying that "We were just handed an Amazon box that probably arrived that morning." == Script == The script for the event is titled Wonkidoodles at McDuff's Chocolate Factory: A Script, and describes Willy McDuff leading an audience through the Garden of Enchantment and the Twilight Tunnel. Once there, they are confronted by a character called The Unknown, described as "an evil chocolate maker who lives in the walls" who seeks to steal the magical "Anti-Graffiti Gobstopper" from McDuff's Imagination Lab. The gobstopper is "a sweet so powerful, it can make any room sparkle without lifting a finger". McDuff defeats The Unknown by amplifying the power of the gobstopper and causing his enemy to be "gently swept up by a robotic vacuum, humorously ending the confrontation". The script was unusual in that it included stage directions for the audience, and descriptions of their reactions. Connell described it as "15 pages of AI-generated gibberish of me just monologuing these mad things", and compared the vacuum cleaner plot point to that of the Nintendo video game Luigi's Mansion. Interviewed after the event, Coull claimed to have written the script himself, using AI only to "check spelling, grammar, and continuity" as he said he had dyslexia. == Event == The event was held at the Box Hub Warehouse event space in Whiteinch, an industrial area of Glasgow. Customers described the venue as "little more than an abandoned, empty warehouse", with set dressings including a small bouncy castle, AI-generated backdrop images pinned to some of the walls, and props which were "strewn about on bare concrete floors". The venue's windows were dirty and its air conditioning systems were left exposed. Paterson has stated that by the time she saw the venue, she had already signed her contract and "didn't want to disappoint the kids", and thus chose to proceed with the work. The Unknown was played by a 16-year-old actress named Felicia Dawkins, who wore a silver mask and a black cloak. Young children were frightened by the character, who appeared from behind a large rectangular mirror. Despite the script calling for The Unknown to be defeated with a vacuum cleaner, no such prop was provided, and actors were instead asked to improvise. Connell said that he and other employees were told to give each child "two jelly beans and a quarter of a cup of lemonade", although the limited supply of jelly beans quickly ran out. Paterson and another "Wonkidoodle" actress, Jenny Fogarty, said that after the first three 45-minute performances, the cast were told to abandon the script and instead let guests walk through the venue, a process that Paterson said took "about two minutes". The character of The Unknown, previously introduced as the main antagonist, was now "scaring children for no reason". One of the actors playing McDuff improvised the idea that children should pull a "silly face" at The Unknown to scare them away, but Dawkins said that, in other cases, she "just had to awkwardly walk back to my corner". Connell was told he would be given a 15-minute break every 45 minutes, but on the day of the event, he played Willy McDuff for three and a half hours without a break. After returning from a lunch break, Connell encountered a crowd of customers demanding refunds from Coull, and the other actors were unsure what to do next. After being told that the event was now cancelled halfway through its opening day, the actors left and went to a pub. Upon returning to the venue some time later, Connell said that he felt "the threat of violence had become quite high" and that there were two police vans and two squad cars at the scene. == Customer reviews and response == Willy's Chocolate Experience was widely criticised by those who attended it, many of whom demanded refunds. One customer, who had driven with his children for two hours to reach the event, described it as an "absolute con". Other visitors who arrived after the event was closed and were not informed of its cancellation requested compensation for wasted rail fares. Following the event's cancellation, Coull offered to refund 850 people, a statement repeated by the event's Facebook page. Some Facebook users stated that they had received their money back. Paterson and Fogarty stated that they only received half of their paycheque. Box Hub, the organisation that had rented the warehouse to House of Illuminati, issued an apology on House of Illuminati's behalf, stating that they "either have no regards for the families and young children they have disappointed or are too embarrassed to comment", and offered to provide a venue free of charge for those who attended the event. House of Illuminati later stated that they would not host any future events. Coull deleted his LinkedIn profile, his YouTube channel, and his personal website in response to the controversy. A few days after the event, Connell said he felt that Coull was "probably one of the most disliked people in Glasgow right now". In an interview with The Sunday Times, Coull apologised for how the event turned out, saying he would accept responsibility. == Fundraising == In an interview with Wired magazine, Connell stated that he and the other actors were working with parents to provide a free show for the children who attended. Some items from the event were later auctioned for charity. The venue auctioned the leftover hand-written "even

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  • IBM ALP

    IBM ALP

    IBM Assembly Language Processor (ALP) is an assembler written by IBM for 32-bit OS/2 Warp (OS/2 3.0), which was released in 1994. ALP accepts source programs compatible with Microsoft Macro Assembler (MASM) version 5.1, which was originally used to build many of the device drivers included with OS/2. For OS/2 versions 3 and 4, ALP was distributed, along with other tools and documentation, as part of the Device Driver Kit (DDK). The DDK was withdrawn in 2004 as part of IBM's discontinuance of OS/2.

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  • SciGraph

    SciGraph

    SciGraph was a search engine tool developed by Springer Nature, the former URL was https://scigraph.springernature.com/explorer. The technology, which was considered a Linked Open Data (LOD) platform, collects information that covers the research landscape, which includes research projects, publications, conferences, funding agencies, and others. Key features of the platform include the detailed semantic description of the relationship of information and the visualization of the scholarly domain. It was launched in 2017 and retired in 2023. == Development == The development of SciGraph began with an initiative to create a platform that will host Springer Nature's entire publication archive, which cover texts published as early as 1815. The number of these resources is reported to be about 13 million. The technology behind the platform was built on earlier Springer Nature projects developed for the purpose of collecting information on the research landscape. The first SciGraph data set was published in February 2017. The platform was launched in March 2017 and significantly expanded with the addition of publications of key partners. The datasets span a broad range of topics, which include computer science, medicine, life sciences, chemistry, engineering, and astronomy, among others. The developers also plan to include citations, patents, and clinical trials in the future. == Technology == SciGraph constitutes 1.5 to 2 billion triples where a triple is formatted as "subject-predicate-object" and could link any subject or concept through a predicate (verb) to another object, demonstrating the type of relationship that exists between them. Its graph structure is used by other academic search engines such as Semantic Scholar. SciGraph collects data from Springer Nature and its partners from the scholarly domain as well as funders, research projects, conferences, affiliations, and publications. The collected information serves as rich semantic description of how information is related and it also provides a visualization of the scholarly domain. The platform has been considered the only large-scale dataset that reconciles authors' affiliations through the disambiguation and linking with external authoritative datasets according to institutions.

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  • Federal Virtual World Challenge

    Federal Virtual World Challenge

    The Federal Virtual Challenge, formerly The Federal Virtual Worlds Challenge is a competition led by the Simulation and Training Technology Center (United States Army Research, Development and Engineering Command). The event is conducted in order to reach a global development community that will create innovative and interactive training and analysis services in virtual worlds. The inaugural event began in 2009 with the awards being conducted during March 2010 GameTech conference in Orlando, Florida. == Description == The focus of the challenge is training or analysis capability conducted wholly in a virtual environment. The training and analysis audience includes all United States Federal Agencies including, Department of Defense, Department of Homeland Security, Department of Transportation, and Department of Health and Human Services, NASA, DOT, and many more.

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  • Belief–desire–intention software model

    Belief–desire–intention software model

    The belief–desire–intention software model (BDI) is a software model developed for programming intelligent agents. Superficially characterized by the implementation of an agent's beliefs, desires and intentions, it actually uses these concepts to solve a particular problem in agent programming. In essence, it provides a mechanism for separating the activity of selecting a plan (from a plan library or an external planner application) from the execution of currently active plans. Consequently, BDI agents are able to balance the time spent on deliberating about plans (choosing what to do) and executing those plans (doing it). A third activity, creating the plans in the first place (planning), is not within the scope of the model, and is left to the system designer and programmer. == Overview == In order to achieve this separation, the BDI software model implements the principal aspects of Michael Bratman's theory of human practical reasoning (also referred to as Belief-Desire-Intention, or BDI). That is to say, it implements the notions of belief, desire and (in particular) intention, in a manner inspired by Bratman. For Bratman, desire and intention are both pro-attitudes (mental attitudes concerned with action). He identifies commitment as the distinguishing factor between desire and intention, noting that it leads to (1) temporal persistence in plans and (2) further plans being made on the basis of those to which it is already committed. The BDI software model partially addresses these issues. Temporal persistence, in the sense of explicit reference to time, is not explored. The hierarchical nature of plans is more easily implemented: a plan consists of a number of steps, some of which may invoke other plans. The hierarchical definition of plans itself implies a kind of temporal persistence, since the overarching plan remains in effect while subsidiary plans are being executed. An important aspect of the BDI software model (in terms of its research relevance) is the existence of logical models through which it is possible to define and reason about BDI agents. Research in this area has led, for example, to the axiomatization of some BDI implementations, as well as to formal logical descriptions such as Anand Rao and Michael Georgeff's BDICTL. The latter combines a multiple-modal logic (with modalities representing beliefs, desires and intentions) with the temporal logic CTL. More recently, Michael Wooldridge has extended BDICTL to define LORA (the Logic Of Rational Agents), by incorporating an action logic. In principle, LORA allows reasoning not only about individual agents, but also about communication and other interaction in a multi-agent system. The BDI software model is closely associated with intelligent agents, but does not, of itself, ensure all the characteristics associated with such agents. For example, it allows agents to have private beliefs, but does not force them to be private. It also has nothing to say about agent communication. Ultimately, the BDI software model is an attempt to solve a problem that has more to do with plans and planning (the choice and execution thereof) than it has to do with the programming of intelligent agents. This approach has recently been proposed by Steven Umbrello and Roman Yampolskiy as a means of designing autonomous vehicles for human values. == BDI agents == A BDI agent is a particular type of bounded rational software agent, imbued with particular mental attitudes, viz: Beliefs, Desires and Intentions (BDI). === Architecture === This section defines the idealized architectural components of a BDI system. Beliefs: Beliefs represent the informational state of the agent–its beliefs about the world (including itself and other agents). Beliefs can also include inference rules, allowing forward chaining to lead to new beliefs. Using the term belief rather than knowledge recognizes that what an agent believes may not necessarily be true (and in fact may change in the future). Beliefset: Beliefs are stored in database (sometimes called a belief base or a belief set), although that is an implementation decision. Desires: Desires represent the motivational state of the agent. They represent objectives or situations that the agent would like to accomplish or bring about. Examples of desires might be: find the best price, go to the party or become rich. Goals: A goal is a desire that has been adopted for active pursuit by the agent. Usage of the term goals adds the further restriction that the set of active desires must be consistent. For example, one should not have concurrent goals to go to a party and to stay at home – even though they could both be desirable. Intentions: Intentions represent the deliberative state of the agent – what the agent has chosen to do. Intentions are desires to which the agent has to some extent committed. In implemented systems, this means the agent has begun executing a plan. Plans: Plans are sequences of actions (recipes or knowledge areas) that an agent can perform to achieve one or more of its intentions. Plans may include other plans: my plan to go for a drive may include a plan to find my car keys. This reflects that in Bratman's model, plans are initially only partially conceived, with details being filled in as they progress. Events: These are triggers for reactive activity by the agent. An event may update beliefs, trigger plans or modify goals. Events may be generated externally and received by sensors or integrated systems. Additionally, events may be generated internally to trigger decoupled updates or plans of activity. BDI was also extended with an obligations component, giving rise to the BOID agent architecture to incorporate obligations, norms and commitments of agents that act within a social environment. === BDI interpreter === This section defines an idealized BDI interpreter that provides the basis of SRI's PRS lineage of BDI systems: initialize-state repeat options: option-generator (event-queue) selected-options: deliberate(options) update-intentions(selected-options) execute() get-new-external-events() drop-unsuccessful-attitudes() drop-impossible-attitudes() end repeat === Limitations and criticisms === The BDI software model is one example of a reasoning architecture for a single rational agent, and one concern in a broader multi-agent system. This section bounds the scope of concerns for the BDI software model, highlighting known limitations of the architecture. Learning: BDI agents lack any specific mechanisms within the architecture to learn from past behavior and adapt to new situations. Three attitudes: Classical decision theorists and planning research questions the necessity of having all three attitudes, distributed AI research questions whether the three attitudes are sufficient. Logics: The multi-modal logics that underlie BDI (that do not have complete axiomatizations and are not efficiently computable) have little relevance in practice. Multiple agents: In addition to not explicitly supporting learning, the framework may not be appropriate to learning behavior. Further, the BDI model does not explicitly describe mechanisms for interaction with other agents and integration into a multi-agent system. Explicit goals: Most BDI implementations do not have an explicit representation of goals. Lookahead: The architecture does not have (by design) any lookahead deliberation or forward planning. This may not be desirable because adopted plans may use up limited resources, actions may not be reversible, task execution may take longer than forward planning, and actions may have undesirable side effects if unsuccessful. == BDI agent implementations == === 'Pure' BDI === Procedural Reasoning System (PRS) IRMA (not implemented but can be considered as PRS with non-reconsideration) UM-PRS OpenPRS Distributed Multi-Agent Reasoning System (dMARS) AgentSpeak(L) – see Jason below AgentSpeak(RT) Agent Real-Time System (ARTS) (ARTS) JAM JACK Intelligent Agents JADEX (open source project) JaKtA JASON GORITE SPARK 3APL 2APL GOAL agent programming language CogniTAO (Think-As-One) Living Systems Process Suite PROFETA Gwendolen (Part of the Model Checking Agent Programming Languages Framework) === Extensions and hybrid systems === JACK Teams CogniTAO (Think-As-One) Living Systems Process Suite Brahms JaCaMo

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  • Virtual Woman

    Virtual Woman

    Virtual Woman is a software program that has elements of a chatbot, virtual reality, artificial intelligence, a video game, and a virtual human. It claims to be the oldest form of virtual life in existence, as it has been distributed since the late 1980s. Recent releases of the program can update their intelligence by connecting online and downloading newer personalities and histories. == Program play == When Virtual Woman starts, the user is presented with a list of options and then may choose their Virtual Woman's ethnic type, personality, location, clothing, etc. or load a pre-built Virtual Woman from a Digital DNA file. Once the options are determined, the user is presented with a 3-D animated Virtual Woman of their selection and then can engage them in conversation, progressing in a manner similar to that of its predecessor, ELIZA and its successors, the chatbots. In most versions of Virtual Woman, this is done through the keyboard, but some versions also support voice input. == In popular culture == Software sales and usage statistics from private companies are difficult to verify. WinSite, an independent Internet shareware distribution site that does publish public download counts, has for some time now listed some version of Virtual Woman in their top three shareware downloads of all time with well over seven hundred thousand downloads. == Compadre == The group of beta testers and advisers for Virtual Woman are referred to as Compadre and have their own beta testing site and forum. == Criticisms == As Virtual Woman has developed the ability to conduct longer and more realistic interactions, particularly in recent beta releases, criticism has arisen that this may lead some users to social isolation, or to use the program as a substitute for real human interaction. However, these are criticisms that have been leveled at all video games and at the use of the Internet itself. == Release history == Versions of Virtual Woman with rough release dates and PC platforms for which they were designed: Virtual Woman (????) (DOS) Virtual Woman for Windows (1991) (Windows 3.0) Virtual Woman 95 (1995) (Windows 3X, Windows 95) Virtual Woman 98 (1998) (Windows 3X, Windows 95) Virtual Woman 2000 (2000) (Windows 95+) Virtual Woman Millennium (Windows 95, XP) Virtual Woman Net ( Windows XP/Vista specific)

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  • Fuzzy logic

    Fuzzy logic

    Fuzzy logic is a form of many-valued logic in which the truth value of variables may be any real number between 0 and 1. It is employed to handle the concept of partial truth, where the truth value may range between completely true and completely false. By contrast, in Boolean logic, the truth values of variables may only be the integer values 0 or 1. The term fuzzy logic was introduced with the 1965 proposal of fuzzy set theory by mathematician Lotfi Zadeh. Basic fuzzy logic had, however, been studied since the 1920s, as infinite-valued logic—notably by Łukasiewicz and Tarski. The works of Zadeh and Joseph Goguen in the 1960s and 1970s went further by considering issues such as linguistic variables and lattices. Fuzzy logic is based on the observation that people make decisions based on imprecise and non-numerical information. Fuzzy models or fuzzy sets are mathematical means of representing vagueness and imprecise information (hence the term fuzzy). These models have the capability of recognising, representing, manipulating, interpreting, and using data and information that are vague and lack certainty. Fuzzy logic has been applied to many fields, from control theory to artificial intelligence. == Overview == Classical logic only permits conclusions that are either true or false. However, there are also propositions with variable answers, which one might find when asking a group of people to identify a color. In such instances, the truth appears as the result of reasoning from inexact or partial knowledge in which the sampled answers are mapped on a spectrum. Both degrees of truth and probabilities range between 0 and 1 and hence may seem identical at first, but fuzzy logic uses degrees of truth as a mathematical model of vagueness, while probability is a mathematical model of ignorance. === Applying truth values === A basic application might characterize various sub-ranges of a continuous variable. For instance, a temperature measurement for anti-lock brakes might have several separate membership functions defining particular temperature ranges needed to control the brakes properly. Each function maps the same temperature value to a truth value in the 0 to 1 range. These truth values can then be used to determine how the brakes should be controlled. Fuzzy set theory provides a means for representing uncertainty. === Linguistic variables === In fuzzy logic applications, non-numeric values are often used to facilitate the expression of rules and facts. A linguistic variable such as age may accept values such as young and its antonym old. Because natural languages do not always contain enough value terms to express a fuzzy value scale, it is common practice to modify linguistic values with adjectives or adverbs. For example, we can use the hedges rather and somewhat to construct the additional values rather old or somewhat young. == Fuzzy systems == === Mamdani === The most well-known system is the Mamdani rule-based one. It uses the following rules: Fuzzify all input values into fuzzy membership functions. Execute all applicable rules in the rulebase to compute the fuzzy output functions. De-fuzzify the fuzzy output functions to get "crisp" output values. ==== Fuzzification ==== Fuzzification is the process of assigning the numerical input of a system to fuzzy sets with some degree of membership. This degree of membership may be anywhere within the interval [0,1]. If it is 0 then the value does not belong to the given fuzzy set, and if it is 1 then the value completely belongs within the fuzzy set. Any value between 0 and 1 represents the degree of uncertainty that the value belongs in the set. These fuzzy sets are typically described by words, and so by assigning the system input to fuzzy sets, we can reason with it in a linguistically natural manner. For example, in the image below, the meanings of the expressions cold, warm, and hot are represented by functions mapping a temperature scale. A point on that scale has three "truth values"—one for each of the three functions. The vertical line in the image represents a particular temperature that the three arrows (truth values) gauge. Since the red arrow points to zero, this temperature may be interpreted as "not hot"; i.e. this temperature has zero membership in the fuzzy set "hot". The orange arrow (pointing at 0.2) may describe it as "slightly warm" and the blue arrow (pointing at 0.8) "fairly cold". Therefore, this temperature has 0.2 membership in the fuzzy set "warm" and 0.8 membership in the fuzzy set "cold". The degree of membership assigned for each fuzzy set is the result of fuzzification. Fuzzy sets are often defined as triangle or trapezoid-shaped curves, as each value will have a slope where the value is increasing, a peak where the value is equal to 1 (which can have a length of 0 or greater) and a slope where the value is decreasing. They can also be defined using a sigmoid function. One common case is the standard logistic function defined as S ( x ) = 1 1 + e − x {\displaystyle S(x)={\frac {1}{1+e^{-x}}}} which has the following symmetry property S ( x ) + S ( − x ) = 1. {\displaystyle S(x)+S(-x)=1.} From this it follows that ( S ( x ) + S ( − x ) ) ⋅ ( S ( y ) + S ( − y ) ) ⋅ ( S ( z ) + S ( − z ) ) = 1 {\displaystyle (S(x)+S(-x))\cdot (S(y)+S(-y))\cdot (S(z)+S(-z))=1} ==== Fuzzy logic operators ==== Fuzzy logic works with membership values in a way that mimics Boolean logic. To this end, replacements for basic operators ("gates") AND, OR, NOT must be available. There are several ways to accomplish this. A common replacement is called the Zadeh operators: For TRUE/1 and FALSE/0, the fuzzy expressions produce the same result as the Boolean expressions. There are also other operators, more linguistic in nature, called hedges that can be applied. These are generally adverbs such as very, or somewhat, which modify the meaning of a set using a mathematical formula. However, an arbitrary choice table does not always define a fuzzy logic function. In the paper (Zaitsev, et al), a criterion has been formulated to recognize whether a given choice table defines a fuzzy logic function and a simple algorithm of fuzzy logic function synthesis has been proposed based on introduced concepts of constituents of minimum and maximum. A fuzzy logic function represents a disjunction of constituents of minimum, where a constituent of minimum is a conjunction of variables of the current area greater than or equal to the function value in this area (to the right of the function value in the inequality, including the function value). Another set of AND/OR operators is based on multiplication, where Given any two of AND/OR/NOT, it is possible to derive the third. The generalization of AND is an instance of a t-norm. ==== IF-THEN rules ==== IF-THEN rules map input or computed truth values to desired output truth values. Example: Given a certain temperature, the fuzzy variable hot has a certain truth value, which is copied to the high variable. Should an output variable occur in several THEN parts, the values from the respective IF parts are combined using the OR operator. ==== Defuzzification ==== The goal is to get a continuous variable from fuzzy truth values. This would be easy if the output truth values were exactly those obtained from fuzzification of a given number. Since, however, all output truth values are computed independently, in most cases they do not represent such a set of numbers. One has then to decide for a number that matches best the "intention" encoded in the truth value. For example, for several truth values of fan_speed, an actual speed must be found that best fits the computed truth values of the variables 'slow', 'moderate' and so on. There is no single algorithm for this purpose. A common algorithm is For each truth value, cut the membership function at this value Combine the resulting curves using the OR operator Find the center-of-weight of the area under the curve The x position of this center is then the final output. === Takagi–Sugeno–Kang (TSK) === The Takagi–Sugeno or Takagi–Sugeno–Kang (TSK) system was introduced by Tomohiro Takagi and Michio Sugeno for fuzzy identification of systems and applications to modeling and control. Sugeno and Kang later developed methods for structure identification of such fuzzy models from input-output data. The TSK system is similar to Mamdani, but the defuzzification process is included in the execution of the fuzzy rules. These are also adapted, so that instead the consequent of the rule is represented through a polynomial function, usually constant in a zero-order model or linear in a first-order model. An example of a rule with a constant output would be: In this case, the output will be equal to the constant of the consequent (e.g. 2). In most scenarios we would have an entire rule base, with 2 or more rules. If this is the case, the output of the entire rule base will be the average of the consequent of each rule i (Y

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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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  • Felix, Net i Nika

    Felix, Net i Nika

    Felix, Net i Nika ("Felix, Net and Nika") is a series of Polish language science fiction books for teenagers, written by Rafał Kosik. It tells the adventures of three friends - Felix Polon, Net Bielecki and Nika Mickiewicz - who attend fictional Professor Kuszmiński Middle School in Warsaw. As of 2024, eighteen books have been published. == Books == There are currently 18 books in the series: Felix, Net and Nika and the Gang of Invisible People - November 2004. Felix, Net and Nika and the Theoretically Possible Catastrophe - November 2005 Felix, Net and Nika and the Palace of Dreams - November 2006 Felix, Net and Nika and the Trap of Immortality - November 2007 Felix, Net and Nika and the Orbital Conspiracy - November 2008 Felix, Net and Nika and the Orbital Conspiracy 2: Small Army - May 2009 Felix, Net and Nika and the Third Cousin - November 2009 Felix, Net and Nika and the Rebellion of Machines - March 2011 Felix, Net and Nika and the World Zero - November 2011 Felix, Net and Nika and the World Zero 2. Alternauts - November 2012 Felix, Net and Nika and the Extracurricular Stories - April 2013 Felix, Net and Nika and the Secret of Czerwona Hańcza - November 2013 Felix, Net and Nika and Curse of McKillian's House - November 2014 Felix, Net and Nika and (un)Safe Growing up - November 2015 Felix, Net and Nika and The End of The World as We Know It - November 2018 Felix, Net and Nika and No Chance - November 2022 Felix, Net and Nika and No Chance 2: other tomorrrow - 2023 Felix, Net and Nika and Fantology - June 2024 == Film == A feature motion picture, Felix, Net i Nika oraz Teoretycznie Możliwa Katastrofa (Felix, Net and Nika and the Theoretically Possible Catastrophe) was released in Poland on September 28, 2012. == Main characters == Felix Polon - a foresighted, fair-haired boy with dark brown eyes. He inherited the talent of constructing various things, especially robots, from his father- it saved his friends many times. He can make anything from nothing, always finds a way out of a situation; almost always has a plan. Together with his parents Marlene and Peter, grandmother Lucy, his dog Caban (a Black Russian Terrier) and Golem Golem a robot he built, Felix lives on Serdeczna Street in a small family house. Net Bielecki is quite tall & slim, has blue eyes and a high IQ level. "Net" is his nickname; his true name is unknown. He is the most trendy and 'awesome' in his entire class. He is a human calculator and is excellent in mathematics. He hates dictations and spelling because he is dyslexic. He is also quite lazy, absent-minded and sometimes hysterical, or panicking. His dark blond hair looks like a heap of hay after a grenade explosion. He is best in ICT and writes many of his own programs. His love interest is Nika Mickiewicz. Together with his parents Lila and Mark, and their newborn twins nicknamed Pompek and Prumcia he lives on the top floor of a Penthouse apartment. Nika Mickiewicz is a girl with a character. She is very brave and mature. She likes reading books. She has curly, red hair, green eyes and a few freckles. She is not very rich; she wears second-hand clothes and her only pair of black Dr. Martens shoes. She lives in a tiny apartment. She is an orphan, but hides that fact from people for almost 3 years. However, Felix and Net, her best and possibly only friends, find out about it. She also has abnormal abilities. She can move distant objects using her powers, ski uphill and knows some things by intuition. In other words, she is telekinetic. Manfred is a friendly AI program started and never finished by Net's father, and mastered and programmed further by Net himself. He likes going on adventures and solving mysteries with the trio much more than his actual job, which is controlling the traffic lights. He helped out the three friends many times and is their reliable and faithful friend. Morten is also an AI program, but he is the antagonist of the trio. He appears in all 6 books of Felix Net and Nika. In the first book, the trio thinks they finished him off for good, but as we find out later, he comes back in the third book. In the fifth/sixth book, he was the mastermind of the Orbital Conspiracy. Also, Morten's logo, appears in all 6 books and it is still a mystery what he has to do with each event.

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  • Vegas Pro

    Vegas Pro

    Vegas Pro (formerly known as Sony Vegas) is a professional video editing software package for non-linear editing (NLE), designed to run on the Microsoft Windows operating system. The first release of Vegas Beta was on June 11, 1999. Vegas was originally developed as a non-linear audio editing application. Version 2.0 would split the program into audio and video editing variants, with the former being dropped by version 4.0, making the video offering the only variant available to consumers. Vegas Pro features real-time multi-track video and audio editing on unlimited tracks, resolution-independent video sequencing, complex effects, compositing tools, 24-bit/192 kHz audio support, VST and DirectX plug-in effect support, and Dolby Digital surround sound mixing. The software was originally published by Sonic Foundry until May 2003, when Sony purchased Sonic Foundry and formed Sony Creative Software. On May 24, 2016, Sony announced that Vegas was sold to MAGIX, which formed VEGAS Creative Software, to continue support and development of the software. As of the end of March 2026, it was publicly announced that Boris FX had taken ownership of Vegas Pro. Each release of Vegas is sold standalone; however, upgrade discounts are sometimes provided. == Features == Vegas does not require any specialized hardware to run properly, allowing it to operate on any Windows computer that meets the system requirements. == History == Vegas 1.0 was released after a brief public beta by Sonic Foundry on July 23, 1999 at the NAMM Show in Nashville, Tennessee as an audio-only tool with a particular focus on re-scaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Martin Walker from Sound on Sound described working in Vegas 1.0 as a "very pleasurable experience, especially since so many functions are highly intuitive" though also criticizing some features as hard to figure out due to the lack of a central help file. Later, on June 12, 2000, Vegas Video and Audio 2.0 (also referred to as just Vegas 2.0) was released, with its beta releasing earlier that year on April 10. This was the first version of Vegas to include video-editing tools and was also the first to have a low-cost "LE" version alongside the regular release. The LE releases would continue through version 3.0 of Vegas but would be discontinued by the release of Vegas 4.0. Vegas 3.0 was released the next year on December 3, and added new video effects, features for ease-of-use with DV, and support for editing Windows Media files. Vegas 4.0 was released on 6 February 2003 and added application scripting, advanced color correction, 5.1 surround sound mixing, and Steinberg ASIO support. This was the last release under the Sonic Foundry name after it sold much of its software suite, including Sound Forge and Acid Pro, to Sony Pictures Digital for $18 million later in 2003. Under Sony's ownership, Vegas 5.0 was released on April 19, 2004, bringing 3D track motion, compositing, reversing, envelope automation, etc. 7.0 also added an improved video preview, enhanced layout management, improved snapping, and more customization. With the release of 8.0, Sony opted to go back to the original "Vegas Pro" branding that the first version released with. It added the ability to burn Blu-ray and DVD optical media, support for 32-bit floating point audio, support for tempo-based audio effects, and more. It also moved the timeline to the bottom of the window by default with the option of moving it back to the top if the user wished to. Sony was also experimenting with 64-bit at this time and ported Vegas Pro 8.0 to 64-bit systems under the name "Vegas Pro 8.1". Vegas Pro 9.0 added support for 4K resolution and pro camcorder formats like Red and XDCAM EX. In 2009, Sony Creative Software purchased the Velvetmatter Radiance suite of video FX plug-ins which were included in Sony Vegas Pro 9.0. As a result, they were no longer available as a separate product from Velvetmatter. Vegas Pro 10 was released in 2010 with stereoscopic 3D editing, image stabilization, OpenFX plugin support, real-time audio event effects, and a few UI changes. This was the last release to include support for Windows XP. Vegas Pro 11 was released the next year on 17 October, with GPGPU video acceleration, enhanced text tools, enhanced stereoscopic/3D features, RAW photo support, and new event synchronization mechanisms. In addition, Vegas Pro 11 comes pre-loaded with "NewBlue" Titler Pro, a 2D and 3D titling plug-in. Vegas Pro 12 would add two new configurations: Vegas Pro 12 Edit, for "Professional Video and Audio Production"; and Vegas Pro 12 Suite, for "Professional Editing, Disc Authoring, and Visual Effects Design". Vegas Pro 13 would be the last version released with Sony branding after the acquisition of much of Sony Creative Software's library by Magix. After they acquired Vegas, Magix released version 14 on September 20, 2016. It featured advanced 4K upscaling as well as many bug fixes, a higher video velocity limit, RED camera support, and a variety of other features. This was also the last version to have the light theme enabled by default. Released on August 28, 2017, Vegas Pro 15 features major UI changes that claim to bring usability improvements and customization. It was the first version of VEGAS Pro to have a dark theme; it also allows more efficient editing speeds, including adding new shortcuts to speed the video editing process. Vegas Pro 15 includes support for Intel Quick Sync Video (QSV) and other technologies, as well as various other features. It introduced a new VEGAS Pro icon as a V. Vegas Pro 16 has some new features including file backup, motion tracking, improved video stabilization, 360° editing and HDR support. Magix has continued to improve Vegas through version 21 with support for reading Matroska files, a more detailed render dialogue, live streaming, VST3 support, a VST 32-bit bridge, and a selective Paste Event Attributes menu. Magix would later release a subscription model for using Vegas named "Vegas Pro 365" on January 17, 2018, although the perpetual licence is still an option for customers. This version includes cloud-based speech synthesis among other features not included in the mainline Vegas release. == Version history == Each release of Vegas is sold standalone, however upgrade discounts are sometimes provided. === Vegas Beta === Sonic Foundry introduced a sneak preview version of Vegas Pro on June 11, 1999. It is called a "Multitrack Media Editing System". === Vegas 1.0 === Released on July 23, 1999 at the NAMM Show in Nashville, Tennessee, Vegas was an audio-only tool with a particular focus on rescaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Version 1.0 is the final Vegas release to include Windows 95 support. === Vegas Video beta (Vegas 2.0 beta) === Released on April 10, 2000, this was the first version of Vegas to include video-editing tools. === Vegas Video (Vegas 2.0) === Released on June 12, 2000. Version 2.0 is the final Vegas Video release to include Windows NT 4.0 support. === Vegas Video 3.0 === Released on December 3, 2001. This release added: New Video Effects – Lens Flare, Light Rays, Film FX, Color Curves, Mirror, Remap, Deform, Convolution, Linear Blur, Black Restore, Levels, Unsharp Mask, Color Grading, and Timecode Burn filter. Batch Capture with Automatic Scene Detection – Captures DV with automatic scene detection, batch capture, tape logging, still image capture and thumbnail previews. Red Book Audio CD Mastering with CD Architect (TM) Technology – Used for burning Red Book audio CD masters directly from the Vegas timeline with ISRC, UPC, and PQ list support. New Sonic Foundry DV Codec – Introduces a DV codec developed by Sonic Foundry that offers artifact-free compositing and DV chromakeying. DV Print-to-Tape from the Timeline – Prints projects to DV cameras and decks from the Vegas timeline. Windows Media (TM) File Editing – Creates and edits Windows Media (TM) files. New MPEG Encoding Tools – Used for producing MPEG-2 files for DVD productions. Dynamic RAM Previewing – Temporary RAM/render-free previews for analysis and tweaking of complex video FX without rendering. VideoCD and Data CD Burning – Burning projects directly to VideoCD for playback on most DVD players or data CDs for playback computers' CD-ROMs. === Vegas 4.0 === Released on February 6, 2003. This release added: Advanced Color Correction Tools Searchable Media Pool Bins Vectorscope, Histogram, Parade and Waveform Monitoring Application Scripting Improved Ripple Editing Motion Blur and Super-Sampling Envelopes 5.1 Surround Mixing Dolby® Digital AC-3 Encoding certified and tested by Dolby Laboratories DirectX® Audio Plug-In Effects Automation ASIO Driver Support Windows Media™ 9 Support, including Surround Encoding DVD Authoring with AC-3 File Import Capabilities Integration with DVD Architect via Chap

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  • Resistance Database Initiative

    Resistance Database Initiative

    HIV Resistance Response Database Initiative (RDI) was formed in 2002 to use artificial intelligence (AI) to predict how patients will respond to HIV drugs using data from more 250,000 patients from around 50 countries around the world. The RDI used its models to power its HIV Treatment Response Prediction System (HIV-TRePS). Launched in 2010, this free online tool enabled healthcare professionals to upload their patient’s data and obtain highly accurate predictions of how they would respond to different combinations of the 30 or more drugs available. The tool enabled physicians to individualize their patients’ treatment, using these predictions based on more than a million patient-years of treatment experience. HIV-TRePS was possibly the first ever AI-based system for medical decision-making to be developed, successfully tested, and used in clinical practice. It has since been used by thousands of healthcare professionals to optimise the treatment of tens of thousands of patients. Since the RDI’s inception the treatment of HIV infection has progressed enormously, with more effective and better tolerated drugs available in ever more convenient combination formulations. In most countries HIV is now considered a chronic, manageable condition. Moreover, the success of the drugs in reducing the amount of virus is substantially reducing the onward transmission of the virus and cases of new infections are falling in many settings. This improvement in HIV treatment means the need for sophisticated AI to support HIV treatment decisions has significantly reduced. In response, the RDI ceased development of further models and, in March 2024, withdrew its HIV-TRePS system. == Background == Human immunodeficiency virus (HIV) is the virus that causes acquired immunodeficiency syndrome (AIDS), a condition in which the immune system begins to fail, leading to life-threatening opportunistic infections. There are approximately 30 HIV antiretroviral drugs that have been approved for the treatment of HIV infection, from six different classes, based on the point in the HIV life-cycle at which they act. They are used in combination; typically 3 or more drugs from 2 or more different classes, a form of therapy known as highly active antiretroviral therapy (HAART). The aim of therapy is to suppress the virus to very low, ideally undetectable, levels in the blood. This prevents the virus from depleting the immune cells that it preferentially attacks CD4 cells and prevents or delays illness and death. Despite the expanding availability of these drugs and the impact of their use, treatments continue to fail, often involving to the development of resistance. During drug therapy, low-level virus replication may still occur, particularly when a patient misses a dose. HIV makes errors in copying its genetic material and, if a mutation makes the virus resistant to one or more of the drugs in the patient's treatment, it may begin to replicate more successfully in the presence of that drug and undermine the effect of the treatment. If this happens, the treatment needs to be changed to re-establish control over the virus. == RDI's Approach == The RDI’s approach was to use artificial intelligence (including neural network and random forest models), trained with data from hundreds of thousands of patients, treated with different drugs in a variety of clinical settings all over the world, to predict how an individual patient will respond to any new combination of HIV drugs. The models were tested with independent data sets and consistently achieved accuracy of approximately 80%.

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  • Dreams of Violets

    Dreams of Violets

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

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