AI Assistant Qgis

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

  • Drush

    Drush

    Drush (DRUpal SHell) is a computer software shell-based application used to control, manipulate, and administer Drupal websites. == Details == Drush was originally developed by Arto Bendiken for Drupal 4.7. In May 2007, it was partly rewritten and redesigned for Drupal 5 by Franz Heinzmann. Drush is maintained by Moshe Weitzman with the support of Owen Barton, greg.1.anderson, jonhattan, Mark Sonnabaum, Jonathan Hedstrom and Christopher Gervais.

    Read more →
  • Hyper basis function network

    Hyper basis function network

    In machine learning, a Hyper basis function network, or HyperBF network, is a generalization of radial basis function (RBF) networks concept, where the Mahalanobis-like distance is used instead of the Euclidean distance measure. Hyper basis function networks were first introduced by Poggio and Girosi in the 1990 paper “Networks for Approximation and Learning”. == Network Architecture == The typical HyperBF network structure consists of a real input vector x ∈ R n {\displaystyle x\in \mathbb {R} ^{n}} , a hidden layer of activation functions and a linear output layer. The output of the network is a scalar function of the input vector, ϕ : R n → R {\displaystyle \phi :\mathbb {R} ^{n}\to \mathbb {R} } , is given by where N {\displaystyle N} is a number of neurons in the hidden layer, μ j {\displaystyle \mu _{j}} and a j {\displaystyle a_{j}} are the center and weight of neuron j {\displaystyle j} . The activation function ρ j ( | | x − μ j | | ) {\displaystyle \rho _{j}(||x-\mu _{j}||)} at the HyperBF network takes the following form where R j {\displaystyle R_{j}} is a positive definite d × d {\displaystyle d\times d} matrix. Depending on the application, the following types of matrices R j {\displaystyle R_{j}} are usually considered R j = 1 2 σ 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma ^{2}}}\mathbb {I} _{d\times d}} , where σ > 0 {\displaystyle \sigma >0} . This case corresponds to the regular RBF network. R j = 1 2 σ j 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma _{j}^{2}}}\mathbb {I} _{d\times d}} , where σ j > 0 {\displaystyle \sigma _{j}>0} . In this case, the basis functions are radially symmetric, but are scaled with different width. R j = d i a g ( 1 2 σ j 1 2 , . . . , 1 2 σ j z 2 ) I d × d {\displaystyle R_{j}=diag\left({\frac {1}{2\sigma _{j1}^{2}}},...,{\frac {1}{2\sigma _{jz}^{2}}}\right)\mathbb {I} _{d\times d}} , where σ j i > 0 {\displaystyle \sigma _{ji}>0} . Every neuron has an elliptic shape with a varying size. Positive definite matrix, but not diagonal. == Training == Training HyperBF networks involves estimation of weights a j {\displaystyle a_{j}} , shape and centers of neurons R j {\displaystyle R_{j}} and μ j {\displaystyle \mu _{j}} . Poggio and Girosi (1990) describe the training method with moving centers and adaptable neuron shapes. The outline of the method is provided below. Consider the quadratic loss of the network H [ ϕ ∗ ] = ∑ i = 1 N ( y i − ϕ ∗ ( x i ) ) 2 {\displaystyle H[\phi ^{}]=\sum _{i=1}^{N}(y_{i}-\phi ^{}(x_{i}))^{2}} . The following conditions must be satisfied at the optimum: where R j = W T W {\displaystyle R_{j}=W^{T}W} . Then in the gradient descent method the values of a j , μ j , W {\displaystyle a_{j},\mu _{j},W} that minimize H [ ϕ ∗ ] {\displaystyle H[\phi ^{}]} can be found as a stable fixed point of the following dynamic system: where ω {\displaystyle \omega } determines the rate of convergence. Overall, training HyperBF networks can be computationally challenging. Moreover, the high degree of freedom of HyperBF leads to overfitting and poor generalization. However, HyperBF networks have an important advantage that a small number of neurons is enough for learning complex functions.

    Read more →
  • Allen's interval algebra

    Allen's interval algebra

    Allen's interval algebra is a calculus for temporal reasoning that was introduced by James F. Allen in 1983. The calculus defines possible relations between time intervals and provides a composition table that can be used as a basis for reasoning about temporal descriptions of events. == Formal description == === Relations === The following 13 base relations capture the possible relations between two intervals. To see that the 13 relations are exhaustive, note that each point of X {\displaystyle X} can be at 5 possible locations relative to Y {\displaystyle Y} : before, at the start, within, at the end, after. These give 5 + 4 + 3 + 2 + 1 = 15 {\displaystyle 5+4+3+2+1=15} possible relative positions for the start and the end of X {\displaystyle X} . Of these, we cannot have X 0 = X 1 = Y 0 {\displaystyle X_{0}=X_{1}=Y_{0}} since X 0 < X 1 {\displaystyle X_{0} Read more →

  • OntoUML

    OntoUML

    OntoUML is a language for ontology-driven conceptual modeling. OntoUML is built as a UML extension based on the Unified Foundational Ontology. The foundations of UFO and OntoUML can be traced back to Giancarlo Guizzardi's Ph.D. thesis "Ontological foundations for structural conceptual models". In his work, he proposed a novel foundational ontology for conceptual modeling (UFO) and employed it to evaluate and re-design a fragment of the UML 2.0 metamodel for the purposes of conceptual modeling and domain ontology engineering. == Supporting tools == In 2006, Guizzardi co-founded the Ontology & Conceptual Modeling Research Group (NEMO) located at the Federal University of Espírito Santo (UFES) in Vitória city, state of Espírito Santo, Brazil. Since then, NEMO has been responsible for most of the developments in OntoUML. Several papers about ontologies and OntoUML have been authored by members of the NEMO group.

    Read more →
  • Microsoft Azure

    Microsoft Azure

    Microsoft Azure, sometimes stylized Azure, and formerly Windows Azure, is the cloud computing platform developed by Microsoft. It offers management, access and development of applications and services to individuals, companies, and governments through its global infrastructure. Microsoft Azure supports many programming languages, tools, and frameworks, including Microsoft-specific and third-party software and systems. Azure was first introduced at the Professional Developers Conference (PDC) in October 2008 under the codename "Project Red Dog". It was officially launched as Windows Azure in February 2010 and later renamed to Microsoft Azure on March 25, 2014. == Services == Microsoft Azure uses large-scale virtualization at Microsoft data centers worldwide and offers more than 600 services. Microsoft Azure offers a service level agreement (SLA) that guarantees 99.9% availability for applications and data hosted on its platform, subject to specific terms and conditions outlined in the SLA documentation. === Computer services === Virtual machines, infrastructure as a service (IaaS), allowing users to launch general-purpose Microsoft Windows and Linux virtual machines, software as a service (SaaS), as well as preconfigured machine images for popular software packages. Starting in 2022, these virtual machines are now powered by Ampere Cloud-native processors. Most users run Linux on Azure, some of the many Linux distributions offered, including Microsoft's own Linux-based Azure Sphere. App services, platform as a service (PaaS) environment, letting developers easily publish and manage websites. Azure Web Sites allows developers to build sites using ASP.NET, PHP, Node.js, Java, or Python, which can be deployed using FTP, Git, Mercurial, Azure DevOps, or uploaded through the user portal. This feature was announced in preview form in June 2012 at the Meet Microsoft Azure event. Customers can create websites in PHP, ASP.NET, Node.js, or Python, or select from several open-source applications from a gallery to deploy. This comprises one aspect of the platform as a service (PaaS) offerings for the Microsoft Azure Platform. It was renamed Web Apps in April 2015. Web Jobs are applications that can be deployed to an App Service environment to implement background processing that can be invoked on a schedule, on-demand, or run continuously. The Blob, Table, and Queue services can be used to communicate between Web Apps and Web Jobs and to provide state. Azure Kubernetes Service (AKS) provides the capability to deploy production-ready Kubernetes clusters in Azure. In July 2023, watermarking support on Azure Virtual Desktop was announced as an optional feature of Screen Capture to provide additional security against data leakage. === Identity === Entra ID connect is used to synchronize on-premises directories and enable SSO (Single Sign On). Entra ID B2C allows the use of consumer identity and access management in the cloud. Entra Domain Services is used to join Azure virtual machines to a domain without domain controllers. Azure information protection can be used to protect sensitive information. Entra ID External Identities is a set of capabilities that allow organizations to collaborate with external users, including customers and partners. On July 11, 2023, Microsoft announced the renaming of Azure AD to Microsoft Entra ID. The name change took place four days later. === Mobile services === Mobile Engagement collects real-time analytics that highlight users' behavior. It also provides push notifications to mobile devices. HockeyApp can be used to develop, distribute, and beta-test mobile apps. === Storage services === Storage Services provides REST and SDK APIs for storing and accessing data on the cloud. Table Service lets programs store structured text in partitioned collections of entities that are accessed by the partition key and primary key. Azure Table Service is a NoSQL non-relational database. Blob Service allows programs to store unstructured text and binary data as object storage blobs that can be accessed by an HTTP(S) path. Blob service also provides security mechanisms to control access to data. Queue Service lets programs communicate asynchronously by message using queues. File Service allows storing and access of data on the cloud using the REST APIs or the SMB protocol. === Communication services === Azure Communication Services offers an SDK for creating web and mobile communications applications that include SMS, video calling, VOIP and PSTN calling, and web-based chat. === Data management === Azure Data Explorer provides big data analytics and data-exploration capabilities. Azure Search provides text search and a subset of OData's structured filters using REST or SDK APIs. Cosmos DB is a NoSQL database service that implements a subset of the SQL SELECT statement on JSON documents. Azure Cache for Redis is a managed implementation of Redis. StorSimple manages storage tasks between on-premises devices and cloud storage. Azure SQL Database works to create, scale, and extend applications into the cloud using Microsoft SQL Server technology. It also integrates with Active Directory, Microsoft System Center, and Hadoop. Azure Synapse Analytics is a fully managed cloud data warehouse. Azure Data Factory is a data integration service that allows creation of data-driven workflows in the cloud for orchestrating and automating data movement and data transformation. Azure Data Lake is a scalable data storage and analytic service for big data analytics workloads that require developers to run massively parallel queries. Azure HDInsight is a big data-relevant service that deploys Hortonworks Hadoop on Microsoft Azure and supports the creation of Hadoop clusters using Linux with Ubuntu. Azure Stream Analytics is a Serverless scalable event-processing engine that enables users to develop and run real-time analytics on multiple streams of data from sources such as devices, sensors, websites, social media, and other applications. === Messaging === The Microsoft Azure Service Bus allows applications running on Azure premises or off-premises devices to communicate with Azure. This helps to build scalable and reliable applications in a service-oriented architecture (SOA). The Azure service bus supports four different types of communication mechanisms: Event Hubs, which provides event and telemetry ingress to the cloud at a massive scale, with low latency and high reliability. For example, an event hub can be used to track data from cell phones such as coordinating with a GPS in real time. Queues, which allows one-directional communication. A sender application would send the message to the service bus queue and a receiver would read from the queue. Though there can be multiple readers for the queue, only one would process a single message. Topics, which provides one-directional communication using a subscriber pattern. It is similar to a queue; however, each subscriber will receive a copy of the message sent to a Topic. Optionally, the subscriber can filter out messages based on specific criteria defined by the subscriber. Relays, which provides bi-directional communication. Unlike queues and topics, a relay does not store in-flight messages in its memory; instead, it just passes them on to the destination application. === Media services === A PaaS offering that can be used for encoding, content protection, streaming, or analytics. === CDN === Azure has a worldwide content delivery network (CDN) designed to efficiently deliver audio, video, applications, images, and other static files. It improves the performance of websites by caching static files closer to users, based on their geographic location. Users can manage the network using a REST-based HTTP API. Azure has 118 point-of-presence locations across 100 cities worldwide (also known as Edge locations) as of January 2023. === Developer === Application Insights Azure DevOps === Management === With Azure Automation, users can easily automate repetitive and time-consuming tasks, often prone to cloud or enterprise setting errors. They can accomplish it using runbooks or desired state configurations for process automation. Microsoft SMA === Azure AI === Microsoft Azure Machine Learning (Azure ML) provides tools and frameworks for developers to create their own machine learning and artificial intelligence (AI) services. Azure AI Services by Microsoft comprises prebuilt APIs, SDKs, and services developers can customize. These services encompass perceptual and cognitive intelligence features such as speech recognition, speaker recognition, neural speech synthesis, face recognition, computer vision, OCR/form understanding, natural language processing, machine translation, and business decision services. Many AI characteristics in Microsoft's products and services, namely Bing, Office, Teams, Xbox, and Windows, are driven by Azure AI Services. Microsoft Foundry (formerly known as Azure AI Studio)

    Read more →
  • Rnn (software)

    Rnn (software)

    rnn is an open-source machine learning framework that implements recurrent neural network architectures, such as LSTM and GRU, natively in the R programming language, that has been downloaded over 100,000 times (from the RStudio servers alone). The rnn package is distributed through the Comprehensive R Archive Network under the open-source GPL v3 license. == Workflow == The below example from the rnn documentation show how to train a recurrent neural network to solve the problem of bit-by-bit binary addition. == sigmoid == The sigmoid functions and derivatives used in the package were originally included in the package, from version 0.8.0 onwards, these were released in a separate R package sigmoid, with the intention to enable more general use. The sigmoid package is a dependency of the rnn package and therefore automatically installed with it. == Reception == With the release of version 0.3.0 in April 2016 the use in production and research environments became more widespread. The package was reviewed several months later on the R blog The Beginner Programmer as "R provides a simple and very user friendly package named rnn for working with recurrent neural networks.", which further increased usage. The book Neural Networks in R by Balaji Venkateswaran and Giuseppe Ciaburro uses rnn to demonstrate recurrent neural networks to R users. It is also used in the r-exercises.com course "Neural network exercises". The RStudio CRAN mirror download logs show that the package is downloaded on average about 2,000 per month from those servers , with a total of over 100,000 downloads since the first release, according to RDocumentation.org, this puts the package in the 15th percentile of most popular R packages .

    Read more →
  • Google Brain

    Google Brain

    Google Brain was a deep learning artificial intelligence research team that served as the sole AI branch of Google before being incorporated under the newer umbrella of Google AI, a research division at Google dedicated to artificial intelligence. Formed in 2011, it combined open-ended machine learning research with information systems and large-scale computing resources. It created tools such as TensorFlow, which allow neural networks to be used by the public, and multiple internal AI research projects, and aimed to create research opportunities in machine learning and natural language processing. It was merged into former Google sister company DeepMind to form Google DeepMind in April 2023. == History == The Google Brain project began in 2011 as a part-time research collaboration between Google fellow Jeff Dean and Google Researcher Greg Corrado. Google Brain started as a Google X project and became so successful that it was graduated back to Google: Astro Teller has said that Google Brain paid for the entire cost of Google X. In June 2012, The New York Times reported that a cluster of 16,000 processors in 1,000 computers dedicated to mimicking some aspects of human brain activity had successfully trained itself to recognize a cat based on 10 million digital images taken from YouTube videos. The story was also covered by National Public Radio (NPR). In March 2013, Google hired Geoffrey Hinton, a leading researcher in the deep learning field, and acquired the company DNNResearch Inc. headed by Hinton. Hinton said that he would be dividing his future time between his university research and his work at Google. In April 2023, Google Brain merged with Google sister company DeepMind to form Google DeepMind, as part of the company's continued efforts to accelerate work on AI. == Team and location == Google Brain was initially established by Google Fellow Jeff Dean and visiting Stanford professor Andrew Ng. In 2014, the team included Jeff Dean, Quoc V. Le, Ilya Sutskever, Alex Krizhevsky, Samy Bengio, and Vincent Vanhoucke. In 2017, team members included Anelia Angelova, Samy Bengio, Greg Corrado, George Dahl, Michael Isard, Anjuli Kannan, Hugo Larochelle, Chris Olah, Benoit Steiner, Vincent Vanhoucke, Vijay Vasudevan, and Fernanda Viegas. Chris Lattner, who created Apple's programming language Swift and then ran Tesla's autonomy team for six months, joined Google Brain's team in August 2017. Lattner left the team in January 2020 and joined SiFive. As of 2021, Google Brain was led by Jeff Dean, Geoffrey Hinton, and Zoubin Ghahramani. Other members include Katherine Heller, Pi-Chuan Chang, Ian Simon, Jean-Philippe Vert, Nevena Lazic, Anelia Angelova, Lukasz Kaiser, Carrie Jun Cai, Eric Breck, Ruoming Pang, Carlos Riquelme, Hugo Larochelle, and David Ha. Samy Bengio left the team in April 2021, and Zoubin Ghahramani took on his responsibilities. Google Research includes Google Brain and is based in Mountain View. It also has satellite groups in Accra, Amsterdam, Atlanta, Beijing, Berlin, Cambridge, Israel, Los Angeles, London, Montreal, Munich, New York City, Paris, Pittsburgh, Princeton, San Francisco, Seattle, Tokyo, Toronto, and Zurich. == Projects == === Artificial-intelligence-devised encryption system === In October 2016, Google Brain designed an experiment to determine that neural networks are capable of learning secure symmetric encryption. In this experiment, three neural networks were created: Alice, Bob and Eve. Adhering to the idea of a generative adversarial network (GAN), the goal of the experiment was for Alice to send an encrypted message to Bob that Bob could decrypt, but the adversary, Eve, could not. Alice and Bob maintained an advantage over Eve, in that they shared a key used for encryption and decryption. In doing so, Google Brain demonstrated the capability of neural networks to learn secure encryption. === Image enhancement === In February 2017, Google Brain determined a probabilistic method for converting pictures with 8x8 resolution to a resolution of 32x32. The method built upon an already existing probabilistic model called pixelCNN to generate pixel translations. The proposed software utilizes two neural networks to make approximations for the pixel makeup of translated images. The first network, known as the "conditioning network," downsizes high-resolution images to 8x8 and attempts to create mappings from the original 8x8 image to these higher-resolution ones. The other network, known as the "prior network," uses the mappings from the previous network to add more detail to the original image. The resulting translated image is not the same image in higher resolution, but rather a 32x32 resolution estimation based on other existing high-resolution images. Google Brain's results indicate the possibility for neural networks to enhance images. === Google Translate === The Google Brain contributed to the Google Translate project by employing a new deep learning system that combines artificial neural networks with vast databases of multilingual texts. In September 2016, Google Neural Machine Translation (GNMT) was launched, an end-to-end learning framework, able to learn from a large number of examples. Previously, Google Translate's Phrase-Based Machine Translation (PBMT) approach would statistically analyze word by word and try to match corresponding words in other languages without considering the surrounding phrases in the sentence. But rather than choosing a replacement for each individual word in the desired language, GNMT evaluates word segments in the context of the rest of the sentence to choose more accurate replacements. Compared to older PBMT models, the GNMT model scored a 24% improvement in similarity to human translation, with a 60% reduction in errors. The GNMT has also shown significant improvement for notoriously difficult translations, like Chinese to English. While the introduction of the GNMT has increased the quality of Google Translate's translations for the pilot languages, it was very difficult to create such improvements for all of its 103 languages. Addressing this problem, the Google Brain Team was able to develop a Multilingual GNMT system, which extended the previous one by enabling translations between multiple languages. Furthermore, it allows for Zero-Shot Translations, which are translations between two languages that the system has never explicitly seen before. Google announced that Google Translate can now also translate without transcribing, using neural networks. This means that it is possible to translate speech in one language directly into text in another language, without first transcribing it to text. According to the Researchers at Google Brain, this intermediate step can be avoided using neural networks. In order for the system to learn this, they exposed it to many hours of Spanish audio together with the corresponding English text. The different layers of neural networks, replicating the human brain, were able to link the corresponding parts and subsequently manipulate the audio waveform until it was transformed to English text. Another drawback of the GNMT model is that it causes the time of translation to increase exponentially with the number of words in the sentence. This caused the Google Brain Team to add 2000 more processors to ensure the new translation process would still be fast and reliable. === Robotics === Aiming to improve traditional robotics control algorithms where new skills of a robot need to be hand-programmed, robotics researchers at Google Brain are developing machine learning techniques to allow robots to learn new skills on their own. They also attempt to develop ways for information sharing between robots so that robots can learn from each other during their learning process, also known as cloud robotics. As a result, Google has launched the Google Cloud Robotics Platform for developers in 2019, an effort to combine robotics, AI, and the cloud to enable efficient robotic automation through cloud-connected collaborative robots. Robotics research at Google Brain has focused mostly on improving and applying deep learning algorithms to enable robots to complete tasks by learning from experience, simulation, human demonstrations, and/or visual representations. For example, Google Brain researchers showed that robots can learn to pick and throw rigid objects into selected boxes by experimenting in an environment without being pre-programmed to do so. In another research, researchers trained robots to learn behaviors such as pouring liquid from a cup; robots learned from videos of human demonstrations recorded from multiple viewpoints. Google Brain researchers have collaborated with other companies and academic institutions on robotics research. In 2016, the Google Brain Team collaborated with researchers at X in a research on learning hand-eye coordination for robotic grasping. Their method allowed real-time robot control for grasping novel objec

    Read more →
  • Alliance for Secure AI

    Alliance for Secure AI

    The Alliance for Secure AI is a U.S.-based nonprofit organization which educates the public about the risks of advanced artificial intelligence (AI). Politico has described the Alliance as a "bipartisan nonprofit trying to push a middle-ground approach to AI guardrails." == History == In June 2025, the Alliance was launched as a 501(c)(3) nonprofit watchdog in Washington, D.C. That same month, the organization rolled out a six-figure advertising campaign featuring bipartisan warnings about advanced AI. The ad campaign presented different messages for different political audiences. The Alliance opposed the idea of a moratorium on state AI laws as part of the July 2025 budget bill, in addition to President Donald Trump's December 2025 executive order on the issue. The group has also criticized AI companies like Meta and OpenAI for what it says are failures to prevent harms to children. In addition, the Alliance has criticized OpenAI for subpoenaing nonprofit organizations in the AI safety space. In March 2026, the Alliance launched JobLoss.ai, a website that tracks the jobs that have been eliminated with AI cited as a contributing factor. As of April 2026, JobLoss.ai has tracked more than 127,000 lost jobs. == Leadership == Brendan Steinhauser, a longtime political and communications strategist, is the founder and CEO of the Alliance. He was an early Tea Party movement organizer, and ran campaigns for multiple members of Congress, including Sen. John Cornyn, Rep. Dan Crenshaw, and Rep. Michael McCaul. Peyton Hornberger is the group's communications director. In July 2025, Hornberger criticized Palantir for its use of AI in a USA Today op-ed column.

    Read more →
  • RFPolicy

    RFPolicy

    The RFPolicy outlines a method for contacting vendors about security vulnerabilities found in their products. It was initially written in 2000 by hacker and security consultant Rain Forest Puppy. It was perhaps the second disclosure policy, following Simple Nomad's. The policy gives the vendor five working days to respond to the reporter of the bug. If the vendor fails to contact the reporter within those five days, the issue is recommended to be disclosed to the general community. The reporter should help the vendor reproduce the bug and work out a fix. The reporter should delay notifying the general community about the bug if the vendor provides feasible reasons for requiring so. If the vendor fails to respond or shuts down communication with the reporter of the problem within five working days, the reporter should disclose the issue to the general community. When issuing an alert or fix, the vendor should give the reporter proper credit for reporting the bug. Context for the history of vulnerability disclosure is available in a history article.

    Read more →
  • Open Mind Common Sense

    Open Mind Common Sense

    Open Mind Common Sense (OMCS) is an artificial intelligence project based at the Massachusetts Institute of Technology (MIT) Media Lab whose goal is to build and utilize a large commonsense knowledge base from the contributions of many thousands of people across the Web. It has been active from 1999 to 2016. Since its founding, it has accumulated more than a million English facts from over 15,000 contributors in addition to knowledge bases in other languages. Much of OMCS's software is built on three interconnected representations: the natural language corpus that people interact with directly, a semantic network built from this corpus called ConceptNet, and a matrix-based representation of ConceptNet called AnalogySpace that can infer new knowledge using dimensionality reduction. The knowledge collected by Open Mind Common Sense has enabled research projects at MIT and elsewhere. == History == The project was the brainchild of Marvin Minsky, Push Singh, Catherine Havasi, and others. Development work began in September 1999, and the project opened to the Internet a year later. Havasi described it in her dissertation as "an attempt to ... harness some of the distributed human computing power of the Internet, an idea which was then only in its early stages." The original OMCS was influenced by the website Everything2 and its predecessor, and presents a minimalist interface that is inspired by Google. Push Singh would have become a professor at the MIT Media Lab and lead the Common Sense Computing group in 2007, but committed suicide on February 28, 2006. The project is currently run by the Digital Intuition Group at the MIT Media Lab under Catherine Havasi. == Database and website == There are many different types of knowledge in OMCS. Some statements convey relationships between objects or events, expressed as simple phrases of natural language: some examples include "A coat is used for keeping warm", "The sun is very hot", and "The last thing you do when you cook dinner is wash your dishes". The database also contains information on the emotional content of situations, in such statements as "Spending time with friends causes happiness" and "Getting into a car wreck makes one angry". OMCS contains information on people's desires and goals, both large and small, such as "People want to be respected" and "People want good coffee". Originally, these statements could be entered into the Web site as unconstrained sentences of text, which had to be parsed later. The current version of the Web site collects knowledge only using more structured fill-in-the-blank templates. OMCS also makes use of data collected by the Game With a Purpose "Verbosity". In its native form, the OMCS database is simply a collection of these short sentences that convey some common knowledge. In order to use this knowledge computationally, it has to be transformed into a more structured representation. == ConceptNet == ConceptNet is a semantic network based on the information in the OMCS database. ConceptNet is expressed as a directed graph whose nodes are concepts, and whose edges are assertions of common sense about these concepts. Concepts represent sets of closely related natural language phrases, which could be noun phrases, verb phrases, adjective phrases, or clauses. ConceptNet is created from the natural-language assertions in OMCS by matching them against patterns using a shallow parser. Assertions are expressed as relations between two concepts, selected from a limited set of possible relations. The various relations represent common sentence patterns found in the OMCS corpus, and in particular, every "fill-in-the-blanks" template used on the knowledge-collection Web site is associated with a particular relation. The data structures that make up ConceptNet were significantly reorganized in 2007, and published as ConceptNet 3. The Software Agents group currently distributes a database and API for the new version 4.0. In 2010, OMCS co-founder and director Catherine Havasi, with Robyn Speer, Dennis Clark and Jason Alonso, created Luminoso, a text analytics software company that builds on ConceptNet. It uses ConceptNet as its primary lexical resource in order to help businesses make sense of and derive insight from vast amounts of qualitative data, including surveys, product reviews and social media. == Machine learning tools == The information in ConceptNet can be used as a basis for machine learning algorithms. One representation, called AnalogySpace, uses singular value decomposition to generalize and represent patterns in the knowledge in ConceptNet, in a way that can be used in AI applications. Its creators distribute a Python machine learning toolkit called Divisi for performing machine learning based on text corpora, structured knowledge bases such as ConceptNet, and combinations of the two. == Comparison to other projects == Other similar projects include Never-Ending Language Learning, Mindpixel (discontinued), Cyc, Learner, SenticNet, Freebase, YAGO, DBpedia, and Open Mind 1001 Questions, which have explored alternative approaches to collecting knowledge and providing incentive for participation. The Open Mind Common Sense project differs from Cyc because it has focused on representing the common sense knowledge it collected as English sentences, rather than using a formal logical structure. ConceptNet is described by one of its creators, Hugo Liu, as being structured more like WordNet than Cyc, due to its "emphasis on informal conceptual-connectedness over formal linguistic-rigor".

    Read more →
  • Thomas Bolander

    Thomas Bolander

    Thomas Bolander is a Danish professor at DTU Compute, Technical University of Denmark, where he studies logic and artificial intelligence. Most of his studies focus on the social aspect of artificial intelligence, and how we can make future AI able to navigate in social interactions. Thomas Bolander also sits in different commissions, expert panels and boards, among these he is a member of the Siri Commission, the TeckDK Commission, a member of the editorial board of the journal Studia Logica and co-organizer of Science and Cocktails. Bolander is known for his dissemination of science. In 2019 he was awarded the H. C. Ørsted Medal. Which he was the first to achieve after a break of three years.

    Read more →
  • National Security Commission on Artificial Intelligence

    National Security Commission on Artificial Intelligence

    The National Security Commission on Artificial Intelligence (NSCAI) was an independent commission of the United States of America from 2018 to 2021. Its mission was to make recommendations to the President and Congress to "advance the development of artificial intelligence, machine learning, and associated technologies to comprehensively address the national security and defense needs of the United States". The commission's 15 members were nominated by the United States Congress. The NSCAI was dissolved on 1 October 2021. == History and reporting == The NSCAI began working in March 2019 and by November 2019 it had received more than 200 classified and unclassified briefings to help with the creation of its final report due in 2021.On 4 November 2019, the NSCAI shared its interim report with Congress, where it explained the 27 initial judgements to base its ongoing work. In the interim report the commission also agreed on seven principles: Global leadership in AI technology is a national security priority AI adoption is an urgent imperative for national security A shared sense of responsibility for the American peoples security must be created from government officials and private sector leaders. It needs to find local AI talent and use it to attract the world’s best minds Actions used for the protection of America’s AI leadership against foreign threats needs to follow the principles of free enterprise, free inquiry and free flow of ideas. The technical limitations of AI are universally known, however, a strong desire remains for powerful, dependable, and secure AI systems. United States used AI must follow American values including the rule of law Fundamental areas of effort for the preservation of U.S. advantages were also agreed upon in the interim report of 2019. The NSCAI released its first report of recommendations in March 2020, most of which were included in the 2021 National Defense Authorization Act. In July 2020, the commission published the second report to Congress. It identified 35 actions for both Executive and Legislative branches, which were focused on six fundamental areas. This report was available to the public. In January 2021, a draft of the final report was presented at a panel led by Schmidt. The report recommended the US to use AI technology for military use and development. It issued its final report in March 2021, saying that the U.S. is not sufficiently prepared to defend or compete against China in the AI era. It was broken up into two parts, the first titled “Defending America in the AI Era”, and the second “Winning the Technology Competition”. The report spoke about China’s efforts and investments into integration and that it could very well take the lead in AI in the next few years. Additional suggestions were made to concentrate on AI in everything we do and to implement it into US national security on multiple levels, as well as focus on bringing in new talent to develop AI and to introduce it to the working force on both civilian and military levels. Another recommendation of the NSCAI report was to develop and provide China and Russia with alternative models that are based on norms and democratic values. The final report also included a proposed $40 billion budget for government spending. On 14 April 2021, NSCAI executive director Ylli Bajraktari and director of Research and Analysis Justin Lynch participated in an event held by the Center for Security and Emerging Technology (CSET) to discuss the final report findings. In October 2021, NSCAI chair Eric Schmidt founded the bipartisan, non-profit Special Competitive Studies Project (SCSP) through his family led non-profit Eric & Wendy Schmidt Fund for Strategic Innovation in order to carry on the NSCAI’s efforts and expand beyond national security. The Foundation for Defense of Democracies held an event in June 2023, called “Thinking Forward After the NSCAI and CSC: A Discussion on AI and Cyber Policy”, with former members of NSCAI on the moderation panel, including Eric Schmidt and Ylli Bajraktari. == Members == Members of the National Security Commission on Artificial Intelligence: Eric Schmidt (chair), former CEO of Google Robert Work (Vice Chair), former Deputy Secretary of Defense Mignon Clyburn, former Commissioner of the Federal Communications Commission Chris Darby, CEO of In-Q-Tel Kenneth M. Ford, CEO of the Florida Institute for Human and Machine Cognition Jose-Marie Griffiths, President of Dakota State University Eric Horvitz, Technical Fellow at Microsoft Katrina G. McFarland, former Assistant Secretary of Defense for Acquisition Jason Matheny, Director of the Center for Security and Emerging Technology at Georgetown University Gilman Louie, partner at Alsop Louie Partners William Mark, vice president at SRI International Andy Jassy, CEO of Amazon Web Services (AWS) Safra Catz, CEO of Oracle Steve Chien, Technical Fellow at Jet Propulsion Laboratory (JPL) Andrew Moore, Google/Alphabet == Recommendations == The report's recommendations include: Dramatically increasing non-defense federal spending on AI research and development, doubling every year from $2 billion in 2022, to $32 billion in 2026. That would bring it up to a level similar to spending on biomedical research A dramatic increase in undergraduate scholarship and graduate studies fellowships in AI Creation of a Digital Corps to bring skilled tech workers into government Founding of a Digital Service Academy: an accredited university providing subsidized education in exchange for a commitment to work for a time in government Include civil rights and civil liberty reports for new AI systems or major updates to existing systems Expanding allocations of employment-based green cards, and giving them to every AI PhD graduate from an accredited U.S. university Reforming the acquisition management system Department of Defense to make it faster and easier to introduce new technologies == Transparency == In December 2019, a ruling was made under the Freedom of Information Act (FOIA) that the NSCAI must also provide historical documents upon request. The Electronic Privacy Information Center (EPIC) filed the lawsuit against the NSCAI in September 2019 after being refused information about the upcoming meetings and prepared records of the commission under FOIA and the Federal Advisory Committee Act (FACA). The U.S. District Court for the District of Columbia ruled in June 2020 that the NSCAI must comply with FACA and therefore hold open meetings and provide records to the public. The lawsuit was also filed by EPIC.

    Read more →
  • MSpy

    MSpy

    mSpy is a brand of mobile and computer parental control monitoring software for iOS, Android, Windows, and macOS. The app monitors and logs user activity on the client device and sends the data to a personalized dashboard. Data the users can monitor includes text messages, calls, GPS locations, social media chats, and more. It is owned by Virtuoso Holding. == History == mSpy was launched as a product for mobile monitoring by Altercon Group in 2010. In 2012, the application allowed parents to monitor not only smartphones but also computers running Windows and macOS. In 2013, mSpy became TopTenReviews cell phone monitoring software award winner. By 2014, the business grew nearly 400%, and the app's user numbers exceeded 1 million. In 2015, mSpy received the Parents Tested Parents Approved (PTPA) Winner’s Seal of Approval in the United States. In 2015 and 2018, mSpy was the victim of data breaches which released user data. In 2016, mLite, a light version of mSpy, became available from Google Play. The same year, it was awarded the kidSAFE Certified Seal in the United States. In 2017, mSpy collaborated with YouTuber and journalist Coby Persin to conduct a social experiment on the dangers of social media and online predators. A social experiment, conducted with parental consent, involved Coby Persin to befriend three children—aged 12, 13, and 14—via Snapchat and then invite them to meet personally. Each of the participants agreed to the meeting and arrived at the designated location. The video of the experiment received widespread attention and helped to raise awareness about the importance of online security and parental controls. In early 2021, mSpy released a new feature - Screenrecorder. The feature allows parents to take screenshots of the kid's screen when they are browsing certain apps. In 2024, mSpy's Zendesk was compromised by an unknown threat actor, revealing their customer list. As of 2025, mSpy is compatible with Android, iPhone, and iPad devices. It provides access to various types of data stored on the device, including contact information, calendar entries, emails, SMS messages, browser history, photos, videos, and installed applications. Functions also include GPS tracking, geofencing, keyword alerts etc. == Reception == It was noted that since MSpy runs inconspicuously, there is risk of the software being used illegally. mSpy was called "terrifying" by The Next Web and was featured in NPR coverage of spyware used against victims of stalking and other domestic violence. In response mSpy released security updates aimed at reducing the risk of misuse and stated that it "uses encryption protocols to protect user data and that access is restricted to the account holder". In May 2015, Brian Krebs reported that mSpy was hacked, leaking personal data for hundreds of thousands of users of devices with mSpy installed. mSpy claimed that there was no data leak, but that instead, it was the victim of blackmailers. In September 2018, Krebs claimed and demonstrated that anyone could easily gain access to the mSpy database containing data for millions of users. The company responded by stating that the exposed data consisted primarily of error logs and incorrect login attempts. Following the incident, mSpy implemented new security measures, changed encryption keys, and reset passwords for affected accounts. A 2024 Sky News story characterised mSpy as "stalkerware". Leaked customer support messages from mSpy reveal misuse of its app for illegally monitoring partners and children.

    Read more →
  • Kinect

    Kinect

    Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control. Kinect was originally developed as a motion controller peripheral for Xbox video game consoles, distinguished from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) by not requiring physical controllers. The first-generation Kinect was based on technology from Israeli company PrimeSense, and unveiled at E3 2009 as a peripheral for Xbox 360 codenamed "Project Natal". It was first released on November 4, 2010, and would go on to sell eight million units in its first 60 days of availability. The majority of the games developed for Kinect were casual, family-oriented titles, which helped to attract new audiences to Xbox 360, but did not result in wide adoption by the console's existing, overall userbase. As part of the 2013 unveiling of Xbox 360's successor, Xbox One, Microsoft unveiled a second-generation version of Kinect with improved tracking capabilities. Microsoft also announced that Kinect would be a required component of the console, and that it would not function unless the peripheral is connected. The requirement proved controversial among users and critics due to privacy concerns, prompting Microsoft to backtrack on the decision. However, Microsoft still bundled the new Kinect with Xbox One consoles upon their launch in November 2013. A market for Kinect-based games still did not emerge after the Xbox One's launch; Microsoft would later offer Xbox One hardware bundles without Kinect included, and later revisions of the console removed the dedicated ports used to connect it (requiring a powered USB adapter instead). Microsoft ended production of Kinect for Xbox One in October 2017. Kinect has also been used as part of non-game applications in academic and commercial environments, as it was cheaper and more robust than other depth-sensing technologies at the time. While Microsoft initially objected to such applications, it later released software development kits (SDKs) for the development of Microsoft Windows applications that use Kinect. In 2020, Microsoft released Azure Kinect as a continuation of the technology integrated with the Microsoft Azure cloud computing platform. Part of the Kinect technology was also used within Microsoft's HoloLens project. Microsoft discontinued the Azure Kinect developer kits in October 2023. == History == === Development === The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on. In 2005, Israeli company PrimeSense was founded by mathematicians and engineers to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006 Game Developers Conference, where Microsoft's Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacture the units at scale was required. PrimeSense spent the next few years working at these improvements. Nintendo released the Wii in November 2006. The Wii's central feature was the Wii Remote, a handheld device that was detected by the Wii through a motion sensor bar mounted onto a television screen to enable motion controlled games. Microsoft felt pressure from the Wii, and began looking into depth-sensing in more detail with PrimeSense's hardware, but could not get to the level of motion tracking they desired. While they could determine hand gestures, and sense the general shape of a body, they could not do skeletal tracking. A separate path within Microsoft looked to create an equivalent of the Wii Remote, considering that this type of unit may become standardized similar to how two-thumbstick controllers became a standard feature. However, it was still ultimately Microsoft's goal to remove any device between the player and the Xbox. Kudo Tsunoda and Darren Bennett joined Microsoft in 2008, and began working with Kipman on a new approach to depth-sensing aided by machine learning to improve skeletal tracking. They internally demonstrated this and established where they believed the technology could be in a few years, which led to the strong interest to fund further development of the technology; this has also occurred at a time that Microsoft executives wanted to abandon the Wii-like motion tracking approach, and favored the depth-sensing solution to present a product that went beyond the Wii's capabilities. The project was greenlit by late 2008 with work started in 2009. The project was codenamed "Project Natal" after the Brazilian city Natal, Kipman's birthplace. Additionally, Kipman recognized the Latin origins of the word "natal" to mean "to be born", reflecting the new types of audiences they hoped to draw with the technology. Much of the initial work was related to ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months. During hardware development, Microsoft engaged with software developers to use Kinect. Microsoft wanted to make games that would be playable by families since Kinect could sense multiple bodies in front of it. One of the first internal titles developed for the device was the pack-in game Kinect Adventures developed by Good Science Studio that was part of Microsoft Studios. One of the game modes of Kinect Adventures was "Reflex Ridge", based on the Japanese Brain Wall game where players attempt to contort their bodies in a short time to match cutouts of a wall moving at them. This type of game was a key example of the type of interactivity they wanted with Kinect, and its development helped feed into the hardware improvements. Another development was Project Milo, a prototype game developed by Lionhead Studios led by Peter Molyneux where the player could interact with a virtual avatar through motion controls and voice recognition. Lionhead had developed the project based on original capabilities of the Kinect, but according to Molyneux, Microsoft had found that a consumer-grade version of the Kinect would cost thousands of dollars, so they scaled back the device and refocused the role of games for the Kinect to be more casual games as seen on the Wii. As a result, Project Milo no longer fit Microsoft's portfolio and was cancelled. Nearing the planned release, there was a problem of widespread testing of Kinect in various room types and different bodies accounting for age, gender, and race among other factors, while keeping the details of the unit confidential. Microsoft engaged in a company-wide program offering employees to take home Kinect units to test them. Microsoft also brought other non-gaming divisions, including its Microsoft Research, Microsoft Windows, and Bing teams to help complete the system. Microsoft established its own large-scale manufacturing facility to bulk product Kinect units and test them. === Introduction === Kinect was first announced to the public as "Project Natal" on June 1, 2009, during Microsoft's press conference at E3 2009; film director Steven Spielberg joined Microsoft's Don Mattrick to introduce the technology and its potential. Three demos were presented during the conference—Microsoft's Ricochet and Paint Party, and Lionhead Studios' Milo & Kate created by Peter Molyneux—while a Project Natal-enabled version of Criterion Games' Burnout Paradise was shown during the E3 exhibition. By E3 2009, the skeletal mapping technology was capable of simultaneously tracking four people, with a feature extraction of 4

    Read more →
  • Cortica

    Cortica

    Headquartered in Tel Aviv Cortica utilizes unsupervised learning methods to recognize and analyze digital images and video. The technology developed by the Cortica team is based on research of the function of the human brain. == Company Founding == Cortica was founded in 2007 by Igal Raichelgauz, Karina Odinaev and Yehoshua Zeevi. Together, the founders developed the company’s core technology while at Technion – Israel Institute of Technology. By combining discoveries in neuroscience with developments in computer programming, the team created technology that possesses the ability to interpret large amounts of visual data with increased accuracy. This technology, called Image2Text, is based on the founders’ work in digitally replicating cortical neural networks’ ability to identify complex patterns within massive quantities of ambiguous and noisy data. Cortica’s offerings have application in the automotive industry, media industries, as well as the smart city and medical industries. Industry experts suggest that the self-driving automotive industry alone will be worth upwards of $7 trillion while each connected car is expected to generate 4,000 GB of data per day. Beyond that, industry analysts expect the proliferation of surveillance cameras to continue leading to an expected 2,500 Petabytes of data being generated daily by new surveillance cameras. Cortica operates in these high scale industries. The company currently employs professionals from many domains including AI researchers as well as veterans of intelligence units within the Israeli Defense Forces. == Research and Technology == In 2006, Founders Raichelgauz, Odinaev, and Zeevi shared their findings with the 28th IEEE EMBS Annual International Conference in New York in a paper titled, “Natural Signal Classification by Neural Cliques and Phase-Locked Attractors”. That same year, the team also published “Cliques in Neural Ensembles as Perception Carriers" CB Insights recently identified Cortica as the number one patent holder among AI companies. Cortica is researching to develop a machine-learning driving system which can identify objects and pedestrians. Connecting to it, Elon Musk has been rumored to partner with Cortica for his electric car company, Tesla. However, Tesla denies it stating that Musk did not discuss a collaboration with artificial intelligence firm Cortica. == Funding == Cortica raised $7 million in its Series A funding round, announced in August 2012. Investors included Horizons Ventures (the investment firm of Hong Kong billionaire Li Ka-Shing), and Ynon Kreiz, the former chairman and CEO of the Endemol Group. In May 2013, it was announced that Cortica had raised $1.5 million from Russian firm Mail.ru Group. It later transpired that this was a part of Cortica's Series B funding round for $6.4 million, announced in June 2013. The round was led by Horizons Ventures, with participation from the Russian firm Mail.ru Group and other angel investors. In its fourth funding round, Cortica has raised $20 million, bringing the total investments to $38 million. According to a report from The Israeli lead Daily economic newspaper, TheMarker, the fourth round was led by a strategic Chinese investor who will probably help the company expand into the Asian market. == Media coverage == GigaOm listed Cortica as one of the top deep learning startups in a November 2013 article surveying the field, along with AlchemyAPI, Ersatz, and Semantria. Business Insider ranked Cortica as one of the coolest tech companies in Israel. CB Insights has identified Cortica as the top patent holding AI company. In 2017 several leading automotive media outlets covered the launch of Cortica's automotive business unit

    Read more →