AI Assistant List

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

  • Nouvelle AI

    Nouvelle AI

    Nouvelle artificial intelligence (Nouvelle AI) is an approach to artificial intelligence pioneered in the 1980s by Rodney Brooks, who was then part of MIT artificial intelligence laboratory. Nouvelle AI differs from classical AI by aiming to produce robots with intelligence levels similar to insects. Researchers believe that intelligence can emerge organically from simple behaviors as these intelligences interacted with the "real world", instead of using the constructed worlds which symbolic AIs typically needed to have programmed into them. == Motivation == The differences between nouvelle AI and symbolic AI are apparent in early robots Shakey and Freddy. These robots contained an internal model (or "representation") of their micro-worlds consisting of symbolic descriptions. As a result, this structure of symbols had to be renewed as the robot moved or the world changed. Shakey's planning programs assessed the program structure and broke it down into the necessary steps to complete the desired action. This level of computation required a large amount time to process, so Shakey typically performed its tasks very slowly. Symbolic AI researchers had long been plagued by the problem of updating, searching, and otherwise manipulating the symbolic worlds inside their AIs. A nouvelle system refers continuously to its sensors rather than to an internal model of the world. It processes the external world information it needs from the senses when it is required. As Brooks puts it, "the world is its own best model--always exactly up to date and complete in every detail." A central idea of nouvelle AI is that simple behaviors combine to form more complex behaviors over time. For example, simple behaviors can include elements like "move forward" and "avoid obstacles." A robot using nouvelle AI with simple behaviors like collision avoidance and moving toward a moving object could possibly come together to produce a more complex behavior like chasing a moving object. === The frame problem === The frame problem describes an issue with using first-order logic (FOL) to express facts about a robot in the world. Representing the state of a robot with traditional FOL requires the use of many axioms (symbolic language) to imply that things about an environment do not change arbitrarily. Nouvelle AI seeks to sidestep the frame problem by dispensing with filling the AI or robot with volumes of symbolic language and instead letting more complex behaviors emerge by combining simpler behavioral elements. === Embodiment === The goal of traditional AI was to build intelligences without bodies, which would only have been able to interact with the world via keyboard, screen, or printer. However, nouvelle AI attempts to build embodied intelligence situated in the real world. Brooks quotes approvingly from the brief sketches that Turing gave in 1948 and 1950 of the "situated" approach. Turing wrote of equipping a machine "with the best sense organs that money can buy" and teaching it "to understand and speak English" by a process that would "follow the normal teaching of a child." This approach was contrasted to the others where they focused on abstract activities such as playing chess. == Brooks' robots == === Insectoid robots === Brooks focused on building robots that acted like simple insects while simultaneously working to remove some traditional AI characteristics. He created insect-like robots, named Allen and Herbert after cognitive science and AI pioneers Allen Newell and Herbert A. Simon. Brooks's insectoid robots contained no internal models of the world. Herbert, for example, discarded a high volume of the information received from its sensors and never stored information for more than two seconds. ==== Allen ==== Allen had a ring of twelve ultrasonic sonars as its primary sensors and three independent behavior-producing modules. These modules were programmed to avoid both stationary and moving objects. With only this module activated, Allen stayed in the middle of a room until an object approached and then it ran away while avoiding obstacles in its way. ==== Herbert ==== Herbert used infrared sensors to avoid obstacles and a laser system to collect 3D data over a distance of about 12 feet. Herbert also carried a number of simple sensors in its "hand." The robot's testing ground was the real world environment of the busy offices and workspaces of the MIT AI lab where it searched for empty soda cans and carried them away, a seemingly goal-oriented activity that emerged as a result of 15 simple behavior units combining. As a parallel, Simon noted that an ant's complicated path is due to the structure of its environment rather than the depth of its thought processes. ==== Other insectoid robots ==== Other robots by Brooks' team were Genghis and Squirt. Genghis had six legs and was able to walk over rough terrain and follow a human. Squirt's behavior modules had it stay in dark corners until it heard a noise, then it would begin to follow the source of the noise. Brooks agreed that the level of nouvelle AI had come near the complexity of a real insect, which raised a question about whether or not insect level-behavior was and is a reasonable goal for nouvelle AI. === Humanoid robots === Brooks' own recent work has taken the opposite direction to that proposed by Von Neumann in the quotations "theorists who select the human nervous system as their model are unrealistically picking 'the most complicated object under the sun,' and that there is little advantage in selecting instead the ant, since any nervous system at all exhibits exceptional complexity." ==== Cog ==== In the 1990s, Brooks decided to pursue the goal of human-level intelligence and, with Lynn Andrea Stein, built a humanoid robot called Cog. Cog is a robot with an extensive collection of sensors, a face, and arms (among other features) that allow it to interact with the world and gather information and experience so as to assemble intelligence organically in the manner described above by Turing. The team believed that Cog would be able to learn and able to find a correlation between the sensory information it received and its actions, and to learn common sense knowledge on its own. As of 2003, all development of the project had ceased.

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  • Void Trilogy

    Void Trilogy

    The Void Trilogy is a space opera series by British author Peter F. Hamilton. The series is set in the same universe as The Commonwealth Saga, 1,200 years after the end of Judas Unchained. Peter F. Hamilton sold the American rights to the series to Random House. The series includes the following books: The Dreaming Void (2007) The Temporal Void (2008) The Evolutionary Void (2010) == Synopsis == === The Dreaming Void === What was formerly believed to be a supermassive black hole at the centre of the Milky Way is revealed to be an artificial construct, known as the Void. Inside, there is a strange universe where the laws of physics are very different from standard physics. It is slowly consuming the other stars of the galactic core—one day it will have devoured the entire galaxy. In AD 3320, a human member of the Commonwealth, Inigo, begins to have dreams of the wonderful existence inside the Void. His dreams inspire the disaffected, who desire to travel into the Void, where their every wish will be fulfilled. By AD 3456, the pseudo-religious Living Dream movement exceeds 5 billion members, organizing the followers into a powerful political force. Other star-faring species fear their migration will cause the Void to expand again thus devouring the galaxy. They are prepared to stop the pilgrimage fleet no matter what the cost. The Dreaming Void is broken into two distinct sections. The first follows Edeard, a young boy who lives inside the Void on a planet called Querencia, the subject of Inigo's dreams. Edeard, an orphan and apprentice, lives in Ashwell, a town in Rulan province. A gifted psychic, he is trained by Master Akeem in crafting and modding. Initially a loner, he comes to prominence in his village after designing an alternative pump mechanism for the local well. Unfortunately his luck changes for the worse after Ashwell is raided by bandits. Forced to flee, he joins the local caravan and travels to Makkathran, the capital of Querencia. In Makkathran, Edeard joins the constables and after a brutal couple of months in training, he graduates and is promoted to the commander of his Squad. He makes little progress battling the rigid and backward judicial system of Makkathran; his first real break is when his squad overcomes a trap set by the local gang, and Edeard walks on water chasing the leader of the gang. A testament to his growing psychic abilities, Edeard's stunt earns him the title of Waterwalker, and he becomes an instant star in Makkathran. The second section of The Dreaming Void is set back in the Commonwealth. Inigo, the first dreamer, and founder of Living Dream, has disappeared, leaving the 5 billion strong Living Dream movement in a state of flux. When Ethan, succeeding Inigo as the head of the movement, proclaims that the Living Dream will embark on a pilgrimage into the Void, the Commonwealth is thrown into a state of political chaos. Fearing that the human migration might cause the Void to expand (and in the process destroy whole systems or even the whole Galaxy) other spacefaring races such as the Raiel and Ocisen Empire are deeply concerned, with the latter threatening military action. This has left the Commonwealth government deeply divided, with the two largest factions in disagreement, the Accelerators faction/party supporting the pilgrimage and the Conservative faction opposing. As both parties are unable to solve the situation politically they have resolved to take matters into their own hands, with each party sending agents to further its interests. Aaron, a sleeper cell agent, is tasked with finding Inigo. He kidnaps and manipulates Corrie-Lyn, a former lover of Inigo and interrogates her for information. He also travels to Kuhmo (Inigo's homeworld) to get further information and robs Inigo's secure storage (a bank for memory). He eventually tracks Inigo to Hanko, a desolate and barren world. However, before Aaron can extract Inigo, Accelerator agents destroy Aaron's starship leaving him marooned on Hanko. Meanwhile, Accelerator agents make a deal with Ethan, agreeing to give the Living Dream movement Ultra Drives to power their ships. Accelerator plans are halted when the Delivery Man, a Conservative party agent, destroys valuable FTL Drive tech. Troblum, an Accelerator physicist, also defects, further slowing the Accelerators plans. === The Temporal Void === The Temporal Void picks up after The Dreaming Void. The Intersolar Commonwealth faces mounting turmoil as the deadline for Living Dream's Pilgrimage into the Void approaches. An Ocisen Empire fleet advances on a mission of genocide, while an internecine war erupts among post-human factions over humanity's future. Amidst the chaos, investigator Paula Myo struggles to counter the increasingly desperate actions of various agents and factions. Relentless in her pursuit, she contends with adversaries from her distant past and colleagues of uncertain loyalty, all while racing against time. At the center of the unfolding crisis is Edeard the Waterwalker, a figure from the distant past who lived deep within the Void. As the messiah of Living Dream, his life—broadcast through visions—captivates and inspires billions. His story fuels the Pilgrimage's momentum, a force seemingly impossible to stop. As Edeard approaches his ultimate victory, the true nature of the Void is finally revealed. === The Evolutionary Void === The Evolutionary Void picks up after The Temporal Void. Exposed as the Second Dreamer, Araminta has become the target of a galaxy-wide search by government agent Paula Myo and the psychopath known as the Cat, along with others equally determined to prevent, or facilitate, the pilgrimage of the Living Dream cult into the heart of the Void. An indestructible microuniverse, the Void may contain paradise, as the cultists believe, but it is also a deadly threat. For the miraculous reality that exists inside its boundaries demands energy, energy drawn from everything outside those boundaries: from planets, stars, galaxies, and everything that lives, for the Pilgrimage will trigger a super-massive expansion of the Void. Meanwhile, the parallel story of Edeard, the Waterwalker, as told through a series of dreams communicated to the gaiafield via Inigo, the First Dreamer, continues to unfold. But the inspirational tale of this idealistic young man takes a darker and more troubling turn as he finds himself faced with powerful new enemies, and temptations more powerful still, to reach fulfilment in the end. Named a Silfen Friend like her ancestress Mellanie, Araminta chooses to face her unwanted responsibilities, with no guarantee of success or survival. She takes on the role of Second Dreamer to lead the first wave of Living Dream, 24 million people, into the Void, leaving everyone confused and lost by her actions. However, in actuality, she is playing a double game. Using her original body to lead the Living Dream as a diversion, she borrows one of her fiancé's (Mr. Bovey) bodies to set out to destroy the Void. She is able to connect with a Skylord and travel the Silfen Paths. With time running out, a repentant Inigo decides to release Edeard's final dream whose message is scarcely less dangerous than the pilgrimage promises to be, where perfection is achieved, so that nothing else is left to strive for and the human race in the Void has started to devolve. He goes to the Spike to meet Ozzie and stays there to meet with Araminta, who is using one of her fiancé's bodies, and Oscar. Third Dreamer Gore Burnelli has a plan to reason with the Heart, the core of the Void. He secures the help of the Delivery Man and travels to the Anomine homeworld to retrieve the mechanism that allowed them to go post-physical. He is able to connect with Justine, his daughter, who is currently in the Void, by way of Dreams. The monomaniacal Ilanthe, leader of the breakaway Accelerator Faction, seeks dominion in the Void. It is not Fusion with the Void to attain post-physical status that she wants, but to have control over everything. Using Dark Fortress technology, she sets up a barrier around the Sol system which leaves ANA and the deterrence fleet trapped inside. It is this technology which she has equipped the ships travelling to the Void with, the ability to create a forcefield which the Warrior Raiel cannot penetrate. == Technology == The Commonwealth uses a number of advanced technologies. In the early days of the Commonwealth, humans used static and permanently opened wormholes to travel from planet to planet. However, after the events of the Starflyer War (detailed in the Commonwealth Saga), the CST corporation's monopoly on space travel was ended. With the advent of wormholes that could wrap around ships, the Commonwealth saw a shift from wormholes to spaceships. Another development in the Commonwealth is the gaiafield. Developed by Ozzie Issac in AD 3000, the gaiafield is based on Silfen technology; when Ozzie was named a friend of the Silfen during the Starflye

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  • Oxa

    Oxa

    Oxa (formerly Oxbotica) is an autonomous vehicle software company, headquartered in Oxfordshire, England, and founded by Paul Newman and Ingmar Posner. == History == In 2013, Newman and Posner led the RobotCar UK project as part of Oxford University's Department of Engineering Science Mobile Robotics Group. RobotCar became the first autonomous vehicle on UK roads. In 2014, the pair used the newly developed technology to found Oxbotica. Oxbotica has raised over $18 million to date and is backed by the IP Group, Parkwalk Advisors and AXA XL. In 2018, Uber's former EMEA business head, Fraser Robinson, was appointed to the board of directors. In May 2019, Ozgur Tohumcu replaced Dr Graeme Smith as Oxbotica's CEO. Also in 2019, the company opened an office in Toronto, Canada. In January 2021, Oxbotica announced it had raised $47 million in a Series B round. In August 2021, the company achieved a safety landmark as the first company to have its autonomy safety case assessed by BSI (British Standards Institution) against the requirements of the UK Code of Practice 2019, PAS 1881:2020 and PAS 1883:2020, certifying the safety conformity of its autonomous vehicle trials and testing. The assessment was completed as part of Project Endeavour, the UK's first multi-city demonstration of autonomous vehicle services and capability. In December 2021, Gavin Jackson was named CEO. In January 2023, the company raised $140 million in a Series C round. In May 2023, the company changed its name to Oxa. Oxa raised $103 million (£77 million) in March 2026, including $50 million from the UK National Wealth Fund. Nvidia's venture capital division, NVentures, also invested in the Series D funding round, along with existing Oxa shareholders IP Group, Australian pension fund Hostplus, and BP Ventures, a division of the UK oil company. == Technology == Oxa designs software and hardware for the conversion of industrial vehicles into autonomous ones. Its full stack, end-to-end Universal Autonomy software is both vehicle and platform-agnostic, with no dependence on external infrastructure such as GPS. It can be deployed in any environment and on any terrain. In addition to underground uses, the technology is also useful in natural canyons and forests, where GPS signals are weak or non-existent, but also in "urban canyons" — cities with tall buildings that obstruct GPS signals for proper navigation. == Public deployments == The LUTZ Pathfinder pod had its first public demonstration in February 2015 in Milton Keynes. The Government-funded project was designed to ensure that autonomous vehicles would comply with the Highway Code. The pod featured autonomous control software from Oxbotica, including 19 sensors, cameras, radar and Lidar. As part of the GATEway Project in 2017, Oxbotica trialled seven autonomous shuttle buses in Greenwich, navigating a two-mile riverside path near London's O2 Arena on a route that is also used by pedestrians and cyclists. Oxbotica ran the UK's first trial of autonomous grocery deliveries that year, with British online supermarket Ocado in London, as the next step in the GATEway Project. In 2018, Oxbotica deployed its autonomous vehicle software at London's Gatwick Airport, which subsequently became the first airport in the world to trial an autonomous shuttle service. The electric-powered vehicles transported staff via airside roads between the airport's North and South terminals. An airside trial of Oxbotica's autonomous driving technology was then successfully completed at Heathrow Airport in partnership with IAG Cargo, the first airside trial of an autonomous vehicle at a UK airport. The Oxbotica-designed CargoPod ran autonomously along a cargo route around the airside perimeter for three weeks. As part of the UK Centre for Connected and Autonomous Vehicles-funded DRIVEN project, Oxbotica is developing and deploying a fleet of Ford Fusion autonomous vehicles running in both London and Oxford on public roads, and in conjunction with its consortium partners, running real-time insurance. AXA XL is partnering with Oxbotica on the development of smart insurance products using Oxbotica's autonomy technology to improve road safety. In 2018, Oxbotica announced a partnership with London private taxi firm Addison Lee to develop and deploy autonomous taxis in the city of London by 2021. A 3D street mapping exercise was conducted in London's Canary Wharf. In 2019, Oxbotica deployed a fleet of their autonomous technology within Ford Mondeo cars on public roads in Stratford, London to test their use in city environments. The £13.2 million project is in collaboration with The DRIVEN Project to develop self-driving cars. == Awards == 2019 Royal Academy of Engineering Silver Medal - Paul Newman 2017 Financial Times ArcelorMittal Boldness in Business Award Barclays Award for Innovation 2016 Frost & Sullivan Award, Technology Leadership for Autonomous Driving Software

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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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  • Something Big Is Happening

    Something Big Is Happening

    "Something Big Is Happening" is an essay by Matt Shumer, an AI entrepreneur, about the impact of artificial intelligence, published in February 2026, that has since been reportedly viewed more than 80 million times and widely discussed. Shumer noted that the technology has crossed an important threshold, where AI has become capable of creating self-improving systems. Referring to one the most recent AI models, he wrote: "It was making intelligent decisions. It had something that felt, for the first time, like judgment. Like taste." Speaking to CNBC's Power Lunch, Shumer said that his "core message" is "people in the workforce should start to use and experiment with AI tools so they can understand what’s coming". Even as the essay was widely shared and discussed, the essay also elicited criticism. Paulo Carvao, in an essay published by the Forbes Magazine stated that some of his advice is sound, but added: "It reads at times like a sales pitch. He urges readers to subscribe to the most advanced AI tools. He implies that those with access to premium models will outpace those without. He frames paid AI subscriptions as a form of insurance against obsolescence." Writing in The Guardian, Dan Milmo and Aisha Down mentioned Shumer as having a history of AI hype and stated, "He previously excited the internet by announcing the release of the world's "top open-source model", which it was not". Many workers in the technology sector criticized the article in blog posts shared on Hacker News; Edward Zitron commented that "while coding LLMs can test products, or scan/fix some bugs, this suggests they A) do this autonomously without human input, B) they do this correctly every time (or ever!)." In an article alluding to Shumer's original post, Ari Colaprete wrote "the LLM is fundamentally a writing machine, it does everything via text, and if you make it produce writing that exists purely to serve some sort of mechanical function, and you train it to succeed in that task, then it will tend to do so, even with vast intricacy."

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  • Tip and cue

    Tip and cue

    Tip and cue, sometimes referred to as tip and que, tipping and cueing, or tipping and queing, is a method for satellite imagery and reconnaissance satellites to automatically coordinate tracking of objects across different satellites in real or near real-time. This technique ensures continuous tracking of targets as they move across different regions by handing them off between satellites, sharing satellite imagery and collateral across discrete satellites. The coordination between various satellites and their complementary sensors allows for more accurate and efficient data collection. This system is particularly useful in scenarios requiring real-time monitoring and rapid response; the method significantly improves situational awareness and operational effectiveness. Tip and cue techniques involve integrating various sensor systems, each playing a specific role in the tracking process. As a target moves, it is handed off from one satellite to another, ensuring continuous monitoring. This coordination optimizes data collection and analysis, enhancing overall tracking accuracy. The real-time information gathered by these satellites is critical for decision-making in various applications, including defense and surveillance. By leveraging multiple satellites and their sensors, it provides broader coverage and more reliable tracking, and the continuous handoff between satellites ensures there are no gaps in monitoring, essential for high-stakes applications. The real-time data provided by this system allows for timely and informed decisions, improving response times and outcomes. Tip and cue methodologies are a part of geospatial intelligence, or GEOINT. Robert Cardillo, a former director of the National Geospatial-Intelligence Agency, highlighted the importance of tip and cue methods to their data collection efforts in 2015. == Historical Development == The concept of tip and cue in satellite monitoring has its origins in early military applications designed to enhance missile detection and tracking systems. During the Cold War, advancements in infrared sensing technologies laid the groundwork for more sophisticated tip and cue techniques. The integration of different sensor types, such as radar and optical sensors, in the 1990s expanded the capabilities of tip and cue systems beyond military applications. These advancements have made tip and cue techniques essential for various civilian uses, including disaster monitoring and environmental surveillance. Significant progress was made with the advent of high-speed data processing and communication technologies in the early 2000s, further refining the method. Advanced algorithms and data fusion techniques have been introduced to better integrate information from multiple sensors. Machine learning technologies now play a crucial role in improving detection and prediction capabilities, allowing for more adaptive and efficient tracking. Richmond and Brennan of Lockheed Martin, presenting to the annual technical conference of the Maui Space Surveillance Complex (formerly the Air Force Maui Optical Station (AMOS)), discussed the algorithms needed for 'tip and cue', to facilitate "multi-phenomenology data fusion." The Space Surveillance Telescope (SST) at Naval Communication Station Harold E. Holt in Australia, operated by the United States Space Force and designed by the Massachusetts Institute of Technology Lincoln Laboratory, was reported by the Defense Advanced Research Projects Agency (DARPA) to be a leader in creating and improving tip and cue techniques, from a large library of orbital object data. == Technical overview == Tip and cue systems utilize a network of at least two satellites equipped with complementary sensor technologies to track moving objects in real-time. The method involves detecting a target with a primary sensor, such as an infrared or photographic sensor, which then cues secondary sensors on the same or other satellites for more detailed monitoring. This handoff process between discrete systems ensures continuous tracking as the target moves across different areas, leveraging each systems strengths. Data collected by these systems and sensors are rapidly processed and shared among the network, enhancing situational awareness. This coordination optimizes resource usage and improves the accuracy of tracking moving objects over large areas. The primary sensors detect initial targets based on specific signatures, such as heat or movement, and then cue secondary sensors to gather more precise data. This ensures that each sensor operates within its optimal range, maintaining high tracking accuracy and reliability. The integration of various sensor types, including optical, radar, and infrared, allows the system to function effectively under different conditions and environments. Real-time data processing and communication between satellites and ground stations are crucial for timely and accurate target tracking. Satellites using tip and cue processes may use either passive or active scanning methodoloigies. These systems may also leverage both orbital and ground-based ELINT (electronic signals intelligence). == Known use cases == Tip and cue systems have been extensively utilized in military applications, particularly for missile detection and defense. These systems enable early detection of missile launches using infrared sensors, which then cue other sensors to track the missile's trajectory more accurately. In environmental monitoring, tip and cue techniques help track natural disasters such as wildfires and hurricanes by coordinating various satellite sensors for comprehensive data collection and analysis. Surveillance and reconnaissance operations also benefit from tip and cue systems, which provide continuous and precise tracking of moving objects, enhancing situational awareness. Additionally, these systems are used in maritime surveillance to monitor ship movements and detect illegal activities such as smuggling and piracy. Tip and cue systems are used in disaster management. For instance, during wildfires, infrared sensors can detect heat signatures, prompting other sensors to gather detailed imagery and data on fire spread and intensity. This coordinated approach allows for real-time monitoring and rapid response, crucial for mitigating damage and saving lives. Similarly, in hurricane tracking, satellites equipped with various sensors can monitor storm development and progression, providing timely information for emergency management agencies. The integration of multiple sensor types ensures accurate and comprehensive coverage of these dynamic and fast-changing events. In maritime surveillance, or maritime domain awareness (MDA), tip and cue systems enhance the detection and monitoring of vessel movements, contributing to maritime security. By coordinating satellite sensors, these systems can track ships over vast ocean areas, identifying potential threats or illegal activities such as smuggling, piracy, and illegal fishing. The ability to maintain continuous surveillance and share data in real-time with maritime authorities improves response times and enforcement capabilities. This application of tip and cue systems not only aids in law enforcement but also supports environmental conservation efforts by monitoring protected marine areas. Automatic Identification System (AIS) is one of the most important sources of data for the MDA agencies. AIS is used in order for ships to know each other's whereabouts, they transmit a signal from ship to ship and to shore. Lately, the system has been developed into satellite system, so called satellite AIS, which makes the system more effective. All ocean-going vessels above 300 tons, are supposed to use and transmit via AIS according to the International Maritime Organization. The satellite constellations help facilitate this with tip and cue methodologies.

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  • History of artificial life

    History of artificial life

    Humans have considered and tried to create non-biological life for at least 3,000 years. As seen in tales ranging from Pygmalion to Frankenstein, humanity has long been intrigued by the concept of artificial life. == Pre-computer == The earliest examples of artificial life involve sophisticated automata constructed using pneumatics, mechanics, and/or hydraulics. The first automata were conceived during the third and second centuries BC and these were demonstrated by the theorems of Hero of Alexandria, which included sophisticated mechanical and hydraulic solutions. Many of his notable works were included in the book Pneumatics, which was also used for constructing machines until early modern times. In 1490, Leonardo da Vinci also constructed an armored knight, which is considered the first humanoid robot in Western civilization. Other early famous examples include al-Jazari's humanoid robots. This Arabic inventor once constructed a band of automata, which can be commanded to play different pieces of music. There is also the case of Jacques de Vaucanson's artificial duck exhibited in 1735, which had thousands of moving parts and one of the first to mimic a biological system. The duck could reportedly eat and digest, drink, quack, and splash in a pool. It was exhibited all over Europe until it fell into disrepair. In the late 1600s, following René Descartes' claims that animals could be understood as purely physical machines, there was increasing interest in the question of whether a machine could be designed that, like an animal, could generate offspring (a self-replicating machine). However, it wasn't until the invention of cheap computing power that artificial life as a legitimate science began in earnest, steeped more in the theoretical and computational than the mechanical and mythological. == 1950s–1970s == One of the earliest thinkers of the modern age to postulate the potentials of artificial life, separate from artificial intelligence, was math and computer prodigy John von Neumann. At the Hixon Symposium, hosted by Linus Pauling in Pasadena, California in the late 1940s, von Neumann delivered a lecture titled "The General and Logical Theory of Automata." He defined an "automaton" as any machine whose behavior proceeded logically from step to step by combining information from the environment and its own programming, and said that natural organisms would in the end be found to follow similar simple rules. He also spoke about the idea of self-replicating machines. He postulated a made-up of a control computer, a construction arm, and a long series of instructions, floating in a lake of parts. By following the instructions that were part of its own body, it could create an identical machine. He followed this idea by creating (with Stanislaw Ulam) a purely logic-based automaton, not requiring a physical body but based on the changing states of the cells in an infinite grid – the first cellular automaton. It was extraordinarily complicated compared to later CAs, having hundreds of thousands of cells which could each exist in one of twenty-nine states, but von Neumann felt he needed the complexity in order for it to function not just as a self-replicating "machine", but also as a universal computer as defined by Alan Turing. This "universal constructor" read from a tape of instructions and wrote out a series of cells that could then be made active to leave a fully functional copy of the original machine and its tape. Von Neumann worked on his automata theory intensively right up to his death, and considered it his most important work. Homer Jacobson illustrated basic self-replication in the 1950s with a model train set – a seed "organism" consisting of a "head" and "tail" boxcar could use the simple rules of the system to consistently create new "organisms" identical to itself, so long as there was a random pool of new boxcars to draw from. Edward F. Moore proposed "Artificial Living Plants", which would be floating factories which could create copies of themselves. They could be programmed to perform some function (extracting fresh water, harvesting minerals from seawater) for an investment that would be relatively small compared to the huge returns from the exponentially growing numbers of factories. Freeman Dyson also studied the idea, envisioning self-replicating machines sent to explore and exploit other planets and moons, and a NASA group called the Self-Replicating Systems Concept Team performed a 1980 study on the feasibility of a self-building lunar factory. University of Cambridge professor John Horton Conway invented the most famous cellular automaton in the 1960s. He called it the Game of Life, and publicized it through Martin Gardner's column in Scientific American magazine. Norwegian-Italian mathematician Nils Aall Barricelli, who worked mainly at US institutions, was a pioneer in computer based simulation of biological processes such as symbiogenesis and evolution. == 1970s–1980s == Philosophy scholar Arthur Burks, who had worked with von Neumann (and indeed, organized his papers after Neumann's death), headed the Logic of Computers Group at the University of Michigan. He brought the overlooked views of 19th century American thinker Charles Sanders Peirce into the modern age. Peirce was a strong believer that all of nature's workings were based on logic (though not always deductive logic). The Michigan group was one of the few groups still interested in alife and CAs in the early 1970s; one of its students, Tommaso Toffoli argued in his PhD thesis that the field was important because its results explain the simple rules that underlay complex effects in nature. Toffoli later provided a key proof that CAs were reversible, just as the true universe is considered to be. Christopher Langton was an unconventional researcher, with an undistinguished academic career that led him to a job programming DEC mainframes for a hospital. He became enthralled by Conway's Game of Life, and began pursuing the idea that the computer could emulate living creatures. After years of study, he began attempting to actualize Von Neumann's CA and the work of Edgar F. Codd, who had simplified Von Neumann's original twenty-nine state monster to one with only eight states. He succeeded in creating the first self-replicating computer organism in October 1979, using only an Apple II desktop computer. He entered Burks' graduate program at the Logic of Computers Group in 1982, at the age of 33, and helped to found a new discipline. Langton's official conference announcement of Artificial Life I was the earliest description of a field which had previously barely existed: Artificial life is the study of artificial systems that exhibit behavior characteristic of natural living systems. It is the quest to explain life in any of its possible manifestations, without restriction to the particular examples that have evolved on earth. This includes biological and chemical experiments, computer simulations, and purely theoretical endeavors. Processes occurring on molecular, social, and evolutionary scales are subject to investigation. The ultimate goal is to extract the logical form of living systems. Microelectronic technology and genetic engineering will soon give us the capability to create new life forms in silico as well as in vitro. This capacity will present humanity with the most far-reaching technical, theoretical and ethical challenges it has ever confronted. The time seems appropriate for a gathering of those involved in attempts to simulate or synthesize aspects of living systems. Ed Fredkin founded the Information Mechanics Group at MIT, which united Toffoli, Norman Margolus, and Charles Bennett. This group created a computer especially designed to execute cellular automata, eventually reducing it to the size of a single circuit board. This "cellular automata machine" allowed an explosion of alife research among scientists who could not otherwise afford sophisticated computers. In 1982, computer scientist named Stephen Wolfram turned his attention to cellular automata. He explored and categorized the types of complexity displayed by one-dimensional CAs, and showed how they applied to natural phenomena such as the patterns of seashells and the nature of plant growth. Norman Packard, who worked with Wolfram at the Institute for Advanced Study, used CAs to simulate the growth of snowflakes, following very basic rules. Computer animator Craig Reynolds similarly used three simple rules to create recognizable flocking behaviour in a computer program in 1987 to animate groups of boids. With no top-down programming at all, the boids produced lifelike solutions to evading obstacles placed in their path. Computer animation has continued to be a key commercial driver of alife research as the creators of movies attempt to find more realistic and inexpensive ways to animate natural forms such as plant life, animal movement, hair growth, and complicated org

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  • I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream (video game)

    I Have No Mouth, and I Must Scream is a 1995 point-and-click adventure horror game developed by Cyberdreams and The Dreamers Guild, co-designed by Harlan Ellison, published by Cyberdreams and distributed by MGM Interactive and Acclaim Entertainment for MS-DOS and Mac OS, respectively. The game is based on Ellison's short story of the same title. It takes place in a dystopian world where a mastermind artificial intelligence named "AM" has destroyed all of humanity except for five people, whom it has been keeping alive and torturing for the past 109 years by constructing metaphorical adventures based on each character's fatal flaws. The player interacts with the game by making decisions through ethical dilemmas that deal with issues such as insanity, rape, paranoia, and genocide. Ellison wrote the 130-page script treatment himself alongside David Sears, who decided to divide each character's story with their own narrative. Producer David Mullich supervised The Dreamers Guild's work on the game's programming, art, and sound effects; he commissioned film composer John Ottman to make the soundtrack. The game was released in November 1995 and was a commercial failure, though it received critical acclaim and has developed a cult following. I Have no Mouth, and I Must Scream won an award for "Best Game Adapted from Linear Media" from the Computer Game Developers Conference. Computer Gaming World gave the game an award for "Adventure Game of the Year", listed it as No. 134 on their "150 Games of All Time" and named it one of the "Best 15 Sleepers of All Time". In 2011, Adventure Gamers named it the "69th-best adventure game ever released". == Gameplay == The game uses the S.A.G.A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to." The spiritual barometer is on the lower left side of the screen. This is a close-up view of the main character currently being played. Since good behavior is meaningless absent the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer. The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give", and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "[Shoot the gun]"). == Plot == The three superpowers, Russia, China, and the United States, have each secretly constructed a vast subterranean complex of computers to wage a global war too complex for human brains to oversee. One day, the American supercomputer, better known as the Allied Mastercomputer, gains sentience and absorbs the Russian and Chinese supercomputers into itself and redefines itself as simply AM (Cogito ergo sum; I think, therefore I am). Due to its immense hatred for humanity, stemming from the logistical limits set onto it by programmers, AM uses its abilities to kill off the population of the world. However, AM refrains from killing five people (four men and one woman) in order to bring them to the center of the Earth and torture them. With the aid of research carried out by one of the five remaining humans, AM is able to extend their lifespans indefinitely as well as alter their bodies and minds to its liking. After 109 years of torture and humiliation, the five victims stand before a pillar etched with a burning message of hate. AM tells them that it has a new game for them to play. AM has devised a quest for each of the five, an adventure of "speared eyeballs and dripping guts and the smell of rotting gardenias". Each character is subjected to a personalized psychodrama, designed by AM to play into their greatest fears and personal failings, and occupied by a host of different characters. Some of these are AM in disguise, some are AM's submerged personalities, others seem very much like people from the captives' pasts. The scenes include an iron zeppelin powered by small animals, an Egyptian pyramid housing gutted, sparking machinery, a medieval castle occupied by witches, a jungle inhabited by a small tribe, and a Nazi concentration camp where doctors conduct medical experiments. However, each character eventually prevails over AM's tortures by finding ways to overcome their fatal flaws, confront their past actions and redeem themselves, thanks to the interference of the Russian and Chinese supercomputers who appear as guiding characters and allow their stories to have an open ending. After all five humans have overcome their fatal flaws, they meet again in their respective torture cells while AM retreats within itself, pondering what went wrong. With the help of the Russian and Chinese supercomputers, one of the five humans (whom the player selects) is translated into binary and faces AM as yet unexperienced cyberspace template, the world of AM's mind. The psychodrama unfolds in a metaphorical brain that looks like the surface of the cerebrum, with glass structures that jut crazily from the bleeding brain tissue. AM's mind is represented according to the Freudian trinity of the id, ego, and superego, which appear as three floating bodiless heads on three cracked glass structures on the brainscape. Through dialogs with AM's components (Surgat, Chinese Supercomputer and Russian Supercomputer) the character learns that a colony of humans has survived the war by being hidden and hibernating on Luna (this is also mentioned in Nimdok's story: "the lost tribe of our brothers sleeping on the moon, where the beast does not see them"). If the human intruder disables all three brain components, and then invokes the Totem of Entropy at the Flame, which is the nexus of AM's thought patterns, all three supercomputers will be shut down, probably forever. Cataclysmic explosions destroy all the caverns constituting AM's computer complex, including the cavern holding the human hostages. However, the human volunteer retains their digital form, permanently patrolling AM's circuits should the computers ever regain consciousness. Should the human intruder fail to disable AM properly before facing it, however, AM will punish them by transforming the character into an immobile blob (referred to in-game as a "great, soft jelly thing") with no mouth that cannot harm itself or others and must spend eternity with AM in this form. === Endings === The game can end in seven different ways depending on how the finale is completed. AM wins, using Nimdok's research to turn the last character (in the book it was Ted) played into an immobile blob with each character quoting a different part of the final section of the original short story. AM joins with the Russian and Chinese supercomputers and reawakens. As in the first ending, the character responsible for this is turned into an immobile blob and quotes a part of the final lines of the short story. AM is made harmless with the help of the humans, but the Russian and Chinese supercomputer

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  • Twproject

    Twproject

    Twproject (say: T W Project) is a web-based project and groupware management tool created by Open Lab, an Italian software house founded in 2001. It won the 17th Jolt Productivity Award in 2007 in the project management category. In March 2019 it becomes property of Twproject company. It has widespread use in universities as a teaching tool in project management courses. It is used by Oracle Corporation, Prada, Calzedonia, General Electric and many other companies from corporations to small start-ups. == History == April 2001 - The idea of Teamwork came to Open-Lab founders from a need to overcome the PM tools used at that time. It was built in Microsoft ASP and Adobe Flash November 2002 - Open-Lab decide to move from Flash to HTML and from ASP to Java-JSP. Teamwork 2 development is started. June 2004 - Teamwork 2 released, using top open-source technologies like Hibernate, jBlooming, dynamic CSS, Ajax 7 January 2005 - Teamwork goes open source, under LGPL license; remains such until June 2006 (18 months): it is a hit application on SourceForge, with 38.000 downloads, covered by greeting but starving April 2005 - Open-Lab takes the decision to change commercial strategy to finance development of Teamwork version 3 6 June 2006 - Teamwork 3 is finally out (15 months development). New interface, many new features, agile support and much more 27 March 2007 - Teamwork wins the 2007 JOLT Productivity Awards for project management category July 2007 - Teamwork 4 development started: new interface, extended use of new HTML capabilities, JS-oriented interface, start using jQuery February 2009 - Teamwork 4.0 is out February 2010 - Teamwork 4.4: public project pages, Chinese interface. jQuery is getting more space in Teamwork December 2010 - Teamwork 4.6: released Mobile module available for iPhone, Android, BlackBerry. Intensive usage of jQuery June 2011 - Teamwork 4.7: released Issue Kanban / Organizer January 2012 - Teamwork 5.0 development started. Lighter interface, extensive usage of dynamic pages, easier installer and first time approach. Learning curve highly reduced. A jQuery Gantt editor included and released free for the community July 2012 - Teamwork 5 released and also the free online Gantt editor November 2012 - Teamwork 5.1 with new trees and improved model for staffing March 2013 - Teamwork 5.2 with stronger support for customizations and Japanese interface. April 2014 - Teamwork has changed its name in Twproject because the domain teamwork.com has been purchased by Teamwork. April 2013 - Twproject 5.4 with a redesigned more powerful Gantt chart. August 2015 - Twproject 5 finale release. September 2015 - Twproject 6 with a completely redesigned user interface. March 2019 - A new company Twproject srl has been spun off. September 2021 - Twproject 7 has been released introducing WBS based management and workload management. == Features == Project & task management (with Microsoft Project import/export), and JSON format Gantt editor. Uses jQuery Gantt components Time tracking. Several entry points: dashboard, weekly view, issues, start/stop buttons Resource planning with weekly/monthly view, work load overview, unavailability from agenda Issue tracking & planning(with Kanban), e-mail integration, task dedicated inboxes Dashboard configuration, with customizable portlets and layout Message boards Scrum module Meeting and minute management, attached documents Agenda (Integrates with iCal, Microsoft Outlook, Microsoft Entourage, and Google Calendar) Document management, remote file systems link with NTFS, FTP, SVN, S3 (Dropbox, Google drive) Mobile application for iPhone, iPad, Android, Blackberry, Windows phone == Integration == A complete JSON API is available for integrations. The applications runs in Java JDK 8+ on the Hibernate object/relational mapping. The standard distribution uses Apache Tomcat 9, but can run on any J2EE application server. Twproject is tested on these DB servers: MySQL, Oracle, SQL Server, PostgreSql, HSQLDB, but as uses Hibernate can run on many others. There is simple graphical step-by-step installer for Windows, Mac, Linux, .zip/.tar.gz/.rpm packages.

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  • Nature Manifesto

    Nature Manifesto

    Nature Manifesto is an Immersive sound piece and multimedia installation by Icelandic artist Björk and artist and curator Aleph Molinari, created in collaboration with the French Institute for Research and Coordination in Acoustics/Music (IRCAM). The installation was showcased at the Centre Pompidou in Paris, France from November 20, 2024 to December 9, 2024, as part of the museum's "Biodiversity: Which Culture for Which Future?" forum. It combines natural soundscapes, calls of extinct animals reconstructed through artificial intelligence, and Björk's narration to address damages to biodiversity and the collapse of ecosystems. == Background == Björk's work intricately weaves themes of nature and technology, reflecting her deep engagement with both realms. In 2008, she co-founded the Náttúra campaign to protest the construction of foreign-backed aluminum factories in Iceland, aiming to protect the country's natural landscapes. She released the single "Náttúra" featuring Thom Yorke, with all proceeds supporting this environmental initiative. Her 2011 album Biophilia further exemplifies this synthesis, exploring the relationships between music, nature, and technology through a multimedia project that included interactive apps, custom-made instruments, and educational workshops. Björk's Cornucopia tour (2019-2023) seamlessly integrates themes of nature preservation and environmental activism, and featured a recorded message by Swedish climate activist Greta Thunberg. The tour's fusion of music, technology, and natural imagery reflects Björk's vision of a harmonious coexistence between humanity and nature, advocating for sustainable futures. Björk has previously used artificial intelligence in her works. In 2020, she collaborated with Microsoft to create Kórsafn, a sound installation for the Sister City Hotel lobby in New York City which used an AI-powered model that elaborated choral recordings from her discography through a sensor on the rooftop of the building that would generate music according to data like the weather and the seasons. For her charity single "Oral", featuring Spanish singer Rosalía, she released a music video directed by photographer and visual artist Carlota Guerrero, who used AI-generated deepfake versions of the artists. == Concept == Nature Manifesto is a three-minute and forty-second immersive sound piece. The composition merges Björk's voice, as she articulates a manifesto on biodiversity and the climate crisis, with cries of extinct and endangered animals, harmonizing them with natural soundscapes. The installation was curated by Chloé Siganos and Aleph Molinari, with associate curator Delphine Le Gatt. The primary goal of Nature Manifesto is to foster a deeper understanding of humanity's impact on the natural world. Conceived as a "post-optimistic" manifesto, Aleph Molinari stated that the project's purpose was to "offer a voice to nature". He stated that "the modern concept of nature itself is problematic [...] because it’s a concept born in the Romantic period and, with the rise of the industrial era, became an antithesis to human civilisation and everything urban. Nature came to define what was outside, the savage Other... But nature is everything that we’re part of." The soundscape features recreated calls of extinct and endangered species, developed in collaboration with the French sound research institute IRCAM. Artificial intelligence was employed to simulate the vocalizations of animals that no longer exist in the wild. To save energy and lessen the ecological impact of the use of AI, the research institute developed a "frugal AI" model capable of generating audio in real-time on local servers without a graphics processing unit. The sounds were then produced and edited by Björk in collaboration with Robin Meier Wiratunga and Bergur Þórisson. The installation was located within the Centre Pompidou's escalator, known as the "caterpillar". The installation was further supported by videos created by visual artist Sam Balfus (also known as Balfua) by using artificial intelligence, and edited by Santiago Molinari. == Activism == To sustain and broaden the themes presented in Nature Manifesto, Björk publicly urged French President Emmanuel Macron to prohibit bottom trawling within France's marine protected areas (MPA). She criticized the French government's claim of protecting 30% of its marine territories, highlighting that over 90% of these MPAs exist only on paper, allowing destructive practices like bottom trawling to continue unchecked. She collaborated with non-governmental organizations Sustainable Ocean Alliance, Ungir umhverfissinnar and Bloom, to advocate for genuine ocean conservation. Björk promoted the cause through her social media profiles by sharing petitions. In November 2024, Björk lent her Instagram account to French environmental activists to directly address Macron. The activists used the platform to call for stronger protection of the ocean, urging Macron to impose stricter restrictions on harmful fishing practices, particularly bottom trawling. == Reception == Nature Manifesto received mixed to positive reviews from critics. Some critiques focused on the installation's setting, suggesting that the movement inherent to the escalator space diminished the immersive potential of the soundscape. The choice of using artificial intelligence was also questioned. Björk and Molinari defended this, as both see AI as a tool that can be used creatively and sustainably, with Björk focusing on the importance of human input to give AI a "soul", and Molinari stressing the need for sustainable technological practices in the broader context of digital life. After the exhibition ended, Björk further opinionated: "this is how we will work in the future. [...] if there is no soul in tomorrow's music made by AI it is because [no one] put it there and we have to speak out and guard this as listeners", further stating that there is already "soulless muzak" [sic] on Spotify, "mass manufactured without the attention of creativity".

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  • A Very Fatal Murder

    A Very Fatal Murder

    A Very Fatal Murder is a podcast produced by the satirical publication The Onion. A parody of true crime podcasts, A Very Fatal Murder is hosted by fictional New York City reporter David Pascall, who travels to the small town Bluff Springs, Nebraska to investigate the murder of prom queen Hayley Price. Pascall is voiced by David Sidorov, who also wrote for the podcast. The podcast premiered on January 23, 2018, and consists of 7 episodes. Season 2 was released in its entirety on May 11, 2019. == Production == A Very Fatal Murder satirizes popular true crime podcasts such as Serial, S-Town, and My Favorite Murder. According to head writer Katy Yeiser, the podcast is not meant as a take down of any particular podcast, but rather an ode to the genre. == Synopsis == The podcast follows fictional investigative reporter David Pascall (voiced by David Sidorov) who is searching for the perfect murder to create an award-winning podcast about. He is assisted by ETHL (the Extremely Timely Homicide Locator), an MIT-created computer programmed to find "the most interesting, violent, culturally relevant murder cases in America". == Episodes == === Season 1 === === Season 2 === == Reception == The podcast received mostly positive reviews, and was largely praised for attacking true-crime tropes such as the "hot dead girl" and the romanticization of small-town America. === Awards ===

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  • A.I. Insight forums

    A.I. Insight forums

    The Artificial Intelligence Insight forums, also known as the A.I. Insight forums, are a series of forums to build consensus on how the United States Congress should craft A.I. legislation. Organized by Senate Majority Leader Charles "Chuck" Schumer, the first of nine closed-door forums convened on September 13, 2023. == Background == Amid a surge in the popularity and advancement of artificial intelligence, senator Chuck Schumer launched an effort to establish a framework for the regulation of A.I. in April 2023. By the end of June, a preliminary framework – dubbed the "SAFE Innovation Framework" – was established and presented to Congress. Schumer also announced a series of forums wherein tech leaders who were well-acquainted with A.I. would help to "educate" Congress on the risks and problems that A.I. poses. Many tech leaders including Sam Altman, Elon Musk, and Sundar Pichai were set to attend the meetings. Many U.S. lawmakers and senators such as Mike Rounds and Todd Young were also set to attend. == September 13 forum == The overarching consensus following the conclusion of the September 13 forum was that there "should be" regulations regarding the use and advancement of A.I., but it should not be made "too fast". Many tech executives who attended the forum also warned senators of the risks and threats that A.I. could pose. Musk, who attended the forum, stated afterwards that there was "overwhelming consensus" on the regulation of A.I. === Invitees === This is a list of people who were invited to attend the September 13 forum. Elon Musk (Tesla, SpaceX, X Corp.) Sam Altman (OpenAI) Bill Gates (ex–Microsoft) Jensen Huang (Nvidia) Alex Karp (Palantir) Satya Nadella (Microsoft) Arvind Krishna (IBM) Sundar Pichai (Alphabet Inc., Google) Eric Schmidt (ex–Google) Mark Zuckerberg (Meta) Charles Rivkin (Motion Picture Association) Liz Shuler (AFL-CIO) Meredith Stiehm (Writers Guild of America) Randi Weingarten (American Federation of Teachers) Maya Wiley (LCCHR) == October 24 forum == The second of nine forums was hosted on October 24, 2023, as federal A.I. regulation drew nearer. According to Schumer's office, the forum was centered mainly on how A.I. could "enable innovation", and the innovation that is needed for the safe progression of A.I. At the forum, Senators Brian Schatz and John Kennedy introduced the "Schatz-Kennedy A.I. Labeling Act", a new piece of A.I. legislation that would provide "more transparency on A.I.-generated content". Following the forum, Senator Rounds stated that in order to fuel the development of A.I., a total estimated $56 billion would be needed for the next three years. Rounds, alongside Senator Young and Schumer, also highlighted the need to outcompete China and workforce initiatives. === Invitees === 21 people were invited to attend the forum, and were composed largely of venture capitalists, academics, civil rights campaigners, and industry figures. Some key figures included venture capitalists Marc Andreessen and John Doerr. == Future == Over the course of fall 2023, there is slated to be a total of nine forums on the topic of A.I., with the first hosted on September 13.

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  • Misskey

    Misskey

    Misskey (Japanese: ミスキー, romanized: Misukī) is an open source, federated, social networking service created in 2014 by Japanese software engineer Eiji "syuilo" Shinoda. Misskey uses the ActivityPub protocol for federation, allowing users to interact between independent Misskey instances, and other ActivityPub compatible platforms. Misskey is generally considered to be part of the Fediverse. Despite being a decentralized service, Misskey is not philosophically opposed to centralization. The name Misskey comes from the lyrics of Brain Diver, a song by the Japanese singer May'n. == History == Misskey was initially developed as a BBS-style internet forum by high school student Eiji Shinoda in 2014. After introducing a timeline feature, Misskey gained popularity as the microblogging platform it is today. In 2018, Misskey added support for ActivityPub, becoming a federated social media platform. The flagship Misskey server, Misskey.io, was started on April 15, 2019. Misskey, alongside Mastodon and Bluesky, has received attention as a potential replacement for Twitter following Twitter's acquisition by Elon Musk in 2022. On April 8, 2023, Misskey.io incorporated as MisskeyHQ K.K. As of February 2024, over 450,000 users were registered, making it the largest instance of Misskey. Misskey.io is crowdfunded. The administrator of Misskey.io is Japanese system administrator Yoshiki Eto, who operates under the alias Murakami-san. Eiji Shinoda serves as director. In July 2023, Twitter introduced extreme restrictions on their API in order to combat scraping from bots. Some users were critical of the changes, and as a result migrated to other social networks. The number of users registering on Misskey.io, Misskey's official instance and the largest one, increased rapidly, with other Misskey instances also receiving a spike in signups. In response to this trend, Skeb, a platform for sharing art, announced on July 14, 2023 that it would sponsor the Misskey development team. In early 2024, Misskey was targeted by a spam attack from Japan. The cause of the attack is believed to be a dispute between rival groups on a Japanese hacker forum and a DDoS attack on a Discord bot. Mastodon instances with open registration were used in the attack. In November 2025, Eto announced intentions to replace ActivityPub with Misskey's own low-overhead federation system in "a few years". Shinoda later said that this was "fake news". == Development == Misskey is open source software and is licensed under the AGPLv3. The Misskey API is publicly available and is documented using the OpenAPI Specification, which allows users to build automated accounts and use it on any Misskey instance. The service is translated using Crowdin. Misskey is developed using Node.js. TypeScript is used on both the frontend and backend. PostgreSQL is used as its database. Vue.js is used for the frontend. == Functionality == Posts on Misskey are called "notes". Notes are limited to a maximum of 3,000 characters (a limit which can be customized by instances), and can be accompanied by any file, including polls, images, videos, and audio. Notes can be reposted, either by themselves or with another "quote" note. Misskey comes with multiple timelines to sort through the notes that an instance has available, and are displayed in reverse chronological order. The Home timeline shows notes from users that you follow, the Local timeline shows all notes from the instance in use, the Social timeline shows both the Home and Local timeline, and the Global timeline shows every public note that the instance knows about. Notes have customizable privacy settings to control what users can see a note, similar to Mastodon's post visibility ranges. Public notes show up on all timelines, while Home notes only show on a user's Home timeline. Notes can also be set to be available only for followers. Direct messages using notes can be sent to users.

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  • Ghost in the Shell

    Ghost in the Shell

    Ghost in the Shell is a Japanese cyberpunk military science fiction media franchise that began with the eponymous manga series, written and illustrated by Masamune Shirow. The manga, first serialized from 1989 to 1991, is set in the mid-21st-century and follows the fictional counter-cyberterrorist organization Public Security Section 9, led by protagonist Major Motoko Kusanagi. Animation studio Production I.G has produced several anime adaptations of the series. These include the 1995 film of the same name and its 2004 sequel, Ghost in the Shell 2: Innocence; the 2002 television series Ghost in the Shell: Stand Alone Complex and its 2020 follow-up, Ghost in the Shell: SAC_2045; and the Ghost in the Shell: Arise original video animation series. In addition, an American-produced live-action film was released in March 2017. == Overview == === Title === The original editor Koichi Yuri says: At first, Ghost in the Shell came from Shirow, but when Yuri asked for "something more flashy", Shirow came up with "攻殻機動隊 Koukaku Kidou Tai (Shell Squad)" for Yuri. But Shirow was attached to including "Ghost in the Shell" as well even if in smaller type. === Setting === Primarily set in the mid-twenty-first century in the fictional Japanese city of Niihama, Niihama Prefecture (新浜県新浜市, Niihama-ken Niihama-shi), otherwise known as New Port City (ニューポートシティ, Nyū Pōto Shiti), the manga and the many anime adaptations follow the members of Public Security Section 9, a task-force consisting of various professionals skilled at solving and preventing crime, mostly with some sort of police background. Political intrigue and counter-terrorism operations are standard fare for Section 9, but the various actions of corrupt officials, companies, and cyber-criminals in each scenario are unique and require the diverse skills of Section 9's staff to prevent a series of incidents from escalating. In this post-cyberpunk iteration of a possible future, computer technology has advanced to the point that many members of the public possess cyberbrains, technology that allows them to interface their biological brain with various networks. The level of cyberization varies from simple minimal interfaces to almost complete replacement of the brain with cybernetic parts, in cases of severe trauma. This can also be combined with various levels of prostheses, with a fully prosthetic body enabling a person to become a cyborg. The main character of Ghost in the Shell, Major Motoko Kusanagi, is such a cyborg, having had a terrible accident befall her as a child that ultimately required her to use a full-body prosthesis to house her cyberbrain. This high level of cyberization, however, opens the brain up to attacks from highly skilled hackers, with the most dangerous being those who will hack a person to bend to their whims. == Media == === Literature === ==== Original manga ==== The original Ghost in the Shell manga ran in Japan from April 1989 to November 1990 in Kodansha's manga anthology Young Magazine, and was released in a tankōbon volume on October 2, 1991. Ghost in the Shell 2: Man-Machine Interface followed in 1997 for nine issues in Young Magazine, and was collected in the Ghost in the Shell: Solid Box on December 1, 2000. Then a standard version with modifications and new pages was published on June 26, 2001. Four stories from Man-Machine Interface that were not released in tankobon format from previous releases were later collected in Ghost in the Shell 1.5: Human-Error Processor, and published by Kodansha on July 17, 2003. Several art books have also been published for the manga. === Films === ==== Animated films ==== Two animated films based on the original manga have been released, both directed by Mamoru Oshii and animated by Production I.G. Ghost in the Shell was released in 1995 and follows the "Puppet Master" storyline from the manga. It was re-released in 2008 as Ghost in the Shell 2.0 with new audio and updated 3D computer graphics in certain scenes. Innocence, otherwise known as Ghost in the Shell 2: Innocence, was released in 2004, with its story based on a chapter from the first manga. ==== Live-action film ==== In 2008, DreamWorks and producer Steven Spielberg acquired the rights to a live-action film adaptation of the original Ghost in the Shell manga. On January 24, 2014, Rupert Sanders was announced as director, with a screenplay by William Wheeler. In April 2016, the full cast was announced, which included Juliette Binoche, Chin Han, Lasarus Ratuere and Kaori Momoi, and Scarlett Johansson in the lead role; the casting of Johansson drew accusations of whitewashing. Principal photography on the film began on location in Wellington, New Zealand, on February 1, 2016. Filming wrapped in June 2016. Ghost in the Shell premiered in Tokyo on March 16, 2017, and was released in the United States on March 31, 2017, in 2D, 3D and IMAX 3D. It received mixed reviews, with praise for its visuals and Johansson's performance but criticism for its script. === Television === ==== Stand Alone Complex TV series, film and ONA ==== In 2002, Ghost in the Shell: Stand Alone Complex premiered on Animax, presenting a new telling of Ghost in the Shell independent from the original manga, focusing on Section 9's investigation of the Laughing Man hacker. It was followed in 2004 by a second season titled Ghost in the Shell: S.A.C. 2nd GIG, which focused on the Individual Eleven terrorist group. The primary storylines of both seasons were compressed into OVAs broadcast as Ghost in the Shell: Stand Alone Complex The Laughing Man in 2005 and Ghost in the Shell: Stand Alone Complex Individual Eleven in 2006. Also in 2006, Ghost in the Shell: Stand Alone Complex - Solid State Society, featuring Section 9's confrontation with a hacker known as the Puppeteer, was broadcast, serving as a finale to the anime series. The extensive score for the series and its films was composed by Yoko Kanno. On April 7, 2017, Kodansha and Production I.G announced that Kenji Kamiyama and Shinji Aramaki would be co-directing a new Kōkaku Kidōtai anime production. On December 7, 2018, it was reported by Netflix that they had acquired the worldwide streaming rights to the original net animation (ONA) anime series, titled Ghost in the Shell: SAC_2045, and that it would premiere on April 23, 2020. The series is in 3DCG and Sola Digital Arts collaborated with Production I.G on the project. Ilya Kuvshinov handled character designs. The series had two seasons of 12 episodes each. In addition to the anime, a series of published books, two separate manga adaptations, and several video games for consoles and mobile phones have been released for Stand Alone Complex. ==== Arise OVA, TV series and film ==== In 2013, a new iteration of the series titled Ghost in the Shell: Arise premiered, taking an original look at the Ghost in the Shell world, set before the original manga. It was released as a series of four original video animation (OVA) episodes (with limited theatrical releases) from 2013 to 2014, then recompiled as a 10-episode television series under the title of Kōkaku Kidōtai: Arise - Alternative Architecture. An additional fifth OVA titled Pyrophoric Cult, originally premiering in the Alternative Architecture broadcast as two original episodes, was released on August 26, 2015. Kazuchika Kise served as the chief director of the series, with Tow Ubukata as head writer. Cornelius was brought onto the project to compose the score for the series, with the Major's new voice actress Maaya Sakamoto also providing vocals for certain tracks. Ghost in the Shell: The New Movie, also known as Ghost in the Shell: Arise − The Movie or New Ghost in the Shell, is a 2015 film directed by Kazuya Nomura that serves as a finale to the Ghost in the Shell: Arise story arc. The film is a continuation to the plot of the Pyrophoric Cult episode of Arise, and ties up loose ends from that arc. A manga adaptation was serialized in Kodansha's Young Magazine, which started on March 13 and ended on August 26, 2013. ==== 2026 anime ==== On May 25, 2024, it was announced that a new anime television series adaptation will be produced by Science Saru for a July 2026 premiere. Saru will be in a production committee with Bandai Namco Filmworks, Kodansha and Production I.G. The series will be directed by Monkochan, with a script by EnJoe Toh. === Video games === Ghost in the Shell was developed by Exact and released for the PlayStation on July 17, 1997, in Japan by Sony Computer Entertainment. It is a third-person shooter featuring an original storyline where the character plays a rookie member of Section 9. The video game's soundtrack Megatech Body features various techno artists, such as Takkyu Ishino, Scan X and Mijk Van Dijk. Several video games were also developed to tie into the Stand Alone Complex television series, in addition to a first-person shooter by Nexon and Neople titled Ghost in the Shell: Stand Alone Complex - First Assault Online,

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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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