AI Avatar Heygen

AI Avatar Heygen — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • CapCut

    CapCut

    CapCut, known domestically as JianYing (Chinese: 剪映; pinyin: Jiǎnyìng) and formerly internationally as ViaMaker, is a video editor developed by ByteDance, available as a mobile app, desktop app, and web app. == History == The app was first released in China in 2019 and was initially available for iPhone and Android. In 2020, it was rebranded in English from ViaMaker to CapCut and became available globally. It later expanded to include web and desktop versions for Mac and Windows. In 2022, CapCut reached 200 million active users. According to The Wall Street Journal, in March 2023, it was the second-most downloaded app in the U.S., behind that of Chinese discount retailer Temu. In January 2025, CapCut had over 1 billion downloads on the Google Play Store. On February 1, 2021, CapCut Pro for Windows was launched. On November 27, the Pro version for Mac was launched. In July 2025, CapCut Pro for HarmonyOS was available on HarmonyOS NEXT tablets. In July 2024, CapCut was reported by the South China Morning Post to be a generative AI (GenAI) application that led global AI app downloads, with approximately 38.42 million downloads and 323 million monthly active users. == Features == CapCut supports basic video editing functions, including editing, trimming, and adding or splitting clips. Editing projects is limited to single-layer editing, but the app supports overlay options that enable additional effects, including multi-layer editing. The app includes a library of pre-made templates and a tool that generates editable video captions. It also provides photo editing tools, including retouch and product photo features integrated within the editing interface. CapCut's video editor includes AI-based features such as video and script generation. Users can export or save completed projects directly to different social media platforms. CapCut includes a free version and a paid Pro version with cloud storage and advanced features. == Controversies == === Illegal data collection === In July 2023, many users of CapCut accused it of illegally profiting off their personal data. A class-action lawsuit filed in the U.S. District Court for the Northern District of Illinois on July 28, 2023, alleged that CapCut illegally harvests and profits from user data including biometric information and geolocation without consent. In September 2025, a federal court excluded most of the lawsuit, which alleged that TikTok’s parent company improperly scraped private data from CapCut's video editing software, as lacking grounds, with some of the class action continuing to move forward. == Bans and restrictions == === Ban in India === As a response to border clashes with China in May 2020, the Indian government banned around 56 Chinese applications including CapCut and TikTok, which is owned by CapCut's parent company ByteDance. Indian users were unable to use and download the application. As of February 2022, around 273 Chinese applications have been banned by the Indian government under the concern of national security and Indian user privacy. === Ban in the United States === On January 18, 2025, at 10 PM EST, CapCut was banned in the United States along with TikTok and all other ByteDance apps due to the implementation of the Protecting Americans from Foreign Adversary Controlled Applications Act. Hours after the suspension of services took effect, President Donald Trump indicated on Truth Social that he would issue an executive order on the day of his inauguration "to extend the period of time before the law's prohibitions take effect". On January 21, CapCut began restoring service. On February 13, Google and Apple restored CapCut on the App Store and Google Play Store.

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  • With Folded Hands ...

    With Folded Hands ...

    "With Folded Hands ..." is a 1947 science fiction novelette by American writer Jack Williamson (1908–2006). In writing it, Williamson was influenced by the aftermath of World War II, the atomic bombings of Hiroshima and Nagasaki, and his concern that "some of the technological creations we had developed with the best intentions might have disastrous consequences in the long run." The novelette first appeared in the July 1947 issue of Astounding Science Fiction and was later included in The Science Fiction Hall of Fame, Volume Two (1973) after being voted one of the best novellas up to 1965. In 1950, it was the first of several Astounding stories adapted for NBC's radio series Dimension X. == Rewrite and sequel == The 1947 publication was followed by a novel-length rewrite, with a different setting and inventor. At the behest of Astounding editor-in-chief John W. Campbell, a new ending had the robots defeated by means of what Williamson and Campbell would later christen "psionics". This novel was serialized, also in Astounding (March, April, May 1948), as ... And Searching Mind, and finally published in hardback book form as The Humanoids (1949). Much later, in 1980, Williamson followed with another sequel, The Humanoid Touch. == Plot summary == Underhill, a seller of "Mechanicals" (unthinking robots that perform menial tasks) in the small town of Two Rivers, is startled to find a competitor's store on his way home. The competitors are not humans but are small black robots who appear more advanced than anything Underhill has encountered before. They describe themselves as "humanoids". Disturbed at his encounter, Underhill rushes home to discover that his wife has taken in a new lodger, a mysterious old man named Sledge. In the course of the next day, the new Mechanicals have appeared everywhere in town. They state that they only follow the Prime Directive: "to serve and obey and guard men from harm". Offering their services free of charge, they replace humans as police officers, bank tellers, and more, and eventually drive Underhill out of business. Despite the humanoids' benign appearance and mission, Underhill soon realizes that, in the name of their Prime Directive, the mechanicals have essentially taken over every aspect of human life. No humans may engage in any behavior that might endanger them, and every human action is carefully scrutinized. Suicide is prohibited. Humans who resist the Prime Directive are taken away and lobotomized, so that they may live happily under the direction of the humanoids. Underhill learns that his lodger Sledge is the creator of the humanoids and is on the run from them. Sledge explains that 60 years earlier he had discovered the force of "rhodomagnetics" on the planet Wing IV and that his discovery resulted in a war that destroyed his planet. In his grief, Sledge designed the humanoids to help humanity and be invulnerable to human exploitation. However, he eventually realized that they had instead taken control of humanity, in the name of their Prime Directive, to make humans happy. The humanoids are spreading out from Wing IV to every human-occupied planet to implement their Prime Directive. Sledge and Underhill attempt to stop the humanoids by aiming a rhodomagnetic beam at Wing IV, but fail. The humanoids take Sledge away for surgery. He returns with no memory of his prior life, stating that he is now happy under the humanoids' care. Underhill is driven home by the humanoids, sitting "with folded hands," as there is nothing left to do. == Origins == In a 1991 interview, Williamson revealed how the story construction reflected events of his childhood in addition to technological extrapolations: I wrote "With Folded Hands" immediately after World War II, when the shadow of the atomic bomb had just fallen over SF and was just beginning to haunt the imaginations of people in the US. The story grows out of that general feeling that some of the technological creations we had developed with the best intentions might have disastrous consequences in the long run (that idea, of course, still seems relevant today). The notion I was consciously working on specifically came out of a fragment of a story I had worked on for a while about an astronaut in space who is accompanied by a robot obviously superior to him physically—i.e., the robot wasn't hurt by gravity, extremes of temperature, radiation, or whatever. Just looking at the fragment gave me the sense of how inferior humanity is in many ways to mechanical creations. That basic recognition was the essence of the story, and as I wrote it up in my notes the theme was that the perfect machine would prove to be perfectly destructive... It was only when I looked back at the story much later on that I was able to realize that the emotional reach of the story undoubtedly derived from my own early childhood, when people were attempting to protect me from all those hazardous things a kid is going to encounter in the isolated frontier setting I grew up in. As a result, I felt frustrated and over protected by people whom I couldn't hate because I loved them. A sort of psychological trap. Specifically, the first three years of my life were spent on a ranch at the top of the Sierra Madre Mountains on the headwaters of the Yaqui River in Sonora, Mexico. ... [My mother] was terrified by this environment. My father built a crib that became a psychological prison for me, particularly because my mother apparently kept me in it too long, when I needed to get out and crawl on the floor. ... In retrospect, I'm certain I projected my fears and suspicions of this kind of conditioning, and these projections became the governing emotional principle of "With Folded Hands" and The Humanoids. == Reception == In 2024, Robert Silverberg wrote an essay in which he asserted that "With Folded Hands..." is "probably the best story ever written about robots" and suggested that Elon Musk's Optimus Generation 2 is the realization of the "humanoids" along with their worst drawbacks.

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  • ICAART

    ICAART

    The International Conference on Agents and Artificial Intelligence (ICAART) is a meeting point for researchers (among others) with interest in the areas of Agents and Artificial Intelligence. There are 2 tracks in ICAART, one related to Agents and Distributed AI in general and the other one focused in topics related to Intelligent Systems and Computational Intelligence. The conference program is composed of several different kind of sessions like technical sessions, poster sessions, keynote lectures, tutorials, special sessions, doctoral consortiums, panels and industrial tracks. The papers presented in the conference are made available at the SCITEPRESS digital library, published in the conference proceedings and some of the best papers are invited to a post-publication with Springer. ICAART's first edition was in 2009 counting with several keynote speakers like Marco Dorigo, Edward H. Shortliffe and Eduard Hovy. Since then, the conference had several other invited speakers like Katia Sycara, Nick Jennings, Robert Kowalski, Boi Faltings and Tim Finin. Bart Selman is one of the names confirmed for the next edition of this conference. Since 2012 the conference is held in conjunction with 2 other conferences: the International Conference on Operations Research and Enterprise Systems (ICORES) and the International Conference on Pattern Recognition Applications and Methods (ICPRAM). == Areas == === Agents === Agent communication languages Cooperation and Coordination Distributed Problem Solving Economic Agent Models Emotional Intelligence Group Decision Making Intelligent Auctions and Markets Mobile Agents Multi-agent systems Negotiation and Interaction Protocols Nep News Detection Agent Models and Architectures Physical Agents at Work Privacy, Safety and Security Programming Environments and Languages Robot and Multi-Robot Systems Self Organizing Systems Semantic Web Simulation Swarm Intelligence Task Planning and Execution Transparency and Ethical Issues Agent-Oriented Software Engineering Web Intelligence Agent Platforms and Interoperability Autonomous systems Cloud Computing and Its Impact Cognitive robotics Collective Intelligence Conversational Agents === Artificial intelligence === AI and Creativity Deep Learning Evolutionary Computing Fuzzy Systems Hybrid Intelligent Systems Industrial Applications of AI Intelligence and Cybersecurity Intelligent User Interfaces Knowledge Representation and Reasoning Knowledge-Based Systems Ambient Intelligence Machine learning Model-Based Reasoning Natural Language Processing Neural Networks Ontologies Planning and Scheduling Social Network Analysis Soft Computing State Space Search Bayesian Networks Uncertainty in AI Vision and Perception Visualization Big Data Case-Based Reasoning Cognitive Systems Constraint Satisfaction Data Mining Data Science == Editions == === ICAART 2023 – Lisbon, Portugal === === ICAART 2020 – Valletta, Malta === === ICAART 2019 – Prague, Czech Republic === Proceedings - Proceedings of the 11th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-758-350-6 Proceedings - Proceedings of the 11th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-758-350-6 === ICAART 2018 – Funchal, Madeira, Portugal === Proceedings - Proceedings of the 10th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-758-275-2 Proceedings - Proceedings of the 10th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-758-275-2 === ICAART 2017 – Porto, Portugal === Proceedings - Proceedings of the 9th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-758-219-6 Proceedings - Proceedings of the 9th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-758-220-2 === ICAART 2016 – Rome, Italy === Proceedings - Proceedings of the 8th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-758-172-4 Proceedings - Proceedings of the 8th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-758-172-4 === ICAART 2015 – Lisbon, Portugal === Proceedings - Proceedings of the 7th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-758-073-4 Proceedings - Proceedings of the 7th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-758-074-1 === ICAART 2014 – ESEO, Angers, Loire Valley, France === Proceedings - Proceedings of the 6th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-758-015-4 Proceedings - Proceedings of the 6th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-758-016-1 === ICAART 2013 – Barcelona, Spain === Proceedings - Proceedings of the 5th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-8565-38-9 Proceedings - Proceedings of the 5th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-8565-39-6 === ICAART 2012 – Vilamoura, Algarve, Portugal === Proceedings - Proceedings of the 4th International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-8425-95-9 Proceedings - Proceedings of the 4th International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-8425-96-6 === ICAART 2011 – Rome, Italy === Proceedings - Proceedings of the 3rd International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-8425-40-9 Proceedings - Proceedings of the 3rd International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-8425-41-6 === ICAART 2010 – Valencia, Spain === Proceedings - Proceedings of the 2nd International Conference on Web Information Systems and Technologies - Volume 1. ISBN 978-989-674-021-4 Proceedings - Proceedings of the 2nd International Conference on Web Information Systems and Technologies - Volume 2. ISBN 978-989-674-022-1 === ICAART 2009 – Porto, Portugal === Proceedings - Proceedings of the 1st International Conference on Web Information Systems and Technologies. ISBN 978-989-8111-66-1

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  • Speech-generating device

    Speech-generating device

    Speech-generating devices (SGDs), also known as voice output communication aids, are electronic augmentative and alternative communication (AAC) systems used to supplement or replace speech or writing for individuals with severe speech impairments, enabling them to verbally communicate. SGDs are important for people who have limited means of interacting verbally, as they allow individuals to become active participants in communication interactions. They are particularly helpful for patients with amyotrophic lateral sclerosis (ALS) but recently have been used for children with predicted speech deficiencies. There are several input and display methods for users of varying abilities to make use of SGDs. Some SGDs have multiple pages of symbols to accommodate a large number of utterances, and thus only a portion of the symbols available are visible at any one time, with the communicator navigating the various pages. Speech-generating devices can produce electronic voice output by using digitized recordings of natural speech or through speech synthesis—which may carry less emotional information but can permit the user to speak novel messages. The content, organization, and updating of the vocabulary on an SGD is influenced by a number of factors, such as the user's needs and the contexts that the device will be used in. The development of techniques to improve the available vocabulary and rate of speech production is an active research area. Vocabulary items should be of high interest to the user, be frequently applicable, have a range of meanings, and be pragmatic in functionality. There are multiple methods of accessing messages on devices: directly or indirectly, or using specialized access devices—although the specific access method will depend on the skills and abilities of the user. SGD output is typically much slower than speech, although rate enhancement strategies can increase the user's rate of output, resulting in enhanced efficiency of communication. The first known SGD was prototyped in the mid-1970s, and rapid progress in hardware and software development has meant that SGD capabilities can now be integrated into devices like smartphones. Notable users of SGDs include Stephen Hawking, Roger Ebert, Tony Proudfoot, and Pete Frates (founder of the ALS Ice Bucket Challenge). Speech-generating systems may be dedicated devices developed solely for AAC, or non-dedicated devices such as computers running additional software to allow them to function as AAC devices. == History == SGDs have their roots in early electronic communication aids. The first such aid was a sip-and-puff typewriter controller named the patient-operated selector mechanism (Naman) prototyped by Reg Maling in the United Kingdom in 1960. POSSUM scanned through a set of symbols on an illuminated display. Researchers at Delft University in the Netherlands created the lightspot-operated typewriter (LOT) in 1970, which made use of small movements of the head to point a small spot of light at a matrix of characters, each equipped with a photoelectric cell. Although it was commercially unsuccessful, the LOT was well received by its users. In 1966, Barry Romich, a freshman engineering student at Case Western Reserve University, and Ed Prentke, an engineer at Highland View Hospital in Cleveland, Ohio, formed a partnership, creating the Prentke Romich Company. In 1969, the company produced its first communication device, a typing system based on a discarded Teletype machine. In 1979, Mark Dahmke developed software for a vocal communication aid program using the Computalker CT-1 analog speech synthesizer with a microcomputer. The software utilized phonemes to generate speech, assisting individuals with communication impairments in constructing words and sentences. Dahmke's work contributed to the advancement of assistive technology for people with disabilities. Notably, he designed the "Vocabulary Management System" for Bill Rush, a student with cerebral palsy. This early speech synthesis technology facilitated improved communication for Rush and was featured in a 1980 issue of LIFE Magazine. Dahmke's contributions have influenced the development of augmentative and alternative communication (AAC) technologies. During the 1970s and early 1980s, several other companies emerged that have since become prominent manufacturers of SGDs. Toby Churchill founded Toby Churchill Ltd in 1973, after losing his speech following encephalitis. In the US, Dynavox (then known as Sentient Systems Technology) grew out of a student project at Carnegie-Mellon University, created in 1982 to help a young woman with cerebral palsy to communicate. Beginning in the 1980s, improvements in technology led to a greatly increased number, variety, and performance of commercially available communication devices, and a reduction in their size and price. Alternative methods of access such as Target Scanning (also known as eye pointing) calibrate the movement of a user's eyes to direct an SGD to produce the desired speech. Scanning, in which alternatives are presented to the user sequentially, became available on communication devices. Speech output possibilities included both digitized and synthesized speech. Rapid progress in hardware and software development continued, including projects funded by the European Community. The first commercially available dynamic screen speech-generating devices were developed in the 1990s. Software was developed that allowed the computer-based production of communication boards. High-tech devices have continued to become smaller and lighter, while increasing accessibility and capability; communication devices can be accessed using eye-tracking systems, perform as a computer for word-processing and Internet use, and as an environmental control device for independent access to other equipment such as TV, radio and telephones. Stephen Hawking came to be associated with the unique voice of his particular synthesis equipment. Hawking was unable to speak due to a combination of disabilities caused by ALS, and an emergency tracheotomy. In the past 20 or so years SGD have gained popularity amongst young children with speech deficiencies, such as autism, Down syndrome, and predicted brain damage due to surgery. Starting in the early 2000s, specialists saw the benefit of using SGDs not only for adults but for children, as well. Neuro-linguists found that SGDs were just as effective in helping children who were at risk for temporary language deficits after undergoing brain surgery as it is for patients with ALS. In particular, digitized SGDs have been used as communication aids for pediatric patients during the recovery process. == Access methods == There are many methods of accessing messages on devices: directly, indirectly, and with specialized access devices. Direct access methods involve physical contact with the system, by using a keyboard or a touch screen. Users accessing SGDs indirectly and through specialized devices must manipulate an object in order to access the system, such as maneuvering a joystick, head mouse, optical head pointer, light pointer, infrared pointer, or switch access scanner. The specific access method will depend on the skills and abilities of the user. With direct selection a body part, pointer, adapted mouse, joystick, or eye tracking could be used, whereas switch access scanning is often used for indirect selection. Unlike direct selection (e.g., typing on a keyboard, touching a screen), users of Target Scanning can only make selections when the scanning indicator (or cursor) of the electronic device is on the desired choice. Those who are unable to point typically calibrate their eyes to use eye gaze as a way to point and blocking as a way to select desired words and phrases. The speed and pattern of scanning, as well as the way items are selected, are individualized to the physical, visual and cognitive capabilities of the user. == Message construction == Augmentative and alternative communication is typically much slower than speech, with users generally producing 8–10 words per minute. Rate enhancement strategies can increase the user's rate of output to around 12–15 words per minute, and as a result enhance the efficiency of communication. In any given SGD there may be a large number of vocal expressions that facilitate efficient and effective communication, including greetings, expressing desires, and asking questions. Some SGDs have multiple pages of symbols to accommodate a large number of vocal expressions, and thus only a portion of the symbols available are visible at any one time, with the communicator navigating the various pages. Speech-generating devices generally display a set of selections either using a dynamically changing screen, or a fixed display. There are two main options for increasing the rate of communication for an SGD: encoding, and prediction. Encoding permits a user to produce a word, sentence or phrase using only on

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  • AppyStore

    AppyStore

    AppyStore is a comprehensive learning videos and games app for kids up to the age of 8 years. The platform developed by Mauj Mobile, a mobile value-added services (VAS) provider curates content to help in child development by leveraging technology. Mauj is funded by Sequoia Capital, Westbridge Capital and Intel Capital. == Background == AppyStore was launched in 2014 as a platform providing content for kids between the ages of 1.5 and 6 years. AppyStore subsequently extended its services for kids up to 8 years of age. The company operates on a subscription-based model and claims to have 5,000 learning games and videos segregated in 18 learning areas developed to help children gain optimal skills and qualities. According to an article published in Business Standard, the application is claimed to be one of the top 5 apps that help to enhance the logical and imaginative capabilities of children. AppyStore was awarded the Best app for kids by Google Play in December 2017. == Service == The company provides content via a website and an Android app. The website and android app provide learning games, rhymes, phonics, reading, stories, science, numbers, maths, logic videos comprising puzzles, worksheets, videos and fun activities and the premium subscription also includes physical worksheets which are home delivered. This content is educational and has been handpicked by teachers and experts with an understanding of the major areas of child development milestones for children up to 8 years of age. The mobile application also allows parents to track the progress of their child on the basis of the number of videos viewed.

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  • Overwatch

    Overwatch

    Overwatch (abbreviated as OW) is a multimedia franchise centered on a series of multiplayer first-person shooter (FPS) video games developed by Blizzard Entertainment. Overwatch was released in 2016. Overwatch 2 was released in 2022 and the original game was taken offline upon its release, though Blizzard renamed it back to Overwatch in 2026. Overwatch features hero-based combat between two teams of players fighting over various objectives, along with other traditional gameplay modes. Released in 2016, Overwatch lacked a traditional story mode. Instead, Blizzard employed a transmedia storytelling strategy to disseminate lore regarding the game's characters, releasing comics and other literary media, as well as animated media that includes short films. The game enjoyed both critical and commercial success, and garnered a devoted following. The fan community around the franchise has produced a large amount of content including art, cosplay, fan fiction, anime-influenced music videos, Internet memes, and pornography. Blizzard helped launch and promote an esports scene surrounding the game, including an annual Overwatch World Cup, Overwatch League a minor league, and the Overwatch Champions Series which borrowed elements found in traditional American sports leagues. == Gameplay == Both games in the Overwatch series are team-based hero shooters. Players select a hero character from a large roster (52 as of Season 2), divided among three class types. These are: Tanks, who have higher health and generally meant to help protect their teammates from damage, but are larger and easier to hit; Damage, who act as the team's offensive leads; and Support, who heal, provide buffs for teammates, or de-buff the opposing team. Each role also features sub-roles with extra passives. These sub-roles include 'Initiator', 'Stalwart', and 'Bruiser' for Tank. 'Specialist', 'Flanker', 'Recon', and 'Sharpshooter' for Damage. 'Medic', 'Tactician', and 'Survivor' for Support. Players are generally free to change to different heroes while inside their spawn room during the course of a match in response to the current tactics employed by other players. As of the development of Overwatch 2, a standard game features one tank player, two damage players and two support players, a change from having two of each class in its predecessor. Players choose their class before the match, and can only pick characters within that class for the duration of the game. There are different styles of game modes, however, that allow players to choose characters from any class throughout the game. Each hero has a skill kit that includes a primary attack, active skills that require a cooldown period before they can be used again, passive skills that remain active at all times, and an Ultimate skill that can only be used once they fill their Ultimate meter either by damaging opponents, mitigating damage, healing teammates or by passively generating it over time. An update in 2025 saw each hero receive a total of four unique abilities known as perks. Each hero has two minor and two major perks; minor perks consist of smaller changes to a hero's kit, while major perks are intended to affect the match more significantly. At the beginning of each match, all heroes are set to level 1 for each player. As the match progresses, players can individually level up their respective heroes, minor perks are unlocked at level 2, and major perks are unlocked at the maximum level 3. When perks become available, players may only select one of each type of perk; a selected perk becomes irreversibly attached to the current hero for the remainder of the match. If a player switches to another hero mid-match, the previously selected hero retains their level and perk progress. Game types of Overwatch are split between standard matches, competitive play, custom games, and arcade modes. Standard matches have matchmaking based loosely on the player's skill level as measured by the game. Competitive mode uses more strict matchmaking based on a player's current rank on the competitive ladder, with their rank increasing or decreasing when they win or lose a game, respectively. Arcade modes do not use matchmaking and are generally more experimental modes compared to standard and competitive modes. Custom games are created via the workshop and can be utilised to make game modes that are very different from the base game. The workshop, is the software in Overwatch which creates the game using either presets and settings or rules and conditions made by code. These game modes can be published directly onto Overwatch’s custom browse tab or shared off platform using a 5 digit alphanumeric code. Standard and competitive game modes are randomly selected at the start of each match, and are objective based, requiring teams to control a fixed objective point for a duration of time, or escort a payload to a target zone before match time expires. These modes include: Assault (introduced in Overwatch): Also known as 2 Capture Points (or 2CP), Assault has the attacking team tasked with capturing two target points in sequence on the map, while the defending team must stop them. Assault-style maps were removed from main gameplay rotation after Overwatch 2 released but available in the game's arcade mode. It is still available in the game's custom game modes. Since Season 2, Assault-style maps are available in Arcade Mode daily routines. Escort (introduced in Overwatch): Also known as "Payload" by the community, The attacking team is tasked with escorting a payload to a certain delivery point before time runs out, while the defending team must stop them. The payload vehicle moves along a fixed track when any player on the attacking team is close to it, increasing in speed if multiple attackers are present, the increase capping at 3, but will stop if a defending player is nearby; should no attacker be near the vehicle, it will start to move backwards along the track. The payload will also heal any attacking players by 10 health per second while they are near the payload. Passing specific checkpoints will extend the match time and prevent the payload from moving backwards from that point. Hybrid (Assault/Escort) (introduced in Overwatch): The attacking team has to capture the payload (as if it were a target point from Assault) and escort it to its destination, while the defending team tries to hold them back. Control (introduced in Overwatch): Each team tries to capture and maintain a common control point until their capture percentage reaches 100%. This game mode is played in a best-of-three format. Control maps are laid out in a symmetric fashion so no team has an intrinsic position advantage. Push (introduced in Overwatch 2's launch): Each team attempts to secure control of a large robot that pushes one of two barriers to the opposing team's side of the map, whilst being escorted by at least one team member, stopping when enemy players are nearby, similar to the payload movement system in Escort. The team that pushes the payload fully to the other side, or furthest into the enemy territory before the time runs out, wins the match. Flashpoint (introduced in Overwatch 2 in 2023): Similar to Control, each team attempts to capture and maintain a common control point until their capture percentage reaches 100%. This game mode takes place on significantly larger maps with five separate control points, which take a shorter amount of time to capture as compared to a standard Control map. A central control point is always activated first; after it is secured by one team, the remaining four are activated in a random order. The first team to secure three control points wins. Clash (introduced in Overwatch 2 in 2024): Clash maps feature symmetrical maps with five control points. Teams initially vie for control of the central point, with the winning team progressing to the next control point, towards the opponent's base. Opponents can push back by winning control points and shifting the next point away from their base. If a team captures the point closest to the opponent's base, they win. Otherwise the match plays out until one team wins control five times. Arcade modes may include variations of the above modes with experimental rules, and can also include modes like Deathmatch and Capture the Flag. Other common arcade modes include: Elimination (introduced in Overwatch in 2016): Two teams face off in a series of rounds, attempting to wipe out the other team; once a player is killed they remain out of the game until the next round, though they can be revived by Mercy's 'Resurrect' ability. If no team has won a round by a certain time, then the winners are decided by the team that can first take a neutral control point. Players cannot change heroes until the next round. Some of these can be played in "lockout" mode, in which the heroes selected by the winning team for a round are "locked" and cannot be selected in future rounds. Total Mayhem (i

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  • Interim Measures for the Management of Generative AI Services

    Interim Measures for the Management of Generative AI Services

    The Interim Measures for the Management of Generative AI Services (Chinese: 生成式人工智能服务管理暂行办法; pinyin: Shēngchéng shì réngōng zhìnéng fúwù guǎnlǐ zànxíng bànfǎ) are a set of regulations governing public-facing generative artificial intelligence services in China. Issued on 10 July 2023 and effective from 15 August 2023, they were China's first binding regulation specifically targeting generative AI. They have been described as among the earliest such regulations adopted by any country. The measures were jointly issued by the Cyberspace Administration of China (CAC) and six other national bodies: the National Development and Reform Commission, the Ministry of Education, the Ministry of Science and Technology, the Ministry of Industry and Information Technology, the Ministry of Public Security, and the National Radio and Television Administration. Among the measures' most prominent requirements is that generative AI services must uphold Core Socialist Values and must not generate content that could subvert state power, harm national security, or undermine social stability. The measures also require providers of public-facing generative AI services to undergo security assessments and register their algorithms with the CAC. As of December 2025, 748 generative AI services had completed the filing process at the national level. == Background == The Interim Measures build on two earlier sets of regulations targeting specific algorithm applications. The Administrative Provisions on Algorithm Recommendation for Internet Information Services, effective from March 2022, established China's algorithm registry and required providers of recommendation algorithms with "public opinion properties or social mobilization capabilities" to file with the CAC and undergo security assessments. The Administrative Provisions on Deep Synthesis of Internet Information Services, effective from January 2023, extended similar requirements to algorithms used for generating synthetic media such as deepfakes. In April 2023, the CAC released a draft of the generative AI regulation for public comment. The draft included several requirements that attracted attention, including that generated content should "embody Core Socialist Values" and that training data should be "true and accurate". The public consultation period ran until May 2023. The final version, published in July 2023, was substantially revised from the draft. According to an analysis by the Future of Privacy Forum, changes appeared to reflect feedback from industry stakeholders including Baidu, Xiaomi, SenseTime, and others, as well as input from government-affiliated research institutes. The final measures adopted a more permissive tone, with the CAC describing its approach as "inclusive and prudent" (包容审慎) and emphasising "classified and graded" (分类分级) supervision. == Scope == The measures apply to services that use generative AI technology to provide text, images, audio, video, or other content to the public within mainland China (Article 2). They do not apply to organisations that develop or use generative AI internally without offering services to the domestic public, such as industry associations, enterprises, and research institutions. Overseas providers whose services are accessible to users in China are also subject to the measures. == Key provisions == === Content requirements === Article 4 sets out the core content obligations. Providers and users of generative AI services must uphold the Core Socialist Values. The measures prohibit generating content that incites subversion of national sovereignty or the socialist system, endangers national security or the nation's image, incites separatism, promotes terrorism or extremism, promotes ethnic hatred or discrimination, or contains violence, obscenity, or false information prohibited by law. These content prohibitions largely mirror those in Article 12 of the Cybersecurity Law and in prior regulations governing online content. Article 4 also requires that models be designed and trained to avoid discrimination, that services respect intellectual property rights, and that providers take effective measures to improve the transparency and accuracy of generated content. === Training data and labelling === Article 7 requires providers to ensure that training data is of high quality and legitimately sourced, and that it does not infringe upon intellectual property rights. Where personal information is used, consent must be obtained. The final version of this provision removed language from the draft that would have held providers responsible for the "legitimacy" of all pretraining data, replacing it with a requirement to "employ effective measures to improve the quality of training data". Article 8 requires providers to establish labelling rules for training data and to conduct quality assessments of data annotations. Article 12 requires that generated images, videos, and other synthetic content be labelled as AI-generated. === User rights and privacy === Article 11 requires providers to protect user privacy, to minimise the collection and retention of personal data, and to refrain from unlawfully sharing user information. Users have the right to request review, correction, or deletion of their personal information. Article 10 requires providers to take measures to prevent excessive dependence on or addiction to generative AI services by minors. === Security assessment and algorithm filing === Article 17 requires that providers of generative AI services with "public opinion properties or the capacity for social mobilization" (具有舆论属性或者社会动员能力) carry out security assessments and complete algorithm filing procedures in accordance with the Administrative Provisions on Algorithm Recommendation for Internet Information Services. == Implementation == === Algorithm filing process === In practice, the filing requirements under the Interim Measures have developed into a two-tier process. The first tier is the standard algorithm filing (算法备案) under the pre-existing Algorithm Recommendation Provisions, which involves submitting information about an algorithm's design, purpose, and data sources to the CAC. This process is primarily a registration mechanism. For public-facing generative AI products, there is an additional, more rigorous process commonly referred to as the "large model filing" (大模型备案). This involves submitting a security self-assessment report, data annotation rules, a keyword blocking list, and evaluation test question sets. The process includes technical testing at the provincial level, followed by review at the national CAC level. The algorithm filing targets specific algorithms, while the large model filing evaluates the broader system architecture, training data, model parameters, and potential social impact. The CAC publishes lists of generative AI services that have successfully completed the filing process. The first such list was published on 2 April 2024. According to the CAC's year-end announcements, 302 generative AI services had completed national-level filing by the end of 2024 (of which 238 were new that year), alongside 105 applications that completed local-level registration. By the end of 2025, the cumulative total had risen to 748 national-level filings and 435 local-level registrations. === Content compliance and testing === According to the Carnegie Endowment, the CAC has conducted compliance audits of generative AI services with a particular focus on ensuring appropriate responses to queries about politically sensitive topics. The large model filing process requires providers to pass both provincial-level and national-level technical testing before their services can be made available to the public. On 1 March 2024, the National Technical Committee 260 on Cybersecurity (TC260) published TC260-003, the Basic Security Requirements for Generative AI Services (生成式人工智能服务安全基本要求), a technical standard that provides detailed guidance on the security assessments required under the Interim Measures. The standard covers requirements for training data safety, model security, and content safety evaluation, and is used as a reference for the filing process. == Analysis == === Relationship to broader Chinese internet regulation === The content requirements in the Interim Measures extend China's existing framework for online information control to generative AI. Legal scholars have noted that the "Core Socialist Values" provision and the specific content prohibitions are consistent with longstanding requirements imposed on internet platforms under the Cybersecurity Law and related regulations. The Asia Society Policy Institute has described the Chinese government's highest regulatory priority in this area as retaining control of information, noting that content-related obligations receive stricter enforcement than other provisions. === Nature of the filing system === The character of the filing system has been debated by scholars. Angela Huyue Zh

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  • Shyster (expert system)

    Shyster (expert system)

    SHYSTER is a legal expert system developed at the Australian National University in Canberra in 1993. It was written as the doctoral dissertation of James Popple under the supervision of Robin Stanton, Roger Clarke, Peter Drahos, and Malcolm Newey. A full technical report of the expert system, and a book further detailing its development and testing have also been published. SHYSTER emphasises its pragmatic approach, and posits that a legal expert system need not be based upon a complex model of legal reasoning in order to produce useful advice. Although SHYSTER attempts to model the way in which lawyers argue with cases, it does not attempt to model the way in which lawyers decide which cases to use in those arguments. SHYSTER is of a general design, permitting its operation in different legal domains. It was designed to provide advice in areas of case law that have been specified by a legal expert using a bespoke specification language. Its knowledge of the law is acquired, and represented, as information about cases. It produces its advice by examining, and arguing about, the similarities and differences between cases. It derives its name from Shyster: a slang word for someone who acts in a disreputable, unethical, or unscrupulous way, especially in the practice of law and politics. == Methods == SHYSTER is a specific example of a general category of legal expert systems, broadly defined as systems that make use of artificial intelligence (AI) techniques to solve legal problems. Legal AI systems can be divided into two categories: legal retrieval systems and legal analysis systems. SHYSTER belongs to the latter category of legal analysis systems. Legal analysis systems can be further subdivided into two categories: judgment machines and legal expert systems. SHYSTER again belongs to the latter category of legal expert systems. A legal expert system, as Popple uses the term, is a system capable of performing at a level expected of a lawyer: "AI systems which merely assist a lawyer in coming to legal conclusions or preparing legal arguments are not here considered to be legal expert systems; a legal expert system must exhibit some legal expertise itself." Designed to operate in more than one legal domain, and be of specific use to the common law of Australia, SHYSTER accounts for statute law, case law, and the doctrine of precedent in areas of private law. Whilst it accommodates statute law, it is primarily a case-based system, in contradistinction to rule-based systems like MYCIN. More specifically, it was designed in a manner enabling it to be linked with a rule-based system to form a hybrid system. Although case-based reasoning possesses an advantage over rule-based systems by the elimination of complex semantic networks, it suffers from intractable theoretical obstacles: without some further theory it cannot be predicted what features of a case will turn out to be relevant. Users of SHYSTER therefore require some legal expertise. Richard Susskind argues that "jurisprudence can and ought to supply the models of law and legal reasoning that are required for computerized [sic] implementation in the process of building all expert systems in law". Popple, however, believes jurisprudence is of limited value to developers of legal expert systems. He posits that a lawyer must have a model of the law (maybe unarticulated) which includes assumptions about the nature of law and legal reasoning, but that model need not rest on basic philosophical foundations. It may be a pragmatic model, developed through experience within the legal system. Many lawyers perform their work with little or no jurisprudential knowledge, and there is no evidence to suggest that they are worse, or better, at their jobs than lawyers well-versed in jurisprudence. The fact that many lawyers have mastered the process of legal reasoning, without having been immersed in jurisprudence, suggests that it may indeed be possible to develop legal expert systems of good quality without jurisprudential insight. As a pragmatic legal expert system SHYSTER is the embodiment of this belief. A further example of SHYSTER’s pragmatism is its simple knowledge representation structure. This structure was designed to facilitate specification of different areas of case law using a specification language. Areas of case law are specified in terms of the cases and attributes of importance in those areas. SHYSTER weights its attributes and checks for dependence between them. In order to choose cases upon which to construct its opinions, SHYSTER calculates distances between cases and uses these distances to determine which of the leading cases are nearest to the instant case. To this end SHYSTER can be seen to adopt and expand upon nearest neighbor search methods used in pattern recognition. These nearest cases are used to produce an argument (based on similarities and differences between the cases) about the likely outcome in the instant case. This argument relies on the doctrine of precedent; it assumes that the instant case will be decided the same way as was the nearest case. SHYSTER then uses information about these nearest cases to construct a report. The report that SHYSTER generates makes a prediction and justifies that prediction by reference only to cases and their similarities and differences: the calculations that SHYSTER performs in coming to its opinion do not appear in that opinion. Safeguards are employed to warn users if SHYSTER doubts the veracity of its advice. == Results == SHYSTER was tested in four different and disparate areas of case law. Four specifications were written, each representing an area of Australian law: an aspect of the law of trover; the meaning of "authorization [sic]" in copyright law of Australia; the categorisation of employment contracts; and the implication of natural justice in administrative decision-making. SHYSTER was evaluated under five headings: its usefulness, its generality, the quality of its advice, its limitations, and possible enhancements that could be made to it. Despite its simple knowledge representation structure, it has shown itself capable of producing good advice, and its simple structure has facilitated the specification of different areas of law. Appreciating the difficulties encountered by legal expert systems developers in adequately representing legal knowledge can assist in appreciating the shortcomings of digital rights management technologies. Some academics believe future digital rights management systems may become sophisticated enough to permit exceptions to copyright law. To this end SHYSTER's attempt to model "authorization [sic]" in the Copyright Act can be viewed as pioneering work in this field. The term "authorization [sic]" is undefined in the Copyright Act. Consequently, a number of cases have been before the courts seeking answers as to what conduct amounts to authorisation. The main contexts in which the issue has arisen are analogous to permitted exceptions to copyright currently prevented by most digital rights management technologies: "home taping of recorded materials, photocopying in educational institutions and performing works in public". When applied to one case concerning compact cassettes, SHYSTER successfully agreed that Amstrad did not authorise the infringement. 'shyster-myci'n Popple highlighted the most obvious avenue of future research using SHYSTER as the development of a rule-based system, and the linking together of that rule-based system with the existing case-based system to form a hybrid system. This intention was eventually realised by Thomas O’Callaghan, the creator of SHYSTER-MYCIN: a hybrid legal expert system first presented at ICAIL '03, 24–28 June 2003 in Edinburgh, Scotland. MYCIN is an existing medical expert system, which was adapted for use with SHYSTER. MYCIN’s controversial "certainty factor" is not used in SHYSTER-MYCIN. The reason for this is the difficulty in scientifically establishing how certain a fact is in a legal domain. The rule-based approach of the MYCIN part is used to reason with the provisions of an Act of Parliament only. This hybrid system enables the case-based system (SHYSTER) to determine open textured concepts when required by the rule-based system (MYCIN). The ultimate conclusion of this joint endeavour is that a hybrid approach is preferred in the creation of legal expert systems where "it is appropriate to use rule-based reasoning when dealing with statutes, and…case-based reasoning when dealing with cases".

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  • Clue (mobile app)

    Clue (mobile app)

    Clue is a menstrual health app developed by the Berlin-based technology company BioWink GmbH. The app has over 15 million users from 180 countries. The startup has raised over $17 million from backers that include Union Square Ventures and Mosaic Ventures. == History == Clue was co-founded by Ida Tin, Hans Raffauf, Mike LaVigne and Moritz von Buttlar in 2012. BioWink GmbH launched the app in 2013. Ida Tin's stated goal was to take female reproductive health “out of taboo land” and to start “a reproductive health revolution.” Tin previously led motorbike tours around the world and wrote a book about her experience. By July 2017, the Clue app had more than 8 million active users on both Android and iOS. Users were representative of more than 180 countries. In 2015, BioWink GmbH closed a $7 million Series A funding round led by Union Square Ventures and Mosaic Ventures, bringing the company's total funding to $10 million. The company was listed as one of Europe's Hottest Startups in 2015 by Wired UK, with Clue being named one of the best apps in 2015 by both Apple and Google. In March 2018, the company launched an editorial site to serve as a resource for accessible and scientific menstrual health information. == Mobile app == The Clue mobile application calculates and predicts a user's period, fertile window, and premenstrual syndrome. It also informs users the most or least likely time for becoming pregnant and allows them to track more than 30 health categories, including sex, sleep, pain, exercise, hair, skin, digestion, emotions and energy. The app can also explain how pill dosages impact fertility and includes an alarm system to allow for reminders for taking pills. In 2015, the company closed a Series A funding round and announced plans to use the proceeds to expand features of the mobile app and hire more staff. Clue also partnered with universities such as Stanford University, Columbia University, University of Washington, and University of Oxford to advance female health research. Clue integrated with Apple Inc.'s HealthKit for iOS 9 in September 2015, allowing data such as body temperature, cervical mucus quality, menstruation, ovulation test results, sexual activity, and spotting directly to the app. In 2016, Clue was available in 15 languages on both iOS and Android. That same year, Clue introduced a cycle-sharing feature and in 2017 a pill-tracking option. In February 2018, Clue made its app available on the Fitbit Ionic smartwatch. In 2026, Clue partnered with UK-based digital healthcare platform Evaro, an NHS-licensed provider, to offer embedded prescription services within the app.

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  • HYPO CBR

    HYPO CBR

    HYPO is a computer program, an expert system, that models reasoning with cases and hypotheticals in the legal domain. It is the first of its kind and the most sophisticated of the case-based legal reasoners, which was designed by Kevin Ashley for his Ph.D dissertation in 1987 at the University of Massachusetts Amherst under the supervision of Edwina Rissland. HYPO's design represents a hybrid generalization/comparative evaluation method appropriate for a domain with a weak analytical theory and applies to tasks that rarely involve just one right answer. The domain covers US trade secret law, and is substantially a common law domain. Since Anglo-American common law operates under the doctrine of precedent, the definitive way of interpreting problems is of necessity and case-based. Thus, HYPO did not involve the analysis of a statute, as required by the Prolog program. Rissland and Ashley (1987) envisioned HYPO as employing the key tasks performed by lawyers when analyzing case law for precedence to generate arguments for the prosecution or the defence. HYPO was a successful example of a general category of legal expert systems (LESs), it applies artificial intelligence (A.I.) techniques to the domain of legal reasoning in patent law, implementing a case-based reasoning (CBR) system, in contrast to rule based systems like MYCIN, or mixed-paradigm systems integrating CBR with rule-based or model-based reasoning like IKBALS II. A legal case-based reasoning essentially reasons from prior tried cases, comparing the contextual information in the current input case with that of cases previously tried and entered into the system. As noted by Ashley and Rissland (1988) CBR is used to "... capture expertise in domains where rules are ill-defined, incomplete or inconsistent". The HYPO project set out to model the creation of hypotheticals in law, where no case matches well enough. HYPO uses hypotheticals for a variety of tasks necessary for good interpretation: "to redefine old situations in terms of new dimensions, to create new standard cases when an appropriate one doesn’t exist, to explore and test the limits of a concept, to refocus a case by excluding some issues and to organize or cluster cases". Hypotheticals can include facts that support two conflicting lines of reasoning. So, it makes and responds to arguments from competing viewpoints about who should win the dispute. HYPO use heuristics such as making a case weaker or stronger, making a case extreme, enabling a near-miss, disabling a near-hit to generate hypotheticals in the context of an argument by using the dimensions mechanism. Dimensions have a range of values, along which the supportive strength that may shift from one side to the other. What differentiated this expert system from others was its facility not only to return a primary to best-case response but to return near-best-fit responses also. == Components == Legal knowledge in HYPO is contained in: the case-knowledge-base (CKB) and the library of dimensions. The CKB contains HYPO's base of known cases that are highly structured objects and sub-objects both real and hypothetical in the area of trade secret law. Each case is represented as a hierarchical set of frames whose slots are important facets of the case (e.g. Plaintiff, defendant, secret knowledge, employer/employee data).Ashley’s HYPO system used a database of thirty cases in the area indexed by thirteen dimensions. A key mechanism in HYPO is a dimension i.e. a mechanism to allow retrieval from the CKB, in order to represent legal cases. Ashley's dimensions are composed of (i) prerequisites, which are a set of factual predicates that must be satisfied for the dimension to apply (ii) focal slots, which accommodate one or two of the dimension's prerequisites designated as being indicative of the case's strength along that dimension and (iii) range information, which tells how a change in focal slot value effects the strength of a party's case along a given dimension. Dimensions focus attention on important aspects of cases. In HYPO's domain of misappropriation of trade secrets the dimension called “secrets voluntary disclosed” captures the idea that the more disclosures the plaintiff has made of his/her putative secret, the less convincing is his/her argument that the defendant is responsible for letting the secret. HYPO, like any other CBR system has also the following components: Similarity/relevancy metrics: that is, standards by which to evaluate the closeness of cases, judge their relevancy to the instant case, and select “most on point” cases. Half-Order Theory of the Application Domain: that is, hierarchies and taxonomies of knowledge, especially regarding the application domain. Precedent-based argumentation abilities: that is, capabilities to generate and evaluate precedent-based arguments. Knowledge to generate hypotheticals: that is, the ability to generate hypothetical cases to deal with various circumstances, like testing the validity of an interpretation or argument by providing gedanken experiments such as test cases or to fill in a weak CKB. == Functions == HYPO's method of creating an argument and justifying a solution or position has several steps. HYPO begins its processing with the current fact situation (cfs) which is direct input by the user into HYPO's representation framework. Once the user inputs the case, HYPO begins its legal analysis. The cfc is analyzed for relevant factors. Based on these factors HYPO selects the relevant cases and produces a case-analysis-record that records which dimensions apply to the cfc and which nearly apply (i.e. are "near misses"). The combined list of applicable and near miss dimensions is called the D-list. At this point the fact gathered module may request additional information from the user in order to draw a legal conclusion. Once all the facts are in the case-positioner module it uses the case-analysis record to create the claim lattice. This is a technique that organizes the relevant retrieved cases from the point of view of the cfc and makes it easy for HYPO to ascertain the most-on point cases (mopc) and to least on-point-cases. HYPO's arguments are 3ply, leading to the construction of the skeleton of an argument: it makes a point for one side, drawing the analogy between the problem and the precedent, responds with an argument for the opponent side, endeavoring to differentiate the cited case and citing other cases as counterarguments. Then it makes a final rebuttal, attempting to differentiate the counterarguments. The claim lattice also enables the HYPO-generator module to produce legally hypotheticals. With its use of dimension-based heuristics, the HYPO-generator does a heuristic search of the space of all possible cases. Lastly, the Explanation module expands upon the argument skeleton and provides explanation and justification for the different lines of analysis and cases found by HYPO. == An intelligent legal tutoring system == Legal expert systems are specifically designed to teach an area of law and are useful for pedagogical purposes. Ashley's work was mainly concerned to build tools to help students understand legal reasoning. Explanation and argument are the bases of the case method used in many professional schools in the U.S., first introduced by the Dean of the Harvard Law School, Christopher Columbus Langdell in 1870. The case method focuses on close readings of cases and principles; it involves students in pointed Socratic dialogue and makes strong use of hypotheticals (hypos). Thus, CATO (Aleven 1997) was a research project to device and test an intelligent, case-based tutorial program for teaching law students how to argue with cases implementing the HYPO program. Within the tutor system, Ashley and Aleven (1991) proposed to leverage an understanding of legal reasoning against the standard case-based tutoring methodology. What makes this tutoring system stand out is the additional levels of abstraction involved in its results. The system presents exercises, including the facts of a problem and a set of on-line cases and instructions to make, or respond to, a legal argument about the problem. The student/user will have a set of tools to analyze the problem and fashion an answer comparing it to other cases. Instead of simply generating precedent cases, the system works to interpret student responses, comparing them against a list of possibilities and responding to student entries, for example, by citing counterexamples, and providing feedback on a student's problem solving activities with explanations of correctness or giving further hints as to what may be wrong with evaluating a student's ability to perform legal reasoning and argument, examples and follow-up assignments by employing HYPO's model of case-based structure. == HYPO’s progeny == The quality of HYPO's results speak for themselves, in that a number of sequent legal reasoning systems are either directly based upon H

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  • Combs method

    Combs method

    The Combs method is a rule base reduction method of writing fuzzy logic rules described by William E. Combs in 1997. It is designed to prevent combinatorial explosion in fuzzy logic rules. The Combs method takes advantage of the logical equality ( ( p ∧ q ) ⇒ r ) ⟺ ( ( p ⇒ r ) ∨ ( q ⇒ r ) ) {\displaystyle ((p\land q)\Rightarrow r)\iff ((p\Rightarrow r)\lor (q\Rightarrow r))} . == Equality proof == The simplest proof of given equality involves usage of truth tables: == Combinatorial explosion == Suppose we have a fuzzy system that considers N variables at a time, each of which can fit into at least one of S sets. The number of rules necessary to cover all the cases in a traditional fuzzy system is S N {\displaystyle S^{N}} , whereas the Combs method would need only S × N {\displaystyle S\times N} rules. For example, if we have five sets and five variables to consider to produce one output, covering all the cases would require 3125 rules in a traditional system, while the Combs method would require only 25 rules, taming the combinatorial explosion that occurs when more inputs or more sets are added to the system. This article will focus on the Combs method itself. To learn more about the way rules are traditionally formed, see fuzzy logic and fuzzy associative matrix. == Example == Suppose we were designing an artificial personality system that determined how friendly the personality is supposed to be towards a person in a strategic video game. The personality would consider its own fear, trust, and love in the other person. A set of rules in the Combs system might look like this: The table translates to: [IF Fear IS Unafraid THEN Friendship IS Enemies OR IF Fear IS ModerateFear THEN Friendship IS Neutral OR IF Fear IS Afraid THEN Friendship IS GoodFriends ] OR [IF Trust IS Distrusting THEN Friendship IS Enemies OR IF Trust IS ModerateTrust THEN Friendship IS Neutral OR IF Trust IS Trusting THEN Friendship IS GoodFriends] OR [IF Love IS Unloving THEN Friendship IS Enemies OR IF Love IS ModerateLove THEN Friendship IS Neutral OR IF Love IS Loving THEN Friendship IS GoodFriends] In this case, because the table follows a straightforward pattern in the output, it could be rewritten as: Each column of the table maps to the output provided in the last row. To obtain the output of the system, we just average the outputs of each rule for that output. For example, to calculate how much the computer is Enemies with the player, we take the average of how much the computer is Unafraid, Distrusting, and Unloving of the player. When all three averages are obtained, the result can then be defuzzified by any of the traditional means.

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  • 2024 Bilderberg Conference

    2024 Bilderberg Conference

    The 2024 Bilderberg Conference was held between May 30–June 2, 2024 in Madrid, Spain at the Eurostars Suites Mirasierra hotel. The 2024 meeting was the 70th edition of the event. A Bilderberg Group press release stated that there were 131 participants from around 25 countries. Established in 1954 by Prince Bernhard of the Netherlands, Bilderberg conferences (or meetings) are an annual private gathering of the European and North American political and business elite. Events are attended by between 120 and 150 people each year invited by the Bilderberg Group's steering committee; including prominent politicians, CEOs, national security experts, academics and journalists. Several US presidents have attended the meetings before winning a presidential election. These politicians include Bill Clinton and Barack Obama. Bilderberg conferences operate under the Chatham House Rule, meaning that participants are sworn to secrecy and cannot disclose the identity or affiliation of any particular speaker. == Agenda == The key topics for discussion were announced on the Bilderberg website shortly before the meeting. These topics included: == Participants == A list of 131 participants was published on the Bilderberg website. This list may not be complete, as a source connected to the Bilderberg group told The Daily Telegraph in 2013 that some attendees do not have their names publicized. King Felipe VI of Spain was reported to have attended the meeting despite his name not being on the list.

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  • Vicarious (company)

    Vicarious (company)

    Vicarious was an artificial intelligence company based in the San Francisco Bay Area, California. They use the theorized computational principles of the brain to attempt to build software that can think and learn like a human. Vicarious describes its technology as "a turnkey robotics solution integrator using artificial intelligence to automate tasks too complex and versatile for traditional automations". Alphabet Inc acquired the company in 2022 for an undisclosed amount. == Founders == The company was founded in 2010 by D. Scott Phoenix and Dileep George. Before co-founding Vicarious, Phoenix was Entrepreneur in Residence at Founders Fund and CEO of Frogmetrics, a touchscreen analytics company he co-founded through the Y Combinator incubator program. Previously, George was Chief Technology Officer at Numenta, a company he co-founded with Jeff Hawkins and Donna Dubinsky while completing his PhD at Stanford University. == Funding == The company launched in February 2011 with funding from Founders Fund, Dustin Moskovitz, Adam D’Angelo (former Facebook CTO and co-founder of Quora), Felicis Ventures, and Palantir co-founder Joe Lonsdale. In August 2012, in its Series A round of funding, it raised an additional $15 million. The round was led by Good Ventures; Founders Fund, Open Field Capital and Zarco Investment Group also participated. The company received $40 million in its Series B round of funding. The round was led by individuals including Mark Zuckerberg, Elon Musk, and others. An additional undisclosed amount was later contributed by Amazon.com CEO Jeff Bezos, Yahoo! co-founder Jerry Yang, Skype co-founder Janus Friis and Salesforce.com CEO Marc Benioff. == Recursive Cortical Network == Vicarious is developing machine learning software based on the computational principles of the human brain. One such software is a vision system known as the Recursive Cortical Network (RCN), it is a generative graphical visual perception system that interprets the contents of photographs and videos in a manner similar to humans. The system is powered by a balanced approach that takes sensory data, mathematics, and biological plausibility into consideration. On October 22, 2013, beating CAPTCHA, Vicarious announced its model was reliably able to solve modern CAPTCHAs, with character recognition rates of 90% or better when trained on one style. However, Luis von Ahn, a pioneer of early CAPTCHA and founder of reCAPTCHA, expressed skepticism, stating: "It's hard for me to be impressed since I see these every few months." He pointed out that 50 similar claims to that of Vicarious had been made since 2003. Vicarious later published their findings in peer-reviewed journal Science. Vicarious has indicated that its AI was not specifically designed to complete CAPTCHAs and its success at the task is a product of its advanced vision system. Because Vicarious's algorithms are based on insights from the human brain, it is also able to recognize photographs, videos, and other visual data.

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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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  • Ensemble averaging (machine learning)

    Ensemble averaging (machine learning)

    In machine learning, ensemble averaging is the process of creating multiple models (typically artificial neural networks) and combining them to produce a desired output, as opposed to creating just one model. Ensembles of models often outperform individual models, as the various errors of the ensemble constituents "average out". == Overview == Ensemble averaging is one of the simplest types of committee machines. Along with boosting, it is one of the two major types of static committee machines. In contrast to standard neural network design, in which many networks are generated but only one is kept, ensemble averaging keeps the less satisfactory networks, but with less weight assigned to their outputs. The theory of ensemble averaging relies on two properties of artificial neural networks: In any network, the bias can be reduced at the cost of increased variance In a group of networks, the variance can be reduced at no cost to the bias. This is known as the bias–variance tradeoff. Ensemble averaging creates a group of networks, each with low bias and high variance, and combines them to form a new network which should theoretically exhibit low bias and low variance. Hence, this can be thought of as a resolution of the bias–variance tradeoff. The idea of combining experts can be traced back to Pierre-Simon Laplace. == Method == The theory mentioned above gives an obvious strategy: create a set of experts with low bias and high variance, and average them. Generally, what this means is to create a set of experts with varying parameters; frequently, these are the initial synaptic weights of a neural network, although other factors (such as learning rate, momentum, etc.) may also be varied. Some authors recommend against varying weight decay and early stopping. The steps are therefore: Generate N experts, each with their own initial parameters (these values are usually sampled randomly from a distribution) Train each expert separately Combine the experts and average their values. Alternatively, domain knowledge may be used to generate several classes of experts. An expert from each class is trained, and then combined. A more complex version of ensemble average views the final result not as a mere average of all the experts, but rather as a weighted sum. If each expert is y i {\displaystyle y_{i}} , then the overall result y ~ {\displaystyle {\tilde {y}}} can be defined as: y ~ ( x ; α ) = ∑ j = 1 p α j y j ( x ) {\displaystyle {\tilde {y}}(\mathbf {x} ;\mathbf {\alpha } )=\sum _{j=1}^{p}\alpha _{j}y_{j}(\mathbf {x} )} where α {\displaystyle \mathbf {\alpha } } is a set of weights. The optimization problem of finding alpha is readily solved through neural networks, hence a "meta-network" where each "neuron" is in fact an entire neural network can be trained, and the synaptic weights of the final network is the weight applied to each expert. This is known as a linear combination of experts. It can be seen that most forms of neural network are some subset of a linear combination: the standard neural net (where only one expert is used) is simply a linear combination with all α j = 0 {\displaystyle \alpha _{j}=0} and one α k = 1 {\displaystyle \alpha _{k}=1} . A raw average is where all α j {\displaystyle \alpha _{j}} are equal to some constant value, namely one over the total number of experts. A more recent ensemble averaging method is negative correlation learning, proposed by Y. Liu and X. Yao. This method has been widely used in evolutionary computing. == Benefits == The resulting committee is almost always less complex than a single network that would achieve the same level of performance The resulting committee can be trained more easily on smaller datasets The resulting committee often has improved performance over any single model The risk of overfitting is lessened, as there are fewer parameters (e.g. neural network weights) which need to be set.

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