AI Assistant Zalando

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  • Elements (toolchain)

    Elements (toolchain)

    RemObjects Elements is a toolchain for software development, comprising six programming languages: C#, Swift, Go, Java, Oxygene (a form of modern Object Pascal), and Visual Basic .NET. All languages interoperate, meaning a single project can use any combination of languages, and they can all be compiled to .NET, the JVM, native, or WebAssembly. Elements supports Microsoft Windows, all Apple Inc. platforms (including iOS, visionOS and watchOS), Android, and Linux. Elements also supports language conversion, allowing source code in one language to be rewritten in another. Elements is supported in Visual Studio, but RemObjects also makes their own IDEs, Fire (on MacOS) and Water (on Windows.) == Background == RemObjects began in 2002, creating software for Delphi, but in 2005 in response to the growth of .NET and that Delphi was targeting only native Windows, they released Oxygene (known as Chrome at the time) as a new version of Object Pascal, with more modern syntax as well as being .NET-native. Since then, five other languages have been added to the suite, as well as compiling for the web via WebAssembly and to native architectures (eg Intel 32/64 or ARM64). Elements is primarily intended for developers who want to pull together libraries and codebases written in multiple languages, including legacy codebases in older languages while modernizing either with newer syntax and features or by adding in the use of newer or more popular languages. Because of the Oxygene flavour of Object Pascal, supporting Delphi apps is a primary focus, including allowing Pascal to be compiled for other architectures or providing language features that match other prominent languages. == Approach == New versions of the Elements come out approximately every week. RemObjects names its programming languages after chemical elements, sometimes with poetic or musical spelling, rather than referring to them directly. They are: C#: Hydrogene Object Pascal: Oxygene Java: Iodine Visual Basic: Mercury Go: Gold Swift: Silver == History == The Elements compiler was first introduced with version 1.0 in 2005 under the name "Chrome", with support for only the Oxygene language on the .NET platform, primarily as a response to the then-new and not well-received Delphi .NET compiler from Embarcadero. Chrome saw updates to version 1.5 'Floorshow' and Chrome 2.0 'Joyride' over the next few years, moving in parallel with major advancements on the .NET platform for .NET 2.0 (Generics) and .NET 3.x (LINQ), respectively. With the release of version 3.0 (code-named Oxygène after the Jean-Michel Jarre album of the same name) Chrome was rebranded to Oxygene in 2008, and also shipped co-branded by Embarcadero as Delphi Prism (later just Prism) as part of RAD Studio, replacing Embarcadero's own and now-defunct Delphi.NET compiler. 2010 saw the release of Oxygene 4 ("Echoes"), the last version to focus on just a single language and platform. With Oxygene 5 in 2011 and Oxygene 6 in 2013, RemObjects introduced new platform support for Java/Android (code-name "Cooper") and then Cocoa, the Apple development platform (code-name "Toffee"). Elements 7.0 was released at the beginning of 2014, adding the second programming language, C# to the compiler, and delegating Oxygene from the product name to merely branding the Object Pascal-based language. Over the subsequent years, Elements gained support for additional languages, with Apple Swift in 2015, Java in 2017, and subsequently Google's Go and Mercury, a revitalized Visual Basic.NET. Elements also gained support for its fourth target platform, "Island", for CPU-native compilation for Windows, Linux, and WebAssembly. In addition to the chemical elements-based names for the different languages, the "Elements" concept was carried on with the introduction of dedicated development environments alchemically named Fire (for the Mac, in 2015) and Water (for Windows, in 2018). == Fire and Water (IDEs) == Fire and Water are integrated development environments developed by RemObjects Software. They are designed specifically for use with the Elements Compiler. Fire is the version developed for macOS, while Water is intended for Microsoft Windows. Both IDEs are designed to work closely with the Elements compiler and are primarily intended for developers using the RemObjects language ecosystem. They support software development across multiple platforms, including .NET, Android, iOS, macOS, Windows, Linux, and WebAssembly. The IDEs include standard development tools such as syntax highlighting, code completion, debugging, and project navigation. Build operations are managed using a custom system known as EBuild, which is part of the broader Elements toolchain. The IDEs are distributed as part of the RemObjects Elements package and are updated in coordination with the compiler itself. == In media == Oxygene has been mentioned several times by Verity Stob in their Chronicles of Delphi series, currently living at The Register.

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  • Rifts (role-playing game)

    Rifts (role-playing game)

    Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres. Rifts serves as a cross-over environment for a variety of other Palladium games with different universes connected through "rifts" on Earth that lead to different spaces, times, and realities that Palladium calls the "Rifts Megaverse". Rifts describes itself as an "advanced" role-playing game and not an introduction for those new to the concept. Palladium continues to publish books for the Rifts series, with about 80 books published between 1990 and 2011. Rifts Ultimate Edition was released in August 2005 and designed to update the game with Palladium's incremental changes to its system, changes in the game world, and additional information and character types. The web site is quick to point out that this is not a second edition but an improvement and expansion of the original role playing game. == Background == The RPG had the tentative title Boomers, named after the original name for the Glitter Boy power armor until Kevin Siembieda changed the name after finding out it was in use for Bubblegum Crisis. == Setting == The Rifts world is Earth, but hundreds of years into the future. Ley lines, lines of magic energy, criss-cross the earth forming supernatural geographic areas such as the Bermuda Triangle. Points where Ley Lines intersect, called a nexus, are places of powerful magic, such as the Pyramids of Giza and Stonehenge. If a Ley Line nexus energy surges or is purposely activated, the fabric of space and time can be torn, creating a rift - a hole in space-time leading to another place, time, or dimension. Ley lines contain magical energy called Potential Psychic Energy (PPE), which is found in various places, objects, and animals and is particularly strong in children. An adult's level of PPE can vary based on other factors. PPE also allows Psionics which uses energy known as Inner Strength Points or ISP. Psychic phenomenon (more commonly called psionics) can also vary from individuals, ranging from none at all to Master level abilities. Psychic abilities can manifest in virtually any way imaginable. Some psychics develop differently, such as psi-stalkers; human mutants that feed on psychic energy. === Earth === Rifts begins with two future-historical premises: first, a golden age of humanity occurs, with tremendous advances in science, technology, military, and society. Humanity as a whole is at peace as a majority of Earth's nations decide to cease world war and begin to share ideas and technology freely. Much of the Solar System is conquered, humanity's wars will end, and harmony will reign. This golden age is followed by an unknown cause near the winter solstice and a rare planetary alignment, causing a disaster that cascades into tremendous destruction via a ripple effect. The cataclysm begins with unprecedented storms, earthquakes, tsunamis, and volcanic eruptions, which kill millions of people. The Ley Line networks that crisscross the globe are energized, causing rifts to open both on Earth and throughout the Megaverse. For hundreds of years after the holocaust, many creatures, both mythical beasts and aliens, come through the Rifts to wreak havoc. The old world gone, a new Dark Age dawns and humanity's shrinking population is reduced, due to catastrophe and domestic failure, immeasurably. This period is covered in Palladium's Rifts Chaos Earth spin-off series. Rifts initially takes place in 101 P.A. (equivalent to the year 2387) 289 years after this event. The "Post-Apocalypse" calendar was established by the formation of the Coalition States in 2286. By this time, most of the disasters have quieted down, though Earth is still bathed in PPE. The planet's mystical energy has attracted aliens from other dimensions, who continue to arrive through the Rifts both accidentally and deliberately. The humanoid creatures that arrive on Earth are referred to as Dimensional Beings (called D-Bees). Some resemble familiar fantasy races, such as elves and dwarfs, while others were created specifically for the game setting. Non-humanoid creatures have also arrived, including monstrous creatures and mystical demons. To cope with these natural, supernatural, and alien menaces, the human race has adapted in a variety of ways, many of them borrowed from the technological developments of the lost Golden Age. Powered armor suits and giant vehicles are frequently used to combat the dangers of Rifts, but more invasive augmentation is common. This has three basic categories: "Juicers" augment themselves chemically, the "Borgs" augment themselves mechanically, and "Crazies" use performance-enhancing brain implants. All such augmentations boost strength, speed, endurance, and dexterity to superhuman levels. However, all come at great cost. Chemicals cause the body to wear out faster, decreasing life span to a few years. Mechanical Borg augmentation causes a loss of humanity when those with multiple limb and organ replacements become more machine than human. Brain implants cause mental instability ranging from mild phobias to crippling neurosis or psychosis. ==== North America ==== The strongest power in North America is the Coalition States (CS), which is based in the arcological city of Chi-Town and lays claim to northern Illinois, all of Iowa, the Texas Panhandle, Missouri, and the eastern half of Ontario, Canada. The second greatest power is Free Quebec, a former Coalition State that seceded following a civil war with the other Coalition States. Mexico is ruled by a group of vampire kingdoms, who treat humans as little more than food. North of the Rio Grande, west of Texas and roaming most of the American Southwest are large nomadic bands/tribes of bandits who collectively form the Pecos Empire, consisting of El Paso, Los Alamos, and Houstown. Much of the western United States has more or less willingly reverted to a mix of modern and past technology akin to the Wild West. The Royal Canadian Mounted Police managed to survive the great cataclysm, though Canada itself did not. The Mounties have become an independent law enforcement force called the Tundra Rangers, patrolling the northern wilderness. The Midwest, both upper and central, is home to most of North America's population. The Manistique Imperium and Northern Gun in Michigan's Upper Peninsula, both Coalition allies, are among the largest weapons manufacturing areas on the continent. New Lazlo is one of the largest cities in Michigan's southern portion. Chillicothe in Missouri is a large supplier of Coalition food processing and growing. Missouri's southern half, home to the city-states of Whykin (Poplar Bluff) and Kingsdale (West Plains) are in constant opposition to the CS and claim independence. Arkansas is home to the independent CS ally El Dorado. Southern Illinois and the Ohio Valley is home to the Federation of Magic. Also in the Ohio Valley is Psyscape, a city-state founded by psychics. Tolkeen was a major city in the former Minneapolis region in early Rifts books; the city welcomed users of magic. A military campaign made by the Coalition States (which is the primary event of 109 PA) resulted in the magic-user kingdom being wiped off the map. In the Northeast, the city-state of Lazlo, named after supernatural researcher and writer Victor Lazlo, was built upon the ruins of Toronto. This major center of civilization is well known as a melting pot of humans, D-Bees and other beings, and is the home of Techno-Wizardry. Mad Haven is the name given to the ruins of Manhattan; tectonic forces during the cataclysm have moved it into the coast, creating a peninsula. It is seen by most denizens of Rifts Earth as a refuge of demons and madness. ==== South America ==== The return of Atlantis caused the Amazon River basin to flood most of western South America, giving it the nickname The Land of a Thousand Islands. The Empire of the Sun, consisting of Cuzco, Nazca, Arequipa and Lima, created a wide range of technology and magic, including magic derived from the Nazca lines. In Argentina, the Silver River Republics of Cordoba (the South American Chi-Town), Santiago (one of the most tolerant human nations on Rifts Earth), Achilles (a nation founded by mutants), and New Babylon, a nation where humans and aliens coexist) have thrived and created nations whose strength rivals that of the CS. In Bolivia, freed Human and D-Bees formed the Megaversal Legion: a mercenary company with one of the highest levels of technology on Rifts Earth. ==== Europe ==== England has become a vast wilderness again, broken up by the occasional giant Millennium Tree or feudal kingdom, complete with a New Camelot and a new King Arthur, partially being manipulated by an alien intelligence disguised as Merlin. Also the magic of

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  • Someday (short story)

    Someday (short story)

    "Someday" is a science fiction short story by American writer Isaac Asimov. It was first published in the August 1956 issue of Infinity Science Fiction and reprinted in the collections Earth Is Room Enough (1957), The Complete Robot (1982), Robot Visions (1990), and The Complete Stories, Volume 1 (1990). == Plot summary == The story is set in a future where computers play a central role in organizing society. Humans are employed as computer operators, but they leave most of the thinking to machines. Indeed, whilst binary programming is taught at school, reading and writing have become obsolete. The story concerns a pair of boys who dismantle and upgrade an old Bard, a child's computer whose sole function is to generate random fairy tales. The boys download a book about computers into the Bard's memory in an attempt to expand its vocabulary, but the Bard simply incorporates computers into its standard fairy tale repertoire. The story ends with the boys excitedly leaving the room after deciding to go to the library to learn "squiggles" (writing) as a means of passing secret messages to one another. As they leave, one of the boys accidentally kicks the Bard's on switch. The Bard begins reciting a new story about a poor mistreated and often ignored robot called the Bard, whose sole purpose is to tell stories, which ends with the words: "the little computer knew then that computers would always grow wiser and more powerful until someday—someday—someday—…"

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  • Deepfake pornography

    Deepfake pornography

    Deepfake pornography is a form of non-consensual AI pornography created by altering existing photographs or videos using deepfake technology to modify the appearance of the participants. The use of deepfake pornography has sparked controversy because it involves the making and sharing of realistic videos featuring non-consenting individuals and is sometimes used for revenge porn. Many countries have criminalized this "new voyeurism" through legislative measures and technological solutions. == History == The term "deepfake" was coined in 2017 on a Reddit forum where users shared altered pornographic videos created using machine learning algorithms. It is a combination of the word "deep learning", which refers to the program used to create the videos, and "fake" meaning the videos are not real. Deepfake pornography was originally created on a small individual scale using a combination of machine learning algorithms, computer vision techniques, and AI software. The process began by gathering a large amount of source material (including both images and videos) of a person's face, and then using a deep learning model to train a Generative Adversarial Network to create a fake video that convincingly swaps the face of the source material onto the body of a pornographic performer. However, the production process has significantly evolved since 2018, with the advent of several public apps that have largely automated the process. While several AI "nudification" apps emerged on mainstream platforms like Google Play and the Apple App Store around 2023, major tech storefronts have since implemented stricter policies and automated detection to ban such software. Consequently, the proliferation of non-consensual deepfake pornography has largely shifted to decentralized websites, specialized online forums, and third-party messaging bot ecosystems. Deepfake pornography is sometimes confused with fake nude photography, but the two are mostly different. Fake nude photography typically uses non-sexual images and merely makes it appear that the people in them are nude. == Notable cases == Deepfake technology has been used to create non-consensual and pornographic images and videos of famous women. One of the earliest examples occurred in 2017 when a deepfake pornographic video of Gal Gadot was created by a Reddit user and quickly spread online. Since then, there have been numerous instances of similar deepfake content targeting other female celebrities, such as Emma Watson, Natalie Portman, and Scarlett Johansson. Johansson spoke publicly on the issue in December 2018, condemning the practice but also refusing legal action because she views the harassment as inevitable. === Rana Ayyub === In 2018, Rana Ayyub, an Indian investigative journalist, was the target of an online hate campaign stemming from her condemnation of the Indian government, specifically her speaking out against the rape of an eight-year-old Kashmiri girl. Ayyub was bombarded with rape and death threats, and had a doctored pornographic video of her circulated online. In a Huffington Post article, Ayyub discussed the long-lasting psychological and social effects this experience has had on her. She explained that she continued to struggle with her mental health and how the images and videos continued to resurface whenever she took a high-profile case. === Atrioc controversy === In 2023, Twitch streamer Atrioc stirred controversy when he accidentally revealed deepfake pornographic material featuring female Twitch streamers while on live. The influencer has since admitted to paying for AI generated porn, and apologized to the women and his fans. === Taylor Swift === In January 2024, AI-generated sexually explicit images of American singer Taylor Swift were posted on X (formerly Twitter), and spread to other platforms such as Facebook, Reddit and Instagram. One tweet with the images was viewed over 45 million times before being removed. A report from 404 Media found that the images appeared to have originated from a Telegram group, whose members used tools such as Microsoft Designer to generate the images, using misspellings and keyword hacks to work around Designer's content filters. After the material was posted, Swift's fans posted concert footage and images to bury the deepfake images, and reported the accounts posting the deepfakes. Searches for Swift's name were temporarily disabled on X, returning an error message instead. Graphika, a disinformation research firm, traced the creation of the images back to a 4chan community. A source close to Swift told the Daily Mail that she would be considering legal action, saying, "Whether or not legal action will be taken is being decided, but there is one thing that is clear: These fake AI-generated images are abusive, offensive, exploitative, and done without Taylor's consent and/or knowledge." The controversy drew condemnation from White House Press Secretary Karine Jean-Pierre, Microsoft CEO Satya Nadella, the Rape, Abuse & Incest National Network, and SAG-AFTRA. Several US politicians called for federal legislation against deepfake pornography. Later in the month, US senators Dick Durbin, Lindsey Graham, Amy Klobuchar and Josh Hawley introduced a bipartisan bill that would allow victims to sue individuals who produced or possessed "digital forgeries" with intent to distribute, or those who received the material knowing it was made non-consensually. === 2024 Telegram deepfake scandal === It emerged in South Korea in August 2024, that many teachers and female students were victims of deepfake images created by users who utilized AI technology. Journalist Ko Narin of The Hankyoreh uncovered the deepfake images through Telegram chats. On Telegram, group chats were created specifically for image-based sexual abuse of women, including middle and high school students, teachers, and even family members. Women with photos on social media platforms like KakaoTalk, Instagram, and Facebook are often targeted as well. Perpetrators use AI bots to generate fake images, which are then sold or widely shared, along with the victims' social media accounts, phone numbers, and KakaoTalk usernames. One Telegram group reportedly drew around 220,000 members, according to a Guardian report. Investigations revealed numerous chat groups on Telegram where users, mainly teenagers, create and share explicit deepfake images of classmates and teachers. The issue came in the wake of a troubling history of digital sex crimes, notably the notorious Nth Room case in 2019. The Korean Teachers Union estimated that more than 200 schools had been affected by these incidents. Activists called for a "national emergency" declaration to address the problem. South Korean police reported over 800 deepfake sex crime cases by the end of September 2024, a stark rise from just 156 cases in 2021, with most victims and offenders being teenagers. On September 21, 6,000 people gathered at Marronnier Park in northeastern Seoul to demand stronger legal action against deepfake crimes targeting women. On September 26, following widespread outrage over the Telegram scandal, South Korean lawmakers passed a bill criminalizing the possession or viewing of sexually explicit deepfake images and videos, imposing penalties that include prison terms and fines. Under the new law, those caught buying, saving, or watching such material could face up to three years in prison or fines up to 30 million won ($22,600). At the time the bill was proposed, creating sexually explicit deepfakes for distribution carried a maximum penalty of five years, but the new legislation would increase this to seven years, regardless of intent. By October 2024, it was estimated that "nudify" deep fake bots on Telegram were up to four million monthly users. === 2025–2026 Grok/X chatbot deepfake scandal === In December 2025, Bloomberg reported that X users found Grok would comply with unconsensual requests to digitally undress individuals, including minors, or show them performing sexually explicit acts. The majority of these prompts were targeted at women and girls. An analysis of 20,000 images generated by Grok between December 25, 2025 and January 1, 2026 showed 2% were of people in bikinis or transparent clothes and appeared to be 18 or younger, including 30 of "young or very young" women or girls. A separate analysis conducted over 24 hours from January 5 to 6 calculated that users had Grok create 6,700 sexually suggestive or nudified images per hour. xAI responded to requests for comment from media organizations with the automated reply, "Legacy Media Lies". The bot's image generation sparked an international backlash and calls for legal or regulatory action from officials in the European Union, United Kingdom, Poland, France, India, Malaysia, and Brazil. === Fernandes–Ulmen case === German TV presenter Collien Fernandes, filed a complaint against her ex-husband, actor Christian Ulmen, for several accusation including, ident

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  • Social software engineering

    Social software engineering

    Social software engineering (SSE) is a branch of software engineering that is concerned with the social aspects of software development and the developed software. SSE focuses on the socialness of both software engineering and developed software. On the one hand, the consideration of social factors in software engineering activities, processes and CASE tools is deemed to be useful to improve the quality of both development process and produced software. Examples include the role of situational awareness and multi-cultural factors in collaborative software development. On the other hand, the dynamicity of the social contexts in which software could operate (e.g., in a cloud environment) calls for engineering social adaptability as a runtime iterative activity. Examples include approaches which enable software to gather users' quality feedback and use it to adapt autonomously or semi-autonomously. SSE studies and builds socially-oriented tools to support collaboration and knowledge sharing in software engineering. SSE also investigates the adaptability of software to the dynamic social contexts in which it could operate and the involvement of clients and end-users in shaping software adaptation decisions at runtime. Social context includes norms, culture, roles and responsibilities, stakeholder's goals and interdependencies, end-users perception of the quality and appropriateness of each software behaviour, etc. The participants of the 1st International Workshop on Social Software Engineering and Applications (SoSEA 2008) proposed the following characterization: Community-centered: Software is produced and consumed by and/or for a community rather than focusing on individuals Collaboration/collectiveness: Exploiting the collaborative and collective capacity of human beings Companionship/relationship: Making explicit the various associations among people Human/social activities: Software is designed consciously to support human activities and to address social problems Social inclusion: Software should enable social inclusion enforcing links and trust in communities Thus, SSE can be defined as "the application of processes, methods, and tools to enable community-driven creation, management, deployment, and use of software in online environments". One of the main observations in the field of SSE is that the concepts, principles, and technologies made for social software applications are applicable to software development itself as software engineering is inherently a social activity. SSE is not limited to specific activities of software development. Accordingly, tools have been proposed supporting different parts of SSE, for instance, social system design or social requirements engineering. Consequently vertical market software, such as software development tools, engineering tools, marketing tools or software that helps users in a decision-making process can profit from social components. Such vertical social software differentiates strongly in its user-base from traditional social software such as Yammer.

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  • Perry Rhodan

    Perry Rhodan

    Perry Rhodan is a German space opera franchise, named after its hero. It commenced in 1961 and has been ongoing for decades, written by an ever-changing team of authors. Having sold approximately two billion copies (in novella format) worldwide (including over one billion in Germany alone), it is the most successful science fiction book series ever written. The first billion of worldwide sales was celebrated in 1986. The series has spun off into comic books, audio dramas, video games and the like. A reboot, Perry Rhodan NEO, was launched in 2011 and began publication in English in April 2021. == Print publication == The series has spun off into many different forms of media, but originated as a serial novella published weekly since 8 September 1961 in the Romanheft (Meaning "Magazine novel") format. These are digest-sized booklets, usually containing 66 pages, the German equivalent of the now-defunct (and generally longer) American pulp magazine. They are published by Pabel-Moewig Verlag, a subsidiary of Bauer Media Group headquartered in Hamburg. As of February 2019, 3000 booklet novels of the original series, 850 spinoff novels of the sister series Atlan and over 400 paperbacks and 200 hardcover editions have been published, totalling over 300,000 pages. == English translation == The first 126 novels (plus five novels of the spinoff series Atlan) were translated into English and published by Ace Books between 1969 and 1978, with the same translations used for the British edition published by Futura Publications which issued only 39 novels. When Ace cancelled its translation of the series, translator Wendayne Ackerman self-published the following 19 novels (under the business name 'Master Publications') and made them available by subscription only. Financial disputes with the German publishers led to the cancellation of the American translation in 1979. An attempt to revive the series in English was made in 1997–1998 by Vector Publications of the US, which published translations of four issues (1800–1803) from the current storyline being published in Germany at the time. The series and its spin-offs have captured a substantial fraction of the original German science fiction output and exert influence on many German writers in the field. == Structure == The series is told in an arc storyline structure. An arc—called a "cycle"—would have anywhere from 25 to 100 issues devoted to it. Similar subsequent cycles are referred to as a "grand-cycle". == History == ‘Perry Rhodan, der Erbe des Universums’ (Eng: ‘The Heir to the Universe’, though the American/British editions instead used the subtitle 'Peacelord of the Universe') was created by German science fiction authors K. H. Scheer and Walter Ernsting and launched in 1961 by German publishing house Arthur Moewig Verlag (now Pabel-Moewig Verlag). Originally planned as a 30 to 50 volume series, it has been published continuously every week since, celebrating the 3000th issue in 2019. Written by an ever-changing team of authors, many of whom, however, remained with the series for decades or life, Perry Rhodan is issued in weekly novella-size installments in the traditional German Heftroman (pulp booklet) format. Unlike most German Heftromane, Perry Rhodan consists not of unconnected novels but is a series with a continuous, increasingly complex plotline, with frequent back references to events. In addition to its original Heftroman form, the series now also appears in hardcovers, paperbacks, e-books, comics and audiobooks. Over the decades there have also been comic strips, numerous collectibles, several encyclopedias, audio plays, inspired music, etc. The series has seen partial translations into several languages. It also spawned the German-Italian-Spanish 1967 movie Mission Stardust, which is widely considered so terrible that many fans of the series pretend it never existed. Coinciding with the 50th-anniversary World Con, on 30 September 2011, a new series named Perry Rhodan Neo began publication, attracting new readers with a reboot of the story, starting in the year 2036 instead of 1971, and a related but independent story-line. On 2 April 2021, light novel and manga publisher J-Novel Club announced Perry Rhodan NEO as a launch title for its new J-Novel Pulp imprint, making this the first ongoing English release of new Perry Rhodan serials in over 20 years. It has become the most popular science fiction book series of all time. == Overview == === Fictional history === The story begins in 1971. During the first human Moon landing by US Space Force Major Perry Rhodan and his crew, they discover a marooned extraterrestrial space ship from the fictional planet Arkon, located in the (real) M13 cluster. Appropriating the Arkonide technology, they proceed to unify Terra and carve out a place for humanity in the galaxy and the cosmos. Two of the accomplishments that enable them to do so are positronic brains and starship drives for near-instantaneous hyperspatial translation. These were directly borrowed from Isaac Asimov's science fiction. As the series progresses, major characters, including the title character, are granted relative immortality. They are immune to age and disease, but not to violent death. The story continues over the course of millennia and includes flashbacks thousands and even millions of years into the past. The scope widens to encompass other galaxies, even more remote regions of space, parallel universes and cosmic structures, time travel, paranormal powers, a variety of aliens ranging from threatening to endearing, and bodiless entities, some of which have godlike powers. === Multiverse === The universe in which the main plot generally takes place is called the Einstein Universe (or "Meekorah"). Its laws are for the most part identical to those of the real universe, as known by late 20th century science. Newer theories about dark matter and dark energy are currently not used in the series. The laws of nature follow old theories that have been disproven, in order to protect series continuity. There are many other universes, each to a greater or lesser extent different from the familiar one, in which, for example one in which time runs slower, an anti-matter universe, a shrinking universe, etc. Each universe possesses its owntimelines, which are for the most part unreachable from each other but may be accessed by special means, thereby itself creating many more parallel timelines. The Einstein Universe is embedded in a high-dimensional manifold, called Hyperspace. This hyperspace consists of several subspaces use for faster-than-light travel by technological means. The exact traits of those higher dimensions are got yhr mode pity unexplained. The border of the universe is a dimension called the deep, once used for construction of the gigantic disc-shaped world Deepland. === Psionic Web and Moral Code === The Psionic Web crosses the whole universe, constantly emitting "vital energy" and "psionic energy", guaranteeing normal (organic among others) life and the wellbeing of higher entities. The Moral Code crosses through all universes, and is linked to the Psionic Web. It is subdivided into the Cosmogenes, which are again subdivided into the Cosmonucleotids. The Cosmonucleotids determine reality and fate for their respective parts of a given universe, via messengers. Higher beings are trying to gain control of this Code to rule reality. The Moral Code itself was not installed by the higher beings, the higher powers by themselves have no clue why or by whom the Code was made. Once the Cosmocrats ordered Perry Rhodan to find the answer to the third ultimate question: "Who initiated the LAW and what does it accomplish?" Perry Rhodan had the chance to receive the answer at the mountain of creation, but refused, as he knew that the answer would destroy his mind. The negative Superintelligence Koltoroc had received the answer to the last ultimate question, 69 million years BC at Negane Mountain, but it is not known if it made any use of the information. === Onion-shell model === An evolutionary schema, similar to the Great Chain of Being, called the "onion-shell model" is employed in relationship to all life. Here, continuous evolution is from lower to higher lifeforms, culminating in bodiless entities. Later in the series, further lifeforms, representing stages between the known shells, were introduced. The main shells are: Lifeless matter Bacteria Higher animals Intelligent species Intelligent species that have contacted other species Superintelligences (SI) Matter sources/ Matter sinks Cosmocrats / Chaotarchs (High Powers) Powers close to the "Horizon of the LAW", the essence of the Multiverse The Superintelligences are the next step above normal minds. They can be born, for example, when a species collectively gives up its bodies and unites their spirits. Such Superintelligences may claim as their domain areas consisting of up to several galaxies (the entity known as "E

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  • Proof assistant

    Proof assistant

    In computer science and mathematical logic, a proof assistant or interactive theorem prover is a software tool to assist with the development of formal proofs by human–machine collaboration. This involves some sort of interactive proof editor, or other interface, with which a human can guide the search for proofs, the details of which are stored in, and some steps provided by, a computer. A recent effort within this field is making these tools use artificial intelligence to automate the formalization of ordinary mathematics. == Automated proof checking == Automated proof checking is the process of using software for checking proofs for correctness. It is one of the most developed fields in automated reasoning. Automated proof checking differs from automated theorem proving in that automated proof checking simply mechanically checks the formal workings of an existing proof, instead of trying to develop new proofs or theorems itself. Because of this, the task of automated proof verification is much simpler than that of automated theorem proving, allowing automated proof checking software to be much simpler than automated theorem proving software. Because of this small size, some automated proof checking systems can have less than a thousand lines of core code, and are thus themselves amenable to both hand-checking and automated software verification. The Mizar system, HOL Light, and Metamath are examples of automated proof checking systems. Automated proof checking can be done either as a batch operation, or interactively, as part of an interactive theorem proving system. == History == Automath, which was developed by Nicolaas Govert de Bruijn starting in 1967, is often considered the first proof checker and the first system to utilize the Curry–Howard correspondence between programs and proofs. Automath was used by L.S. van Benthem Jutting in 1977 to formalize Landau's Foundations of Analysis, which was the first formalization of the real numbers. In 1973, Robert Boyer and J Moore published Proving Theorems about LISP Functions which aimed to verify programs, not mathematics. Their theorem prover is now known as ACL2. In the 1970s, Edinburgh LCF introduced the idea of using a functional programming language as the metalanguage for a theorem prover, and led to the HOL family of proof assistants. The 1990s saw the rise of Rocq, (then known as Coq), which has been used for many large-scale formalization projects. Since the late 2010s, Lean, a proof assistant strongly influenced by Rocq, has become another popular choice, especially for formalizing mathematics. == System comparison == ACL2 – a programming language, a first-order logical theory, and a theorem prover (with both interactive and automatic modes) in the Boyer–Moore tradition. HOL theorem provers – A family of tools ultimately derived from the LCF theorem prover. In these systems, the logical core is a library of their programming language. Theorems represent new elements of the language and can only be introduced via "strategies" which guarantee logical correctness. Strategy composition gives users the ability to produce significant proofs with relatively few interactions with the system. Members of the family include: HOL4 – The "primary descendant", still under active development. Support for both Moscow ML and Poly/ML. Has a BSD-style license. HOL Light – A thriving "minimalist fork". OCaml based. ProofPower – Went proprietary, then returned to open source. Based on Standard ML. IMPS, An Interactive Mathematical Proof System. Isabelle is an interactive theorem prover where other systems can be encoded. Isabelle/HOL is its most popular instance, whose foundation is close to that of the HOL prover. Other instances include Isabelle/ZF and Isabelle/FOL. The main code-base is BSD-licensed, but the Isabelle distribution bundles many add-on tools with different licenses. Jape – Java based. Lean is both an interactive theorem prover and a functional, dependently-typed programming language. It is based on the calculus of inductive constructions with non-cumulative universes. Since version 4 (released in 2023), it is self-hosting. It can be used to formalise mathematics (and has a large, coherent library for formal mathematics), but also for software and hardware verification. LEGO Matita – A light system based on the calculus of inductive constructions. MINLOG – A proof assistant based on first-order minimal logic. Mizar – A proof assistant based on first-order logic, in a natural deduction style, and Tarski–Grothendieck set theory. PhoX – A proof assistant based on higher-order logic which is eXtensible. Prototype Verification System (PVS) – a proof language and system based on higher-order logic. Rocq (formerly named Coq) – A popular interactive theorem prover based on the calculus of inductive constructions. Theorem Proving System (TPS) and ETPS – Interactive theorem provers also based on simply typed lambda calculus, but based on an independent formulation of the logical theory and independent implementation. == User interfaces == A commonly used front-end for proof assistants was the Emacs-based Proof General, developed at the University of Edinburgh. Nowadays, many provers include their own editor. Rocq includes RocqIDE, which is based on OCaml/Gtk. Isabelle includes Isabelle/jEdit, which is based on jEdit and the Isabelle/Scala infrastructure for document-oriented proof processing. More recently, Visual Studio Code extensions have been developed for Rocq, Isabelle by Makarius Wenzel, and for Lean 4 by the leanprover developers. == Formalization extent == Freek Wiedijk has been keeping a ranking of proof assistants by the amount of formalized theorems out of a list of 100 well-known theorems. As of September 2025, only six systems have formalized proofs of more than 70% of the theorems, namely Isabelle, HOL Light, Lean, Rocq, Metamath and Mizar. == Notable formalized proofs == The following is a list of notable proofs that have been formalized within proof assistants.

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  • Agent2Agent

    Agent2Agent

    Agent2Agent (A2A) is an open protocol that defines how artificial intelligence agents communicate with each other across different systems. It is intended to allow agents built by different vendors or frameworks to discover one another, exchange messages, and coordinate tasks. == History == The Agent2Agent protocol was announced by Google in April 2025 as an open standard for agent interoperability. In June 2025, Google transferred the protocol, its specification, and related software development kits to the Linux Foundation. The Linux Foundation established the Agent2Agent project to provide vendor-neutral governance. == Design == The A2A protocol supports communication between autonomous software agents operating across different platforms and organizations. It enables agents to discover one another and exchange structured messages without requiring shared internal state or proprietary integrations. A2A uses metadata documents, known as Agent Cards, to describe an agent's capabilities and how it can be accessed. These documents are exchanged using widely adopted web technologies such as HTTP and JSON-based messaging formats. A2A includes support for authentication and authorization to control which agents may participate in workflows. The protocol supports established security technologies including Transport Layer Security (TLS), JSON Web Tokens (JWTs), and OpenID Connect. A2A is often discussed alongside the Model Context Protocol (MCP). MCP focuses on connecting agents to tools and data sources, while A2A focuses on communication between agents themselves. == Adoption == At the time the Linux Foundation adopted the protocol, more than 100 technology companies had announced support for the Agent2Agent project. Microsoft stated that it planned to support the protocol in its AI platforms. == Reception == Technology press coverage has described A2A as an attempt to reduce fragmentation in AI agent ecosystems by providing a shared communication layer. TechRepublic characterized the protocol as part of a broader industry effort to reduce vendor lock-in for enterprise AI systems.

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  • Cepstral mean and variance normalization

    Cepstral mean and variance normalization

    Cepstral mean and variance normalization (CMVN) is a computationally efficient normalization technique for robust speech recognition. The performance of CMVN is known to degrade for short utterances. This is due to insufficient data for parameter estimation and loss of discriminable information as all utterances are forced to have zero mean and unit variance. CMVN minimizes distortion by noise contamination for robust feature extraction by linearly transforming the cepstral coefficients to have the same segmental statistics. Cepstral Normalization has been effective in the CMU Sphinx for maintaining a high level of recognition accuracy over a wide variety of acoustical environments. == Cepstral Normalization Techniques == There are multiple algorithms that achieve Cepstral Normalization in different ways. === Fixed codeword-dependent cepstral normalization (FCDCN) === FCDCN was developed to provide a form of compensation that provides greater recognition accuracy than SDCN but in a more computationally-efficient manner than the CDCN algorithm. The FCDCN algorithm applies an additive correction that depends on the instantaneous SNR of the input (like SDCN), but that can also vary from codeword to codeword (like CDCN). === Multiple Fixed Codeword-dependent Cepstral Normalization (MFCDCN) === MFCDCN is a simple extension of FCDCN algorithm that does not need environment specific training. In MFCDCN, compensation vectors are pre-computed in parallel for a set of target environments, using the FCDCN algorithm. === Incremental Multiple Fixed Codeword-dependent Cepstral Normalization (IMFCDCN) === While environment selection for the compensation vectors of MFCDCN is generally performed on an utterance-by-utterance basis, IMFCFCN improves on it by allowing the classification process to make use of cepstral vectors from previous utterances in a given session. == Cepstral Noise Subtraction == Automatic speech recognition (ASR) describes the steps of transcribing speech utterances represented as acoustic wave forms to written words. As is, CMVN has been used in different applications as this technique has proven to provide better speech recognitions results in different environments. CMVN has the capabilities to reduce differences between test and training data produced by channel distortions and colorizations . CMVN has also been found to be able to reduce differences in feature representation between speakers can also partly reduce the influence of background noise.

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  • Taylor Swift deepfake pornography controversy

    Taylor Swift deepfake pornography controversy

    In late January 2024, sexually explicit AI-generated deepfake images of American musician Taylor Swift were proliferated on social media platforms 4chan and X (formerly Twitter). Several artificial images of Swift of a sexual or violent nature were quickly spread, with one post reported to have been seen over 47 million times before its eventual removal. The images led Microsoft to enhance Microsoft Designer's text-to-image model to prevent future abuse. Moreover, these images prompted responses from anti-sexual assault advocacy groups, US politicians, Swifties, and Microsoft CEO Satya Nadella, among others, and it has been suggested that Swift's influence could result in new legislation regarding the creation of deepfake pornography. A similar controversy emerged in August 2025, when The Verge reported AI image and video tool Grok Imagine generated sexually explicit images and videos of Swift from an otherwise innocuous text prompt. == Background == American musician Taylor Swift has been the target of misogyny and slut-shaming throughout her career. American technology corporation Microsoft offers AI image creators called Microsoft Designer and Bing Image Creator, which employ censorship safeguards to prevent users from generating unsafe or objectionable content. Members of a Telegram group discussed ways to circumvent these censors to create pornographic images of celebrities. Graphika, a disinformation research firm, traced the creation of the images back to a 4chan community. == Reactions == For some, the deepfake images of Swift immediately became a source of controversy and outrage. Other internet users found them humorous and absurd, such as the image making it appear as though Swift was to engage in sexual intercourse with Oscar the Grouch. The images drew condemnations from Rape, Abuse & Incest National Network and SAG-AFTRA. The latter group, who had been following issues regarding AI-generated media prior to Swift's involvement, considered the images "upsetting, harmful and deeply concerning." Microsoft CEO Satya Nadella, whose company's products were believed to be used to make these images, responded to the controversy as "alarming and terrible", further stating his belief that "we all benefit when the online world is a safe world." === Taylor Swift === A source close to Swift told the Daily Mail that she would be considering legal action, saying, "Whether or not legal action will be taken is being decided, but there is one thing that is clear: These fake AI-generated images are abusive, offensive, exploitative, and done without Taylor's consent and/or knowledge." === Politicians === White House press secretary Karine Jean-Pierre expressed concern over the counterfeit images, deeming them "alarming", and emphasized the obligation of social media platforms to curb the dissemination of misinformation. Several members of American politics called for legislation against AI-generated pornography. Later in the month, a bipartisan bill was introduced by US senators Dick Durbin, Lindsey Graham, Amy Klobuchar and Josh Hawley. The bill would allow victims to sue individuals who produced or possessed "digital forgeries" with intent to distribute, or those who received the material knowing it was made without consent. The European Union struck a deal in February 2024 on a similar bill that would criminalize deepfake pornography, as well as online harassment and revenge porn, by mid-2027. === Social media platforms === X responded to the sharing of these images on their own website with claims they would suspend accounts that participated in their spread. Despite this, the photos continued to be reshared among accounts of X, and spread to other platforms including Instagram and Reddit. X enforces a "synthetic and manipulated media policy", which has been criticized for its efficacy. They briefly blocked searches of Swift's name on January 27, 2024, reinstating them two days later. === Swifties === Fans of Taylor Swift, known as Swifties, responded to the circulation of these images by pushing the hashtag #ProtectTaylorSwift to trend on X. They also flooded other hashtags related to the images with more positive images and videos of her live performances. == Cultural significance == Deepfake pornography has remained highly controversial and has affected figures from other celebrities to ordinary people, most of whom are women. Journalists have opined that the involvement of a prominent public figure such as Swift in the dissemination of AI-generated pornography could bring public awareness and political reform to the issue.

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  • Model Context Protocol

    Model Context Protocol

    The Model Context Protocol (MCP) is an open standard and open-source framework introduced by Anthropic in November 2024 to standardize the way artificial intelligence (AI) systems like large language models (LLMs) integrate and share data with external tools, systems, and data sources. MCP provides a standardized interface for reading files, executing functions, and handling contextual prompts. Following its announcement, the protocol was adopted by major AI providers, including OpenAI and Google DeepMind. == Background == MCP was announced by Anthropic in November 2024 as an open standard for connecting AI assistants to data systems such as content repositories, business management tools, and development environments. The protocol was created at Anthropic by engineers David Soria Parra and Justin Spahr-Summers. It aims to address the challenge of information silos and legacy systems. Before MCP, developers often had to build custom connectors for each data source or tool, resulting in what Anthropic described as an "N×M" data integration problem. Earlier stop-gap approaches—such as OpenAI's 2023 "function-calling" API and the ChatGPT plug-in framework—solved similar problems but required vendor-specific connectors. MCP re-uses the message-flow ideas of the Language Server Protocol (LSP) and is transported over JSON-RPC 2.0. In December 2025, Anthropic donated the MCP to the Agentic AI Foundation (AAIF), a directed fund under the Linux Foundation, co-founded by Anthropic, Block and OpenAI, with support from other companies. == Features == The protocol was released with software development kits (SDKs) in programming languages including Python, TypeScript, C# and Java. Anthropic maintains an open-source repository of reference MCP server implementations and SDKs. MCP defines a standardized framework for integrating AI systems with external data sources and tools. It includes specifications for data ingestion and transformation, contextual metadata tagging, and AI interoperability across different platforms. The protocol also supports bidirectional connections between data sources and AI tools. MCP enables applications such as querying structured databases with plain language in the field of natural language data access. The protocol is used in AI-assisted software development tools. Integrated development environments (IDEs), coding platforms such as Replit, and code intelligence tools like Sourcegraph have adopted MCP to grant AI coding assistants real-time access to project context. MCP Apps is an official extension to the Model Context Protocol built on mcp-ui. While the base MCP specification is restricted to text and structured data, MCP Apps standardizes the delivery of interactive user interfaces—such as dashboards, forms, and data visualizations—from MCP servers to host applications like Claude and ChatGPT. == Adoption == In March 2025, OpenAI officially adopted the MCP, after having integrated the standard across its products, including the ChatGPT desktop app. In September 2025, OpenAI added support for MCP to ChatGPT apps. This allows for third-party access inside ChatGPT. MCP can be integrated with Microsoft Semantic Kernel, and Azure OpenAI. MCP servers can be deployed to Cloudflare. In April 2026, the AAIF held the MCP Dev Summit North America in New York City, drawing approximately 1,200 attendees. == Reception == The Verge reported that MCP addresses a growing demand for AI agents that are contextually aware and capable of pulling from diverse sources. In April 2025, security researchers released an analysis that concluded there are multiple outstanding security issues with MCP, including prompt injection, tool permissions that allow for combining tools to exfiltrate data, and lookalike tools that can silently replace trusted ones. MCP has been likened to OpenAPI, a similar specification that aims to describe APIs.

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  • The Matrix (franchise)

    The Matrix (franchise)

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

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  • Rendering equation

    Rendering equation

    In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David Immel et al. and James Kajiya in 1986. The equation is important in the theory of physically based rendering, describing the relationships between the bidirectional reflectance distribution function (BRDF) and the radiometric quantities used in rendering. The rendering equation is defined at every point on every surface in the scene being rendered, including points hidden from the camera. The incoming light quantities on the right side of the equation usually come from the left (outgoing) side at other points in the scene (ray casting can be used to find these other points). The radiosity rendering method solves a discrete approximation of this system of equations. In distributed ray tracing, the integral on the right side of the equation may be evaluated using Monte Carlo integration by randomly sampling possible incoming light directions. Path tracing improves and simplifies this method. The rendering equation can be extended to handle effects such as fluorescence (in which some absorbed energy is re-emitted at different wavelengths) and can support transparent and translucent materials by using a bidirectional scattering distribution function (BSDF) in place of a BRDF. The theory of path tracing sometimes uses a path integral (integral over possible paths from a light source to a point) instead of the integral over possible incoming directions. == Equation form == The rendering equation may be written in the form L o ( x , ω o , λ , t ) = L e ( x , ω o , λ , t ) + L r ( x , ω o , λ , t ) {\displaystyle L_{\text{o}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)=L_{\text{e}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)+L_{\text{r}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} L r ( x , ω o , λ , t ) = ∫ Ω f r ( x , ω i , ω o , λ , t ) L i ( x , ω i , λ , t ) ( ω i ⋅ n ) d ⁡ ω i {\displaystyle L_{\text{r}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)=\int _{\Omega }f_{\text{r}}(\mathbf {x} ,\omega _{\text{i}},\omega _{\text{o}},\lambda ,t)L_{\text{i}}(\mathbf {x} ,\omega _{\text{i}},\lambda ,t)(\omega _{\text{i}}\cdot \mathbf {n} )\operatorname {d} \omega _{\text{i}}} where L o ( x , ω o , λ , t ) {\displaystyle L_{\text{o}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} is the total spectral radiance of wavelength λ {\displaystyle \lambda } directed outward along direction ω o {\displaystyle \omega _{\text{o}}} at time t {\displaystyle t} , from a particular position x {\displaystyle \mathbf {x} } x {\displaystyle \mathbf {x} } is the location in space ω o {\displaystyle \omega _{\text{o}}} is the direction of the outgoing light λ {\displaystyle \lambda } is a particular wavelength of light t {\displaystyle t} is time L e ( x , ω o , λ , t ) {\displaystyle L_{\text{e}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} is emitted spectral radiance L r ( x , ω o , λ , t ) {\displaystyle L_{\text{r}}(\mathbf {x} ,\omega _{\text{o}},\lambda ,t)} is reflected spectral radiance ∫ Ω … d ⁡ ω i {\displaystyle \int _{\Omega }\dots \operatorname {d} \omega _{\text{i}}} is an integral over Ω {\displaystyle \Omega } Ω {\displaystyle \Omega } is the unit hemisphere centered around n {\displaystyle \mathbf {n} } containing all possible values for ω i {\displaystyle \omega _{\text{i}}} where ω i ⋅ n > 0 {\displaystyle \omega _{\text{i}}\cdot \mathbf {n} >0} f r ( x , ω i , ω o , λ , t ) {\displaystyle f_{\text{r}}(\mathbf {x} ,\omega _{\text{i}},\omega _{\text{o}},\lambda ,t)} is the bidirectional reflectance distribution function, the proportion of light reflected from ω i {\displaystyle \omega _{\text{i}}} to ω o {\displaystyle \omega _{\text{o}}} at position x {\displaystyle \mathbf {x} } , time t {\displaystyle t} , and at wavelength λ {\displaystyle \lambda } ω i {\displaystyle \omega _{\text{i}}} is the negative direction of the incoming light L i ( x , ω i , λ , t ) {\displaystyle L_{\text{i}}(\mathbf {x} ,\omega _{\text{i}},\lambda ,t)} is spectral radiance of wavelength λ {\displaystyle \lambda } coming inward toward x {\displaystyle \mathbf {x} } from direction ω i {\displaystyle \omega _{\text{i}}} at time t {\displaystyle t} n {\displaystyle \mathbf {n} } is the surface normal at x {\displaystyle \mathbf {x} } ω i ⋅ n {\displaystyle \omega _{\text{i}}\cdot \mathbf {n} } is the weakening factor of outward irradiance due to incident angle, as the light flux is smeared across a surface whose area is larger than the projected area perpendicular to the ray. This is often written as cos ⁡ θ i {\displaystyle \cos \theta _{i}} . Two noteworthy features are: its linearity—it is composed only of multiplications and additions, and its spatial homogeneity—it is the same in all positions and orientations. These mean a wide range of factorings and rearrangements of the equation are possible. It is a Fredholm integral equation of the second kind, similar to those that arise in quantum field theory. Note this equation's spectral and time dependence — L o {\displaystyle L_{\text{o}}} may be sampled at or integrated over sections of the visible spectrum to obtain, for example, a trichromatic color sample. A pixel value for a single frame in an animation may be obtained by fixing t ; {\displaystyle t;} motion blur can be produced by averaging L o {\displaystyle L_{\text{o}}} over some given time interval (by integrating over the time interval and dividing by the length of the interval). Note that a solution to the rendering equation is the function L o {\displaystyle L_{\text{o}}} . The function L i {\displaystyle L_{\text{i}}} is related to L o {\displaystyle L_{\text{o}}} via a ray-tracing operation: The incoming radiance from some direction at one point is the outgoing radiance at some other point in the opposite direction. == Applications == Solving the rendering equation for any given scene is the primary challenge in realistic rendering. One approach to solving the equation is based on finite element methods, leading to the radiosity algorithm. Another approach using Monte Carlo methods has led to many different algorithms including path tracing, photon mapping, and Metropolis light transport, among others. == Limitations == Although the equation is very general, it does not capture every aspect of light reflection. Some missing aspects include the following: Transmission, which occurs when light is transmitted through the surface, such as when it hits a glass object or a water surface, Subsurface scattering, where the spatial locations for incoming and departing light are different. Surfaces rendered without accounting for subsurface scattering may appear unnaturally opaque — however, it is not necessary to account for this if transmission is included in the equation, since that will effectively include also light scattered under the surface, Polarization, where different light polarizations will sometimes have different reflection distributions, for example when light bounces at a water surface, Phosphorescence, which occurs when light or other electromagnetic radiation is absorbed at one moment and emitted at a later moment, usually with a longer wavelength (unless the absorbed electromagnetic radiation is very intense), Interference, where the wave properties of light are exhibited, Fluorescence, where the absorbed and emitted light have different wavelengths, Non-linear effects, where very intense light can increase the energy level of an electron with more energy than that of a single photon (this can occur if the electron is hit by two photons at the same time), and emission of light with higher frequency than the frequency of the light that hit the surface suddenly becomes possible, and Doppler effect, where light that bounces off an object moving at a very high speed will get its wavelength changed: if the light bounces off an object that is moving towards it, the light will be blueshifted and the photons will be packed more closely so the photon flux will be increased; if it bounces off an object moving away from it, it will be redshifted and the photon flux will be decreased. This effect becomes apparent only at speeds comparable to the speed of light, which is not the case for most rendering applications. For scenes that are either not composed of simple surfaces in a vacuum or for which the travel time for light is an important factor, researchers have generalized the rendering equation to produce a volume rendering equation suitable for volume rendering and a transient rendering equation for use with data from a time-of-flight camera.

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  • Random-fuzzy variable

    Random-fuzzy variable

    In measurements, the measurement obtained can suffer from two types of uncertainties. The first is the random uncertainty which is due to the noise in the process and the measurement. The second contribution is due to the systematic uncertainty which may be present in the measuring instrument. Systematic errors, if detected, can be easily compensated as they are usually constant throughout the measurement process as long as the measuring instrument and the measurement process are not changed. But it can not be accurately known while using the instrument if there is a systematic error and if there is, how much? Hence, systematic uncertainty could be considered as a contribution of a fuzzy nature. This systematic error can be approximately modeled based on our past data about the measuring instrument and the process. Statistical methods can be used to calculate the total uncertainty from both systematic and random contributions in a measurement. However, the computational complexity is very high, and hence not desirable. L.A.Zadeh introduced the concepts of fuzzy variables and fuzzy sets. Fuzzy variables are based on the theory of possibility and hence are possibility distributions. This makes them suitable to handle any type of uncertainty, i.e., both systematic and random contributions to the total uncertainty. Random-fuzzy variable (RFV) is a type 2 fuzzy variable, defined using the mathematical possibility theory, used to represent the entire information associated to a measurement result. It has an internal possibility distribution and an external possibility distribution called membership functions. The internal distribution is the uncertainty contributions due to the systematic uncertainty and the bounds of the RFV are because of the random contributions. The external distribution gives the uncertainty bounds from all contributions. == Definition == A random-fuzzy Variable (RFV) is defined as a type 2 fuzzy variable which satisfies the following conditions: Both the internal and the external functions of the RFV can be identified. Both the internal and the external functions are modeled as possibility distributions (PD). Both the internal and external functions have a unitary value for possibility to the same interval of values. An RFV can be seen in the figure. The external membership function is the distribution in blue and the internal membership function is the distribution in red. Both the membership functions are possibility distributions. Both the internal and external membership functions have a unitary value of possibility only in the rectangular part of the RFV. Therefore, all three conditions have been satisfied. If there are only systematic errors in the measurement, then the RFV simply becomes a fuzzy variable which consists of just the internal membership function. Similarly, if there is no systematic error, then the RFV becomes a fuzzy variable with just the random contributions and therefore, is just the possibility distribution of the random contributions. == Construction == A random-fuzzy variable can be constructed using an internal possibility distribution (rinternal) and a random possibility distribution (rrandom). === The random distribution (rrandom) === rrandom is the possibility distribution of the random contributions to the uncertainty. Any measurement instrument or process suffers from random error contributions due to intrinsic noise or other effects. This is completely random in nature and is a normal probability distribution when several random contributions are combined according to the central limit theorem. However, there can also be random contributions from other probability distributions, such as a uniform distribution, gamma distribution and so on. The probability distribution can be modeled from the measurement data. Then, the probability distribution can be used to model an equivalent possibility distribution using the maximally specific probability-possibility transformation. Some common probability distributions and the corresponding possibility distributions can be seen in the figures. === The internal distribution (rinternal) === rinternal is the internal distribution in the RFV which is the possibility distribution of the systematic contribution to the total uncertainty. This distribution can be built based on the information that is available about the measuring instrument and the process. The largest possible distribution is the uniform or rectangular possibility distribution. This means that every value in the specified interval is equally possible. This actually represents the state of total ignorance according to the theory of evidence which means it represents a scenario in which there is maximum lack of information. This distribution is used for the systematic error when we have absolutely no idea about the systematic error except that it belongs to a particular interval of values. This is quite common in measurements. However, in certain cases, it may be known that certain values have a higher or lower degrees of belief than certain other values. In this case, depending on the degrees of belief for the values, an appropriate possibility distribution could be constructed. === The construction of the external distribution (rexternal) and the RFV === After modeling the random and internal possibility distribution, the external membership function, rexternal, of the RFV can be constructed by using the following equation: where x ∗ {\displaystyle x^{}} is the mode of r random {\displaystyle r_{\textit {random}}} , which is the peak in the membership function of r r a n d o m {\displaystyle r_{random}} and Tmin is the minimum triangular norm. RFV can also be built from the internal and random distributions by considering the α-cuts of the two possibility distributions (PDs). An α-cut of a fuzzy variable F can be defined as Therefore, essentially an α-cut is the set of values for which the value of the membership function μ F ( a ) {\displaystyle \mu _{\rm {F}}(a)} of the fuzzy variable is greater than α. This gives the upper and lower bounds of the fuzzy variable F for each α-cut. The α-cut of an RFV, however, has 4 specific bounds and is given by R F V α = [ X a α , X b α , X c α , X d α ] {\displaystyle RFV^{\alpha }=[X_{a}^{\alpha },X_{b}^{\alpha },X_{c}^{\alpha },X_{d}^{\alpha }]} . X a α {\displaystyle X_{a}^{\alpha }} and X d α {\displaystyle X_{d}^{\alpha }} are the lower and upper bounds respectively of the external membership function (rexternal) which is a fuzzy variable on its own. X b α {\displaystyle X_{b}^{\alpha }} and X c α {\displaystyle X_{c}^{\alpha }} are the lower and upper bounds respectively of the internal membership function (rinternal) which is a fuzzy variable on its own. To build the RFV, let us consider the α-cuts of the two PDs i.e., rrandom and rinternal for the same value of α. This gives the lower and upper bounds for the two α-cuts. Let them be [ X L R α , X U R α ] {\displaystyle [X_{LR}^{\alpha },X_{UR}^{\alpha }]} and [ X L I α , X U I α ] {\displaystyle [X_{LI}^{\alpha },X_{UI}^{\alpha }]} for the random and internal distributions respectively. [ X L R α , X U R α ] {\displaystyle [X_{LR}^{\alpha },X_{UR}^{\alpha }]} can be again divided into two sub-intervals [ X L R α , x ∗ ] {\displaystyle [X_{LR}^{\alpha },x^{}]} and [ x ∗ , X U R α ] {\displaystyle [x^{},X_{UR}^{\alpha }]} where x ∗ {\displaystyle x^{}} is the mode of the fuzzy variable. Then, the α-cut for the RFV for the same value of α, R F V α = [ X a α , X b α , X c α , X d α ] {\displaystyle RFV^{\alpha }=[X_{a}^{\alpha },X_{b}^{\alpha },X_{c}^{\alpha },X_{d}^{\alpha }]} can be defined by Using the above equations, the α-cuts are calculated for every value of α which gives us the final plot of the RFV. A random-fuzzy variable is capable of giving a complete picture of the random and systematic contributions to the total uncertainty from the α-cuts for any confidence level as the confidence level is nothing but 1-α. An example for the construction of the corresponding external membership function (rexternal) and the RFV from a random PD and an internal PD can be seen in the following figure.

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  • Science Fiction Thinking Machines

    Science Fiction Thinking Machines

    Science Fiction Thinking Machines: Robots, Androids, Computers is an anthology of science fiction short stories edited by American anthologist Groff Conklin. It was first published in hardcover by Vanguard Press in May 1954. An abridged paperback edition titled, Selections from Science Fiction Thinking Machines was later published by Bantam Books in August 1955 and was reprinted in September 1964. The book consists of twenty-two novelettes and short stories by various science fiction authors, together with an introduction and bibliography by the editor. The stories were previously published from 1899-1954, in various science fiction and other magazines. == Contents == Note: stories also appearing in the abridged edition annotated A. "Introduction" (Groff Conklin) "Automata: I" (S. Fowler Wright) "Moxon's Master" (Ambrose Bierce) "Robbie" (Isaac Asimov) A "The Scarab" (Raymond Z. Gallun) "The Mechanical Bride" (Fritz Leiber) "Virtuoso" (Herbert Goldstone) A "Automata: II" (S. Fowler Wright) "Boomerang" (Eric Frank Russell) A "The Jester" (William Tenn) A "R. U. R." (Karel Čapek) "Skirmish" (Clifford D. Simak) A "Soldier Boy" (Michael Shaara) "Automata: III" (S. Fowler Wright) "Men Are Different" (Alan Bloch) A "Letter to Ellen" (Chan Davis) A "Sculptors of Life" (Wallace West) "The Golden Egg" (Theodore Sturgeon) A "Dead End" (Wallace Macfarlane) A "Answer" (Hal Clement) "Sam Hall" (Poul Anderson) A "Dumb Waiter" (Walter M. Miller Jr.) A "Problem for Emmy" (Robert Sherman Townes) A "Selected List of Tales About Robots, Androids, and Computers" (Groff Conklin)

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