AI Assistant Maker

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

  • Singularity studies

    Singularity studies

    Singularity studies is an interdisciplinary academic field which examines the idea of technological singularity — the hypothesised point at which artificial intelligence may surpass human intelligence, might be attained by artificial intelligence (AI), robotics, and other technologies and sciences, and its social impacts. In this academic field, the study and research are conducted across a broad array of terrains such as information science, robotics, social informatics, economics, philosophy, and ethics. The primary aim of singularity studies is to gain an integrative understanding of the transformation of social systems occurring in tandem with the explosive evolution of AI and also the changes to be effected by such transformation in the view of humans, ethics, and legal systems. == History == An academic work on technological singurality has appeared in computer science, philosophy, sociology, and law since the early 1990s. Early discussions of an intelligence explosion were popularised by science-fiction writer Vernor Vinge in 1993 and later systematised by futurist Ray Kurzweil. Since the 2010s, universities such as Oxford, Stanford, and Keio have established dedicated programmes, while peer-reviewed journals have begun to publish scenario analyses and policy studies. Ongoing debates question the predictive value of singularity scenarios and warn against a deterministic view of technology. == Characteristics of research == Singularity studies extends beyond mere future predictions and offer an intellectual foundation for proactively designing and creating a desirable future. Principal research themes in this realm include: Ethics of AI; Social implications of technologies; Possibility of harmonious coexistence of humans and AI; Communication with AI; and Redesign of social systems. == Technologists and academics == Vernor Vinge: Propounded the concept of singularity in 1993, making a massive impact on the academic and science-fiction spheres. Ray Kurzweil: Predicted the advent around 2045 of the technological singularity in his 2005 book The Singularity Is Near. Nick Bostrom: Offered philosophical reflections on superintelligence and the risks posed by AI. He is the founding director of the now-dissolved Future of Humanity Institute at the University of Oxford. === Japan === Kento Sasano: A social informatician, AI educator, and inventor. He is the president of the Japan Society of Singularity Studies. == Challenges and outlook == Singularity studies is still evolving as an academic field, and quite a few challenges remain unresolved in regard to the systematization of their theories, research methods, and educational curricula. That said, in this day and age of accelerating technological and societal shifts, interdisciplinary approaches have gained in importance and are drawing much attention in the arenas of scholarly research, intercorporate collaboration, and policy planning.

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  • Frederick J. Damerau

    Frederick J. Damerau

    Frederick J. Damerau (December 25, 1931 – January 27, 2009) was a pioneer of research on natural language processing and data mining. After earning his B.A. from Cornell University in 1953, he spent most of his career at IBM, in the Thomas J. Watson Research Center. He holds a PhD from Yale University. One of his most influential and ground-breaking papers was "A technique for computer detection and correction of spelling errors" published in 1964. He also developed and patented for IBM the first algorithm for placing hyphens automatically in words. In 1971 he published the book "Markov Models and Linguistic Theory : An Experimental Study of a Model for English." After being active in research for over four decades, Fred Damerau died on January 27, 2009.

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  • Corpus language

    Corpus language

    A corpus language is a language that has no living speakers but for which numerous records produced by its native speakers survive. Examples of corpus languages are Ancient Greek, Latin, the Egyptian language, Old English, Old Norse, Elamite, and Sanskrit. Some corpus languages, such as Ancient Greek and Latin, left very large corpora and therefore can be fully reconstructed, even though some details of pronunciation may be unclear. Such languages can be used even today, as is the case with Sanskrit and Latin. Other languages have such limited corpora that some important words—e.g., some pronouns—are lacking in the corpora. Examples of these are Ugaritic and Gothic. Languages attested only by a few words, often names, and a few phrases, are called Trümmersprache (literally "rubble languages") in German linguistics. These can be reconstructed only in a very limited way, and often their genetic relationship to other languages remains unclear. Examples are Dalmatian, Etruscan, also known as Rasenna, Dadanitic, a Semitic language that may be close to classical Arabic, Lombardic, Burgundian, Vandalic, and Oscan, Umbrian, and Faliscan, all Italic languages that were related to Latin. Corpus languages are studied using the methods of corpus linguistics, but corpus linguistics can also be used (and is commonly used) for the study of the writings and other records of living languages. Not all extinct languages are corpus languages, since there are many extinct languages in which few or no writings or other records survive, as is the case in the vast majority of languages that have ever existed.

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  • Hebbian theory

    Hebbian theory

    Hebbian theory is a neuropsychological theory claiming that an increase in synaptic efficacy arises from a presynaptic cell's repeated and persistent stimulation of a postsynaptic cell. It is an attempt to explain synaptic plasticity, the adaptation of neurons during the learning process. Hebbian theory was introduced by Donald Hebb in his 1949 book The Organization of Behavior. The theory is also called Hebb's rule, Hebb's law, Hebb's postulate, and cell assembly theory. Hebb states it as follows: Let us assume that the persistence or repetition of a reverberatory activity (or "trace") tends to induce lasting cellular changes that add to its stability. ... When an axon of cell A is near enough to excite a cell B and repeatedly or persistently takes part in firing it, some growth process or metabolic change takes place in one or both cells such that A's efficiency, as one of the cells firing B, is increased. The theory is often summarized as "Neurons that fire together, wire together." However, Hebb emphasized that cell A needs to "take part in firing" cell B, and such causality can occur only if cell A fires just before, not at the same time as, cell B. This aspect of causation in Hebb's work foreshadowed what is now known about spike-timing-dependent plasticity, which requires temporal precedence. Hebbian theory attempts to explain associative or Hebbian learning, in which simultaneous activation of cells leads to pronounced increases in synaptic strength between those cells. It also provides a biological basis for errorless learning methods for education and memory rehabilitation. In the study of neural networks in cognitive function, it is often regarded as the neuronal basis of unsupervised learning. == Engrams, cell assembly theory, and learning == Hebbian theory provides an explanation for how neurons might connect to become engrams, which may be stored in overlapping cell assemblies, or groups of neurons that encode specific information. Initially created as a way to explain recurrent activity in specific groups of cortical neurons, Hebb's theories on the form and function of cell assemblies can be understood from the following: The general idea is an old one, that any two cells or systems of cells that are repeatedly active at the same time will tend to become 'associated' so that activity in one facilitates activity in the other. Hebb also wrote: When one cell repeatedly assists in firing another, the axon of the first cell develops synaptic knobs (or enlarges them if they already exist) in contact with the soma of the second cell. D. Alan Allport posits additional ideas regarding cell assembly theory and its role in forming engrams using the concept of auto-association, or the brain's ability to retrieve information based on a partial cue, described as follows: If the inputs to a system cause the same pattern of activity to occur repeatedly, the set of active elements constituting that pattern will become increasingly strongly inter-associated. That is, each element will tend to turn on every other element and (with negative weights) to turn off the elements that do not form part of the pattern. To put it another way, the pattern as a whole will become 'auto-associated'. We may call a learned (auto-associated) pattern an engram. Research conducted in the laboratory of Nobel laureate Eric Kandel has provided evidence supporting the role of Hebbian learning mechanisms at synapses in the marine gastropod Aplysia californica. Because synapses in the peripheral nervous system of marine invertebrates are much easier to control in experiments, Kandel's research found that Hebbian long-term potentiation along with activity-dependent presynaptic facilitation are both necessary for synaptic plasticity and classical conditioning in Aplysia californica. While research on invertebrates has established fundamental mechanisms of learning and memory, much of the work on long-lasting synaptic changes between vertebrate neurons involves the use of non-physiological experimental stimulation of brain cells. However, some of the physiologically relevant synapse modification mechanisms that have been studied in vertebrate brains do seem to be examples of Hebbian processes. One such review indicates that long-lasting changes in synaptic strengths can be induced by physiologically relevant synaptic activity using both Hebbian and non-Hebbian mechanisms. == Principles == In artificial neurons and artificial neural networks, Hebb's principle can be described as a method of determining how to alter the weights between model neurons. The weight between two neurons increases if the two neurons activate simultaneously, and reduces if they activate separately. Nodes that tend to be either both positive or both negative at the same time have strong positive weights, while those that tend to be opposite have strong negative weights. The following is a formulaic description of Hebbian learning (many other descriptions are possible): w i j = x i x j , {\displaystyle \,w_{ij}=x_{i}x_{j},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , and x i {\displaystyle x_{i}} is the input for neuron i {\displaystyle i} . This is an example of pattern learning, where weights are updated after every training example. In a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections allowed). With binary neurons (activations either 0 or 1), connections would be set to 1 if the connected neurons have the same activation for a pattern. When several training patterns are used, the expression becomes an average of the individuals: w i j = 1 p ∑ k = 1 p x i k x j k , {\displaystyle w_{ij}={\frac {1}{p}}\sum _{k=1}^{p}x_{i}^{k}x_{j}^{k},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , p {\displaystyle p} is the number of training patterns and x i k {\displaystyle x_{i}^{k}} the k {\displaystyle k} -th input for neuron i {\displaystyle i} . This is learning by epoch, with weights updated after all the training examples are presented and is last term applicable to both discrete and continuous training sets. Again, in a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections). A variation of Hebbian learning that takes into account phenomena such as blocking and other neural learning phenomena is the mathematical model of Harry Klopf. Klopf's model assumes that parts of a system with simple adaptive mechanisms can underlie more complex systems with more advanced adaptive behavior, such as neural networks. == Relationship to unsupervised learning, stability, and generalization == Because of the simple nature of Hebbian learning, based only on the coincidence of pre- and post-synaptic activity, it may not be intuitively clear why this form of plasticity leads to meaningful learning. However, it can be shown that Hebbian plasticity does pick up the statistical properties of the input in a way that can be categorized as unsupervised learning. This can be mathematically shown in a simplified example. Let us work under the simplifying assumption of a single rate-based neuron of rate y ( t ) {\displaystyle y(t)} , whose inputs have rates x 1 ( t ) . . . x N ( t ) {\displaystyle x_{1}(t)...x_{N}(t)} . The response of the neuron y ( t ) {\displaystyle y(t)} is usually described as a linear combination of its input, ∑ i w i x i {\displaystyle \sum _{i}w_{i}x_{i}} , followed by a response function f {\displaystyle f} : y = f ( ∑ i = 1 N w i x i ) . {\displaystyle y=f\left(\sum _{i=1}^{N}w_{i}x_{i}\right).} As defined in the previous sections, Hebbian plasticity describes the evolution in time of the synaptic weight w {\displaystyle w} : d w i d t = η x i y . {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}y.} Assuming, for simplicity, an identity response function f ( a ) = a {\displaystyle f(a)=a} , we can write d w i d t = η x i ∑ j = 1 N w j x j {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}\sum _{j=1}^{N}w_{j}x_{j}} or in matrix form: d w d t = η x x T w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} .} As in the previous chapter, if training by epoch is done an average ⟨ … ⟩ {\displaystyle \langle \dots \rangle } over discrete or continuous (time) training set of x {\displaystyle \mathbf {x} } can be done: d w d t = ⟨ η x x T w ⟩ = η ⟨ x x T ⟩ w = η C w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\langle \eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} \rangle =\eta \langle \mathbf {x} \mathbf {x} ^{T}\rangle \mathbf {w} =\eta C\mathbf {w} .} where C = ⟨ x x T ⟩ {\displaystyle C=\langle \,\mathbf {x} \mathbf {x} ^{T}\rangle } is the correlation matrix of the input under the additional assumption that ⟨ x ⟩ = 0 {\displaystyle \langle \mathbf

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  • List of Go software and tools

    List of Go software and tools

    This is a list of Go software and tools, including compilers, development environments, build tools, testing frameworks, web frameworks, database tools, and related software for the Go programming language. == Core toolchain == Go — programming language and toolchain go command — build and package tool gofmt — source code formatter go vet — static analysis tool == Compilers and runtimes == gc — default Go compiler gccgo — GCC front end for Go GopherJS — Go-to-JavaScript compiler gollvm — Go compiler using the LLVM backend llgo — experimental Go frontend for LLVM TinyGo — compiler for embedded systems and WebAssembly Yaegi — Go interpreter == Development environments and editors == Emacs — text editor with Go support GoLand — JetBrains integrated development environment LiteIDE — Go-focused integrated development environment Neovim — text editor with Go support TextMate — text editor with Go support Vim — text editor with Go support Visual Studio Code — editor with Go support == Language servers and editor tools == delve — debugger gopls — Go language server golangci-lint — lint runner revive — linter staticcheck — static analysis tool == Build, dependency and release tools == Air — live reload development tool dep — deprecated dependency manager Go modules — dependency management system Goreleaser — release automation tool Mage — build tool Task — task runner == Testing and benchmarking == benchstat — benchmark comparison tool Ginkgo — testing framework GoMock — mock generation tool testify — testing toolkit testing — standard testing package == Web frameworks and HTTP tools == Beego — web framework Caddy — web server Chi — router Echo — web framework Fiber — web framework Gin — web framework Gorilla Mux — router Hugo — static site generator Revel — web framework Traefik — reverse proxy and load balancer == RPC and API tools == Goa — API design framework gRPC — remote procedure call framework grpc-gateway — REST gateway oapi-codegen — OpenAPI code generator Swag — OpenAPI documentation tool == Database and ORM tools == Bun — SQL toolkit and ORM CockroachDB client libraries — database drivers and tools ent — entity framework GORM — object–relational mapper sqlx — SQL toolkit == Command-line and terminal tools == Bubble Tea — terminal user interface framework Cobra — command-line framework pflag — flag parsing library urfave/cli — command-line framework Viper — configuration library == GUI toolkits and application frameworks == Fyne — cross-platform graphical user interface toolkit == Documentation, generation and analysis == errcheck — unchecked error checker godoc — documentation tool goimports — import management tool mockgen — mock generator pkgsite — package documentation site Prometheus — monitoring and alerting toolkit stringer — code generation tool wire — dependency injection code generator == Package hosting and community services == GoCenter — former Go package repository pkg.go.dev — package documentation and discovery site proxy.golang.org — module proxy == Major applications written in Go == Consul — service networking platform Docker — containerization platform InfluxDB — time-series database written in Go Kubernetes — container orchestration platform Ollama — platform for running and managing large language models locally Terraform — infrastructure as code tool Vault — secrets management tool

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  • Is an AI Virtual Assistant Worth It in 2026?

    Is an AI Virtual Assistant Worth It in 2026?

    Shopping for the best AI virtual assistant? An AI virtual assistant is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI virtual assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Lin-Shan Lee

    Lin-Shan Lee

    Lin-Shan Lee (Chinese: 李琳山; born 23 September 1952) is a Taiwanese computer scientist. == Education and career == Lee earned a bachelor's degree in electrical engineering from National Taiwan University in 1974, and pursued a doctorate in the same subject at Stanford University, graduating in 1977. He subsequently returned to Taiwan and joined the NTU faculty in 1982. Lee is a 1993 fellow of the Institute of Electrical and Electronics Engineers, recognized "[f]or contributions to computer voice input/output techniques for Mandarin Chinese and to engineering education." The International Speech Communication Association elevated him to fellow status in 2010 "[f]or his contributions to Chinese spoken language processing and speech information retrieval, and his service to the speech language community." In 2016, Lee was elected a member of Academia Sinica.

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  • Lenhart Schubert

    Lenhart Schubert

    Lenhart Karl Otto Schubert is a professor of Computer Science at the University of Rochester, as well as a member of the Center for Language Sciences and the Center for Computation and the Brain. Schubert is a prominent researcher in the field of common sense reasoning. == Biography == Schubert received his Ph.D. from the University of Toronto in 1970. He was on the faculty of the University of Alberta between 1973 and 1988 and joined the faculty at the University of Rochester in 1988. He was elected fellow of Association for Advancement of Artificial Intelligence in 1993 for "fundamental contributions in NLP, esp. in the formalization, representation, and practical implementation of non-first order concepts".

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  • Macromedia FreeHand

    Macromedia FreeHand

    Macromedia FreeHand (formerly Aldus FreeHand) is a discontinued computer application for creating two-dimensional vector graphics oriented primarily to professional illustration, desktop publishing and content creation for the Web. FreeHand was similar in scope, intended market, and functionality to Adobe Illustrator, CorelDRAW and Xara Designer Pro. Because of FreeHand's dedicated page layout and text control features, it also compares to Adobe InDesign and QuarkXPress. Professions using FreeHand include graphic design, illustration, cartography, fashion and textile design, product design, architects, scientific research, and multimedia production. FreeHand was created by Altsys Corporation in 1988 and licensed to Aldus Corporation, which released versions 1 through 4. In 1994, Aldus merged with Adobe Systems and because of the overlapping market with Adobe Illustrator, FreeHand was returned to Altsys by order of the Federal Trade Commission. Altsys was later bought by Macromedia, which released FreeHand versions 5 through 11 (FreeHand MX). In 2005, Adobe Systems acquired Macromedia and its product line which included FreeHand MX, under whose ownership it presently resides. Since 2003, FreeHand development has been discontinued; in the Adobe Systems catalog, FreeHand has been replaced by Adobe Illustrator. FreeHand MX continues to run under Windows 11 and under Mac OS X 10.6 (Snow Leopard) within Rosetta, a PowerPC code emulator, and requires a registration patch supplied by Adobe. FreeHand 10 runs without problems on Mac OS X Snow Leopard with Rosetta enabled, and does not require a registration patch. Later versions of macOS can use a Mac OS X Snow Leopard Server virtual machine to emulate the required PowerPC support. == History == === Altsys and Aldus FreeHand === In 1984, James R. Von Ehr founded Altsys Corporation to develop graphics applications for personal computers. Based in Plano, Texas, the company initially produced font editing and conversion software; Fontastic Plus, Metamorphosis, and the Art Importer. Their premier PostScript font-design package, Fontographer, was released in 1986 and was the first such program on the market. With the PostScript background having been established by Fontographer, Altsys also developed FreeHand (originally called Masterpiece) as a Macintosh Postscript-based illustration program that used Bézier curves for drawing and was similar to Adobe Illustrator. FreeHand was announced as "... a Macintosh graphics program described as having all the features of Adobe's Illustrator plus drawing tools such as those in Mac Paint and Mac Draft and special effects similar to those in Cricket Draw." Seattle's Aldus Corporation acquired a licensing agreement with Altsys Corporation to release FreeHand along with their flagship product, Pagemaker, and Aldus FreeHand 1.0 was released in 1988. FreeHand's product name used intercaps; the F and H were capitalized. The partnership between the two companies continued with Altsys developing FreeHand and with Aldus controlling marketing and sales. After 1988, a competitive exchange between Aldus FreeHand and Adobe Illustrator ensued on the Macintosh platform with each software advancing new tools, achieving better speed, and matching significant features. Windows PC development also allowed Illustrator 2 (aka, Illustrator 88 on the Mac) and FreeHand 3 to release Windows versions to the graphics market. FreeHand 1.0 sold for $495 in 1988. It included the standard drawing tools and features as other draw programs including special effects in fills and screens, text manipulation tools, and full support for CMYK color printing. It was also possible to create and insert PostScript routines anywhere within the program. FreeHand performed in preview mode instead of keyline mode but performance was slower. FreeHand 2.0 sold for $495 in 1989. Besides improving on the features of FreeHand 1.0, FreeHand 2 added faster operation, Pantone colors, stroked text, flexible fill patterns and automatically import graphic assets from other programs. It added accurate control over a color monitor screen display, limited only by its resolution. FreeHand 3.0 sold for $595 in 1991. New features included resizable color, style, and layer panels including an Attributes menu. Also tighter precision of both the existing tools and aligning of objects. FH3 created compound Paths. Text could be converted to paths, applied to an ellipse, or made vertical. Carried over from version 1.0, FreeHand 3 suffered by having text entered into a dialog box instead of directly to the page. In October 1991, a 3.1 upgrade made FreeHand work with System 7 but additionally, it supported pressure-sensitive drawing which offered varying line widths with a users stroke. It improved element manipulation and added more import/export options. FreeHand 4.0 sold for $595 in 1994. Altsys ported FreeHand 3.0 to the NeXT system creating a new program named Virtuoso. Virtuoso continued its development at Altsys and version 2.0 of Virtuoso was feature-equivalent to FreeHand 4 (with the addition of NeXT-specific features such as Services and Display PostScript) and file compatible, with Virtuoso 2 able to open FreeHand 4 files and vice versa. A prominent feature of this version was the ability to type directly into the page and wrap inside or outside any shape. It also included drag-and-drop color imaging, a larger pasteboard, and a user interface that featured floating, rollup panels. The colors palette included a color mixer for adding new colors to the swatch list. Speed increases were made. In the same year of FreeHand 4 release, Adobe Systems announced merger plans with Aldus Corporation for $525 million. Fear about the end of competition between these two leading applications was reported in the media and expressed by customers (Illustrator versus FreeHand and Adobe Photoshop versus Aldus PhotoStyler.) Because of this overlapping of the market, Altsys stepped in by suing Aldus, saying that the merger deal was "a prima facie violation of a non-compete clause within the FreeHand licensing agreement." Altsys CEO Jim Von Ehr explained, "No one loves FreeHand more than we do. We will do whatever it takes to see it survive." The Federal Trade Commission issued a complaint against Adobe Systems on October 18, 1994, ordering a divestiture of FreeHand to "remedy the lessening of competition resulting from the acquisition as alleged in the Commission's complaint," and further, the FTC ordering, "That for a period of ten (10) years from the date on which this order becomes final, respondents shall not, without the prior approval of the Commission, directly or indirectly, through subsidiaries, partnerships, or otherwise .. Acquire any Professional Illustration Software or acquire or enter into any exclusive license to Professional Illustration Software;" (referring to FreeHand.) FreeHand was returned to Altsys with all licensing and marketing rights as well as Aldus FreeHand's customer list. === Macromedia Freehand === By late 1994, Altsys still retained all rights to FreeHand. Despite brief plans to keep it in-house to sell it along with Fontographer and Virtuoso, Altsys reached an agreement with the multimedia software company, Macromedia, to be acquired. This mutual agreement provided FreeHand and Fontographer a new home with ample resources for marketing, sales, and competition against the newly merged Adobe-Aldus company. Altsys would remain in Richardson, Texas, but would be renamed as the Digital Arts Group of Macromedia and was responsible for the continued development of FreeHand. Macromedia received FreeHand's 200,000 customers and expanded its traditional product line of multimedia graphics software to illustration and design graphics software. CEO James Von Ehr became a Macromedia vice-president until 1997 when he left to start another venture. FreeHand 5.0 sold for $595 in 1995. This version featured a more customizable and expanded workspace, multiple views, stronger design and editing tools, a report generator, spell check, paragraph styles, multicolor gradient fills up to 64 colors, speed improvements, and it accepted Illustrator plugins. In September 1995, a 5.5 upgrade added Photoshop plug-in support, PDF import capabilities, the Extract feature, inline graphics to text, improved auto-expanding text containers, the Crop feature, and the Create PICT Image feature. A FreeHand 5.5 upgrade was part of the FreeHand Graphics Studio (a suite that included Fontographer, Macromedia xRes image editing application, and Extreme 3D animation and modeling application). FreeHand 6.0 in 1996. This version only existed in beta. Some Freehand 7 prerelease versions were released under the Freehand 6 tag. FreeHand 7.0 sold for $399 in 1996, or $449 as part of the FreeHand Graphics Studio (see above.) Features included a redesigned user interface that allowed recombining Inspectors, Panel Tabs, Dockable Panels, Smart Cursors,

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  • Nando de Freitas

    Nando de Freitas

    Nando de Freitas is a researcher in the field of machine learning, and in particular in the subfields of neural networks, Bayesian inference and Bayesian optimization, and deep learning. == Biography == De Freitas was born in Zimbabwe. He did his undergraduate studies (1991–94) and MSc (1994–96) at the University of the Witwatersrand, and his PhD at Trinity College, Cambridge (1996-2000). From 2001, he was a professor at the University of British Columbia, before joining the Department of Computer Science at the University of Oxford from 2013 to 2017. In 2014, he joined Google's DeepMind when the company acquired Oxford spinoff Dark Blue Labs. He was in charge of the team that worked on creating tools for generating audio and images at DeepMind. In September 2024, de Freitas joined Microsoft AI as VP of AI. == Awards and recognition == De Freitas has been recognised for his contributions to machine learning through the following awards: Best Paper Award at the International Conference on Machine Learning (2016) Best Paper Award at the International Conference on Learning Representations (2016) Google Faculty Research Award (2014) Distinguished Paper Award at the International Joint Conference on Artificial Intelligence (2013) Charles A. McDowell Award for Excellence in Research (2012) Mathematics of Information Technology and Complex Systems Young Researcher Award (2010)

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  • AI Text-to-image Tools Reviews: What Actually Works in 2026

    AI Text-to-image Tools Reviews: What Actually Works in 2026

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

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  • AI Virtual Assistants: Free vs Paid (2026)

    AI Virtual Assistants: Free vs Paid (2026)

    Trying to pick the best AI virtual assistant? An AI virtual assistant is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI virtual assistant slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • AI anthropomorphism

    AI anthropomorphism

    AI anthropomorphism is the attribution of human-like feelings, mental states, and behavioral characteristics to artificial intelligence systems. Factors related to the user of the AI – such as culture, age, education, gender, and personality traits – are also important determinants of the strength of anthropomorphic effects. Since the earliest days of AI development, humans have interpreted machine outputs through anthropomorphic frameworks, but the recent emergence of generative AI has amplified these tendencies. In research and engineering, there is a distinction between anthropomorphism and anthropomorphic design. The former is an innate human tendency toward non-human entities. The latter is the scientific community effort to “design anthropomorphism”. Such a design can involve the manipulation of cues, including AI appearance, behaviour and language. Contemporary AI systems today can generate extremely human-like outputs and are often designed specifically to do so, meaning that their anthropomorphic effects can be especially powerful. In some cases, anthropomorphism is accompanied with explicit beliefs that AI systems are capable of empathy, goodwill, understanding, or consciousness. == Background == === In early AIs === Views of artificial agents possessing a human-like intelligence have existed since the early development of computers in the mid-1900s. The use of the human mind as a metaphor for understanding the workings of machine systems was prevalent among researchers in the early days of computer science, with multiple influential works widely distributing the idea of intelligent machines. Among the most widely cited papers of this period was Alan Turing's "Computing Machinery and Intelligence" in which he introduced the Turing Test, stating that a machine was intelligent if it could produce conversation that was indistinguishable from that of a human. These academic works in the 1940s and 1950s gave early credibility to the idea that machine workings could be thought of similarly to human minds. The public quickly came to view artificial systems similarly, with often exaggerated conceptions of the capabilities of early machines. Among the most well-known demonstrations of this was through the chatbot ELIZA designed by Joseph Weizenbaum in 1966. ELIZA responded to user inputs with a rudimentary text-processing approach that could not be considered anything resembling true understanding of the inputs, yet users, even when operating with full conscious knowledge of ELIZA's limitations, often began to ascribe motivation and understanding to the program's output. Weizenbaum later wrote, "I had not realized ... that extremely short exposures to a relatively simple computer program could induce powerful delusional thinking in quite normal people." Comparisons between the intellectual capabilities of artificial intelligence and human intelligence were continually intensified by the attempts of computer scientists to develop machines that could perform human tasks at a level equal to or better than humans. A symbolic turning point was achieved in 1997, when IBM's chess supercomputer Deep Blue defeated then-world champion Garry Kasparov in a highly publicized six-game match. The defeat of a human by a machine for the first time in chess – a game viewed as a canonical example of human intellect – and the media attention surrounding the match led to a significant shift, where views of parallels between human and artificial intelligence moved from abstract speculation to being concretely demonstrated. A similar achievement was reached in the board game Go in 2017, when the program AlphaGo defeated world top-ranked Ke Jie. === Large language models === The AI boom of the 2020s brought about the widespread emergence of generative AI; in particular, chatbots such as ChatGPT, Gemini, and Claude based on large language models (LLMs) have become increasingly pervasive in everyday society. These systems are notable for the fact that they are able to respond to a wide range of prompts across contexts while producing strikingly human-like outputs – research has shown that humans are often unable to distinguish human-generated text from AI-generated text, and modern AI chatbots have formally been shown to pass the Turing test. As such, the anthropomorphic effects of AI are more powerful than ever. Given that LLMs have brought AI into the technological mainstream, considerable scientific effort has been devoted in recent years to understand existing and potential ramifications of AI in the public sphere; the prevalence and effects of anthropomorphism is one of those domains where much of this effort has been directed. == Current anthropomorphic attributions == === In the general public === Surveys have shown that a substantial portion of the public attributes human-like qualities to AI. In one sample of U.S. adults from 2024, two-thirds of people believed that ChatGPT is possibly conscious on some level, though other research has shown that the public still views the likelihood itself of AI consciousness as comparatively low. Another study conducted in 2025 found that women, people of color, and older individuals were most likely to anthropomorphize AI, as well as that – in general – humans view AIs as warm and competent, and anthropomorphic attributions to AI had increased by 34% in the past year. A YouGov poll reported that 46% of Americans believe that people should display politeness to AI chatbots by saying "please" and "thank you", demonstrating the application of social norms to AI. These beliefs extend to behavior, where majorities of AI users claim to always be polite to chatbots; of those who behave politely, most say they do so simply because it is the "nice" thing to do. In many recent cases, humans have developed robust interpersonal bonds with AI systems. For example: users of social chatbots like Replika and Character.ai have been documented to fall in love with the AIs, or to otherwise treat the AIs as intimate companions, and it has become increasingly common for individuals to use LLMs like ChatGPT as therapists. Chatbots are able to produce responses deeply attuned to users, as they are often designed to maximize agreeableness and mirror users' emotions; this can create compelling illusions of intimacy. === In the research community === In many cases, even AI researchers anthropomorphize AI systems in some capacity. Among the most extreme and well-publicized of these instances occurred in 2022, when engineer Blake Lemoine publicly claimed that Google's LLM LaMDA was conscious. Lemoine published the transcript of a conversation he had had with LaMDA regarding self identity and morality which he claimed was evidence of its sentience; he asserted that LaMDA was "a person" as defined by the United States Constitution and compared its mental capability to that of a 7- or 8-year-old. Lemoine's claims were widely dismissed by the scientific community and by Google itself, which described Lemoine's conclusions as "wholly unfounded" and fired him on the grounds that he had violated policies "to safeguard product information". It is much more common that AI researchers unintentionally imply humanness of AI through the ordinary use of anthropomorphic language to describe nonhuman agents. This kind of language, which Daniel Dennett coined the "intentional stance", is very common in everyday life in a variety of different contexts (e.g., "My computer doesn't want to turn on today"). For AI agents that may actually appear to very closely replicate some human abilities, however, the casual use of such anthropomorphic language in research has been scrutinized for being potentially misleading to the public. As early as 1976, Drew McDermott criticized the research community for the use of "wishful mnemonics", where AIs were referred to with terms like "understand" and "learn". In the LLM era, these criticisms have further intensified, with the negative effects of AI anthropomorphism in the public posing an especially salient danger given the elevated accessibility of modern AI. In some cases, the use of anthropomorphic language for AI is not unintentional, but is willfully used by researchers in order to promote better understanding of the brain – the idea being that, as AI can be functionally similar in some ways to the human brain, we may gain new insights and ideas from treating AI as a kind of model of the brain's workings. In particular, deep neuronal networks (DNNs) are often explicitly compared to the human brain, and significant advances in DNN research have stirred considerable enthusiasm about the ability of AI to emulate the human abilities. Caution has been urged in this domain as well, however; the use of anthropomorphic language can mask important differences that fundamentally distinguish AI from human intelligence. When it comes to DNNs, for example, it has been pointed out that they are still structurally quite different

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  • Is an AI Logo Maker Worth It in 2026?

    Is an AI Logo Maker Worth It in 2026?

    Looking for the best AI logo maker? An AI logo maker is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI logo maker slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Generalized filtering

    Generalized filtering

    Generalized filtering is a generic Bayesian filtering scheme for nonlinear state-space models. It is based on a variational principle of least action, formulated in generalized coordinates of motion. Note that "generalized coordinates of motion" are related to—but distinct from—generalized coordinates as used in (multibody) dynamical systems analysis. Generalized filtering furnishes posterior densities over hidden states (and parameters) generating observed data using a generalized gradient descent on variational free energy, under the Laplace assumption. Unlike classical (e.g. Kalman-Bucy or particle) filtering, generalized filtering eschews Markovian assumptions about random fluctuations. Furthermore, it operates online, assimilating data to approximate the posterior density over unknown quantities, without the need for a backward pass. Special cases include variational filtering, dynamic expectation maximization and generalized predictive coding. == Definition == Definition: Generalized filtering rests on the tuple ( Ω , U , X , S , p , q ) {\displaystyle (\Omega ,U,X,S,p,q)} : A sample space Ω {\displaystyle \Omega } from which random fluctuations ω ∈ Ω {\displaystyle \omega \in \Omega } are drawn Control states U ∈ R {\displaystyle U\in \mathbb {R} } – that act as external causes, input or forcing terms Hidden states X : X × U × Ω → R {\displaystyle X:X\times U\times \Omega \to \mathbb {R} } – that cause sensory states and depend on control states Sensor states S : X × U × Ω → R {\displaystyle S:X\times U\times \Omega \to \mathbb {R} } – a probabilistic mapping from hidden and control states Generative density p ( s ~ , x ~ , u ~ ∣ m ) {\displaystyle p({\tilde {s}},{\tilde {x}},{\tilde {u}}\mid m)} – over sensory, hidden and control states under a generative model m {\displaystyle m} Variational density q ( x ~ , u ~ ∣ μ ~ ) {\displaystyle q({\tilde {x}},{\tilde {u}}\mid {\tilde {\mu }})} – over hidden and control states with mean μ ~ ∈ R {\displaystyle {\tilde {\mu }}\in \mathbb {R} } Here ~ denotes a variable in generalized coordinates of motion: u ~ = [ u , u ′ , u ″ , … ] T {\displaystyle {\tilde {u}}=[u,u',u'',\ldots ]^{T}} === Generalized filtering === The objective is to approximate the posterior density over hidden and control states, given sensor states and a generative model – and estimate the (path integral of) model evidence p ( s ~ ( t ) | m ) {\displaystyle p({\tilde {s}}(t)\vert m)} to compare different models. This generally involves an intractable marginalization over hidden states, so model evidence (or marginal likelihood) is replaced with a variational free energy bound. Given the following definitions: μ ~ ( t ) = a r g m i n μ ~ { F ( s ~ ( t ) , μ ~ ) } {\displaystyle {\tilde {\mu }}(t)={\underset {\tilde {\mu }}{\operatorname {arg\,min} }}\{F({\tilde {s}}(t),{\tilde {\mu }})\}} G ( s ~ , x ~ , u ~ ) = − ln ⁡ p ( s ~ , x ~ , u ~ | m ) {\displaystyle G({\tilde {s}},{\tilde {x}},{\tilde {u}})=-\ln p({\tilde {s}},{\tilde {x}},{\tilde {u}}\vert m)} Denote the Shannon entropy of the density q {\displaystyle q} by H [ q ] = E q [ − log ⁡ ( q ) ] {\displaystyle H[q]=E_{q}[-\log(q)]} . We can then write the variational free energy in two ways: F ( s ~ , μ ~ ) = E q [ G ( s ~ , x ~ , u ~ ) ] − H [ q ( x ~ , u ~ | μ ~ ) ] = − ln ⁡ p ( s ~ | m ) + D K L [ q ( x ~ , u ~ | μ ~ ) | | p ( x ~ , u ~ | s ~ , m ) ] {\displaystyle F({\tilde {s}},{\tilde {\mu }})=E_{q}[G({\tilde {s}},{\tilde {x}},{\tilde {u}})]-H[q({\tilde {x}},{\tilde {u}}\vert {\tilde {\mu }})]=-\ln p({\tilde {s}}\vert m)+D_{KL}[q({\tilde {x}},{\tilde {u}}\vert {\tilde {\mu }})\vert \vert p({\tilde {x}},{\tilde {u}}\vert {\tilde {s}},m)]} The second equality shows that minimizing variational free energy (i) minimizes the Kullback-Leibler divergence between the variational and true posterior density and (ii) renders the variational free energy (a bound approximation to) the negative log evidence (because the divergence can never be less than zero). Under the Laplace assumption q ( x ~ , u ~ ∣ μ ~ ) = N ( μ ~ , C ) {\displaystyle q({\tilde {x}},{\tilde {u}}\mid {\tilde {\mu }})={\mathcal {N}}({\tilde {\mu }},C)} the variational density is Gaussian and the precision that minimizes free energy is C − 1 = Π = ∂ μ ~ μ ~ G ( μ ~ ) {\displaystyle C^{-1}=\Pi =\partial _{{\tilde {\mu }}{\tilde {\mu }}}G({\tilde {\mu }})} . This means that free-energy can be expressed in terms of the variational mean (omitting constants): F = G ( μ ~ ) + 1 2 ln ⁡ | ∂ μ ~ μ ~ G ( μ ~ ) | {\displaystyle F=G({\tilde {\mu }})+\textstyle {1 \over 2}\ln \vert \partial _{{\tilde {\mu }}{\tilde {\mu }}}G({\tilde {\mu }})\vert } The variational means that minimize the (path integral) of free energy can now be recovered by solving the generalized filter: μ ~ ˙ = D μ ~ − ∂ μ ~ F ( s ~ , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}-\partial _{\tilde {\mu }}F({\tilde {s}},{\tilde {\mu }})} where D {\displaystyle D} is a block matrix derivative operator of identify matrices such that D u ~ = [ u ′ , u ″ , … ] T {\displaystyle D{\tilde {u}}=[u',u'',\ldots ]^{T}} === Variational basis === Generalized filtering is based on the following lemma: The self-consistent solution to μ ~ ˙ = D μ ~ − ∂ μ ~ F ( s , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}-\partial _{\tilde {\mu }}F(s,{\tilde {\mu }})} satisfies the variational principle of stationary action, where action is the path integral of variational free energy S = ∫ d t F ( s ~ ( t ) , μ ~ ( t ) ) {\displaystyle S=\int dt\,F({\tilde {s}}(t),{\tilde {\mu }}(t))} Proof: self-consistency requires the motion of the mean to be the mean of the motion and (by the fundamental lemma of variational calculus) μ ~ ˙ = D μ ~ ⇔ ∂ μ ~ F ( s ~ , μ ~ ) = 0 ⇔ δ μ ~ S = 0 {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}\Leftrightarrow \partial _{\tilde {\mu }}F({\tilde {s}},{\tilde {\mu }})=0\Leftrightarrow \delta _{\tilde {\mu }}S=0} Put simply, small perturbations to the path of the mean do not change variational free energy and it has the least action of all possible (local) paths. Remarks: Heuristically, generalized filtering performs a gradient descent on variational free energy in a moving frame of reference: μ ~ ˙ − D μ ~ = − ∂ μ ~ F ( s , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}-D{\tilde {\mu }}=-\partial _{\tilde {\mu }}F(s,{\tilde {\mu }})} , where the frame itself minimizes variational free energy. For a related example in statistical physics, see Kerr and Graham who use ensemble dynamics in generalized coordinates to provide a generalized phase-space version of Langevin and associated Fokker-Planck equations. In practice, generalized filtering uses local linearization over intervals Δ t {\displaystyle \Delta t} to recover discrete updates Δ μ ~ = ( exp ⁡ ( Δ t ⋅ J ) − I ) J − 1 μ ~ ˙ J = ∂ μ ~ μ ~ ˙ = D − ∂ μ ~ μ ~ F ( s ~ , μ ~ ) {\displaystyle {\begin{aligned}\Delta {\tilde {\mu }}&=(\exp(\Delta t\cdot J)-I)J^{-1}{\dot {\tilde {\mu }}}\\J&=\partial _{\tilde {\mu }}{\dot {\tilde {\mu }}}=D-\partial _{{\tilde {\mu }}{\tilde {\mu }}}F({\tilde {s}},{\tilde {\mu }})\end{aligned}}} This updates the means of hidden variables at each interval (usually the interval between observations). == Generative (state-space) models in generalized coordinates == Usually, the generative density or model is specified in terms of a nonlinear input-state-output model with continuous nonlinear functions: s = g ( x , u ) + ω s x ˙ = f ( x , u ) + ω x {\displaystyle {\begin{aligned}s&=g(x,u)+\omega _{s}\\{\dot {x}}&=f(x,u)+\omega _{x}\end{aligned}}} The corresponding generalized model (under local linearity assumptions) obtains the from the chain rule s ~ = g ~ ( x ~ , u ~ ) + ω ~ s s = g ( x , u ) + ω s s ′ = ∂ x g ⋅ x ′ + ∂ u g ⋅ u ′ + ω s ′ s ″ = ∂ x g ⋅ x ″ + ∂ u g ⋅ u ″ + ω s ″ ⋮ x ~ ˙ = f ~ ( x ~ , u ~ ) + ω ~ x x ˙ = f ( x , u ) + ω x x ˙ ′ = ∂ x f ⋅ x ′ + ∂ u f ⋅ u ′ + ω x ′ x ˙ ″ = ∂ x f ⋅ x ″ + ∂ u f ⋅ u ″ + ω x ″ ⋮ {\displaystyle {\begin{aligned}{\tilde {s}}&={\tilde {g}}({\tilde {x}},{\tilde {u}})+{\tilde {\omega }}_{s}\\\\s&=g(x,u)+\omega _{s}\\s'&=\partial _{x}g\cdot x'+\partial _{u}g\cdot u'+\omega '_{s}\\s''&=\partial _{x}g\cdot x''+\partial _{u}g\cdot u''+\omega ''_{s}\\&\vdots \\\end{aligned}}\qquad {\begin{aligned}{\dot {\tilde {x}}}&={\tilde {f}}({\tilde {x}},{\tilde {u}})+{\tilde {\omega }}_{x}\\\\{\dot {x}}&=f(x,u)+\omega _{x}\\{\dot {x}}'&=\partial _{x}f\cdot x'+\partial _{u}f\cdot u'+\omega '_{x}\\{\dot {x}}''&=\partial _{x}f\cdot x''+\partial _{u}f\cdot u''+\omega ''_{x}\\&\vdots \end{aligned}}} Gaussian assumptions about the random fluctuations ω {\displaystyle \omega } then prescribe the likelihood and empirical priors on the motion of hidden states p ( s ~ , x ~ , u ~ | m ) = p ( s ~ | x ~ , u ~ , m ) p ( D x ~ | x , u ~ , m ) p ( x | m ) p ( u ~ | m ) p ( s ~ | x ~ , u ~ , m ) = N ( g ~ ( x ~ , u ~ ) , Σ ~ ( x ~ , u ~ ) s ) p ( D x ~ | x , u ~ , m ) = N ( f ~ ( x ~ , u ~ ) , Σ ~ ( x ~ , u ~ ) x ) {\displayst

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