AI Code Fixer

AI Code Fixer — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Online OS

    Online OS

    The Online Operating System was a fully multi-lingual and free to use web desktop written in JavaScript using Ajax. It was a Windows-based desktop environment with open-source applications and system utilities developed upon the reBOX web application framework by iCUBE Network Solutions, an Austrian company located in Vienna. == About the project == OOS.cc, which is short for Online Operating System, was a web application platform that mimicked the look and feel of classic desktop operating systems such as Microsoft Windows, Mac OS X or KDE. It consisted of various open source applications built upon the so-called reBOX web application framework. As applications could be executed in an integrated and parallel way, the OOS could have been considered a web desktop or webtop. It provided basic services such as a GUI, a virtual file system, access control management and possibilities to develop and deploy applications online. As the Online Operating System was executed within a web browser, it was no real operating system but rather a portal to various web applications, offering a high usability and flexibility. The project was partly funded by grants from the Internetprivatstiftung Austria (IPA). As at 01.08.2008 almost 20.000 users have joined the oos.cc community, using the offered featured and applications. == History == The development of the web desktop was started by iCUBE Network Solutions in 2005, followed by the first beta releases in 2006. Hence, together with YouOS and eyeOS, it can be considered to be one of the first publicly available systems of its kind. The first full version including core-level multi-language support, the file system and a basic set of applications was released to the public in March 2007 on the occasion of a national exhibition (ITnT Austria Archived 2007-06-30 at the Wayback Machine) and has left beta state half a year later in October 2007. The first release considered stable (1.0.0) was published in July 2007. The project itself and the contained applications have received several national innovation awards (see,) and have gained attention mainly due to the comprehensive approach taken (see,). OOS.cc started as a national project. The full platform including all offered applications are currently available in three languages (German, English as well as Spanish) and is receiving increasing coverage around the world (for examples see, or). The current version is 1.3.01 from 01.08.2008. == Technical overview == The project is fully written in JavaScript, exclusively using DHTML techniques to run in any web browser without any additional software installation needed. The system implements a modern kind of web application model, excessively using Ajax for communicating between client components and the Java server backend in an exclusively asynchronous manner. Aim is to offer users the unique interaction behavior following the desktop metaphor, which is the main idea of any web desktop. Also typical for this sort of web application is the broadly use of Javascript-on-demand techniques, cutting the complete project source into pieces and loading them instantly when needed. Based on this technical basis, reBOX was the framework library all applications in oos.cc were built of. It is a fully flexible and extensible API, including a GUI widget set, communication mechanisms and server services offering general and framework specific services. The Online Operating System itself consisted of a basic framework, which was able to launch any JavaScript application using the reBOX library. The user interface was based on the behavior of the Windows desktop with a start menu, a task bar and a desktop background. All applications were running in this environment. At server side, there were Java based web services that ran to serve the client processes and to provide data from the relational database in the backend. oos.cc also provided an integrated development environment called Developer Suite, which allowed the community to build own applications for the desktop environment based on reBOX (see development section below). == License == All applications available in oos.cc were open source under the European Union Public Licence (EUPL). The reBOX development toolkit is free to use developing any applications for the webtop. == Features == As mentioned above, all applications published on oos.cc are open source based on the EUPL, and can be "installed" or "deinstalled" to what-ever preferences the user has. Besides global services like the multi-language support or the global theme support, as well as some minor tools and games, oos.cc offered four major services that could be used completely free of charge. Integrated and fully flexible file storage (1 GB per user) HTTP as well as FTP file transfer from and to local file system User-based file-shares within the oos-community WebDAV access Document Management (including Version Control and File Locking mechanisms) Image publishing, organization and post-processing A free sub domain (user.oos.cc) for web- or image publishing, directly integrated in the desktop Groupware applications, including free mail, fetchmail and contact management An integrated development environment where oos-applications can be created directly from within the system (see development section below) Next releases were planned to focus on an extensive security and privacy suite, dealing with challenges like anonymous communication (browsing as well as temporary mail-addresses) as well as offering encrypted password and file storage and connectivity services. Since its initial stable release, OOS.cc could have been accessed using https to ensure secure communication. == Limitations and drawbacks == Limited number of applications: no commercial applications can be hosted. Only reviewed applications are being published No processing of popular office formats (.doc, .odt, etc.) Limited language support: Only English, German and Spanish Dependence on foreign infrastructure: No possibility to extend storage, no additional/guaranteed bandwidth, etc. == Development == One of the key focuses of the team was right from the beginning to offer a very flexible and comprehensive API, that can be used to develop not only custom applications within oos.cc, but also stand-alone web-applications or to integrate single components in existing web-sites. By decoupling the development from web-related "problems" using the reBOX API web-applications can be development in a similar fashion to any Java program: Elements can be positioned and can interact like in high-level object oriented programming languages, without taking care of divs, browser specific behavior or communication handling. The framework also offers multi-language and theme support for existing as well as newly created applications, allowing changing almost every aspect of the look and feel of the used components according to the preferences of its users. For taking advantage of this approach, one of the applications offered in the OOS was an integrated Development Suite, allowing directly writing and executing code and hence creating new programs within the boundaries of the web computer. All applications on oos.cc were released as open source, thus all existing programs were offered to be imported, reviewed or changed and then locally deployed. Following this idea, every user was free to submit changed or newly created applications to be included in the globally offered application set. The last release offered features like auto-completion and an outline-window.

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  • Painworth

    Painworth

    PainWorth is a justice, legal and insurance services application founded by Canadian entrepreneurs Mike Zouhri, Chris Trudel and Ryan Bencic. The application is a "robot lawyer" that uses artificial intelligence to automate personal injury claims for injury victims. It is currently available in Canada and the United States. PainWorth has been featured by several news outlets, including CTV, Global News, CBC, and has also been featured by the American Bar Association and LexisNexis for its role addressing social issues such as access to justice and other systemic issues in the legal and insurance industry. == Application == PainWorth began as a tool for calculating non-pecuniary damages for injury victims but has since expanded beyond a personal injury calculator to include features that help injury victims and business users with pecuniary damages, economic calculations, prescribed rates and providing informational guides to help navigate settlement negotiation, managing claims records and other issues encountered by self-represented litigants or claims managers. The platform makes use of automation to provide free user-guided calculations, steps and processes to successfully settle an injury claim. The application is supported by Microsoft Azure. == Personal Injury Calculator == PainWorth is the first service to use Artificial Intelligence to interpret case law in order to determine the value of pain and suffering incurred by specific injury types and injury severities. The cited case law is used as evidence and presented in statistical models to determine an accurate valuation compliant with the jurisdiction, regulatory rules and case complexities. == General Damages Calculator == PainWorth also offers a personal injury settlement calculator that assesses general damages based on specific case complexities and jurisdiction. The service takes into account medical complications and recovery in order to calculate the fair valuation. == Injury Settlement Platform == PainWorth insurance settlement platform facilitates a direct and automated way resolution center to settle cases for their assessed value without enduring the hardship of litigation. In 2021, Painworth won the title of World's Best Emerging Insurance Product for the development of this platform. == History == In 2019, Mike Zouhri was struck by a drunk driver which left him seriously injured and resulted in a lawsuit. Frustrated by the slow and expensive process, Zouhri went down to the law library and learned how to manage injury claims. After learning the process, he partnered lawyers and legal advisors to create an app to allow users to quickly settle their own injury claims fairly and accurately. Immediately after its launch, PainWorth quickly became widely used by thousands of users and gained significant media coverage. Global News reported that the bot had successfully helped people with more than $10 million in claims in only a few short months, all free of charge. In July 2020, PainWorth began raising concern over injustices and gender bias in the legal system. in Canadian courts.

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  • The 100 (TV series)

    The 100 (TV series)

    The 100 (pronounced "The Hundred" ) is an American post-apocalyptic science fiction drama television series that premiered on March 19, 2014, on the CW network, and ended on September 30, 2020. Developed by Jason Rothenberg, the series is based on the young adult novel series The 100 by Kass Morgan. The 100 follows descendants of post-apocalyptic survivors from a space habitat, the Ark, who return to Earth nearly a century after a devastating nuclear apocalypse; the first people sent to Earth are a group of juvenile delinquents who encounter another group of survivors on the ground. The juvenile delinquents include Clarke Griffin (Eliza Taylor), Finn Collins (Thomas McDonell), Bellamy Blake (Bob Morley), Octavia Blake (Marie Avgeropoulos), Jasper Jordan (Devon Bostick), Monty Green (Christopher Larkin), and John Murphy (Richard Harmon). Other lead characters include Clarke's mother Dr. Abby Griffin (Paige Turco), Marcus Kane (Henry Ian Cusick), and Chancellor Thelonious Jaha (Isaiah Washington), all of whom are council members on the Ark, and Raven Reyes (Lindsey Morgan), a mechanic aboard the Ark. == Plot == Ninety-seven years after a devastating nuclear apocalypse wipes out most human life on Earth, thousands of people now live in a space station orbiting Earth, which they call the Ark. Three generations have been born in space, but when life-support systems on the Ark begin to fail, one hundred juvenile detainees are sent to Earth in a last attempt to determine whether it is habitable, or at least save resources for the remaining residents of the Ark. They discover that some humans survived the apocalypse: the Grounders, who live in clans locked in a power struggle; the Reapers, another group of grounders who have been turned into cannibals by the Mountain Men; and the Mountain Men, who live in Mount Weather, descended from those who locked themselves away before the apocalypse. Under the leadership of Clarke and Bellamy, the juveniles attempt to survive the harsh surface conditions, battle hostile grounders and establish communication with the Ark. In the second season, the survivors face a new threat from the Mountain Men, who harvest their bone marrow to survive the radiation. Clarke and the others form a fragile alliance with the grounders to rescue their people. The season ends with Clarke making a devastating choice to save them all. In season three, power struggles erupt between the Arkadians and the grounders after a controversial new leader takes charge. Meanwhile, an AI named A.L.I.E., responsible for the original apocalypse, begins taking control of people’s minds. Clarke destroys A.L.I.E. but learns another disaster is imminent. In the fourth season, nuclear reactors are melting down, threatening to wipe out life again. Clarke and her friends search for ways to survive, including experimenting with radiation-resistant blood and finding an underground bunker. As time runs out, only a select few are able to take shelter. The fifth season picks up six years later, when Earth is left largely uninhabitable except for one green valley, where new enemies arrive. Clarke protects her adopted daughter Madi while former survivors return from space and underground, triggering another war. The battle ends with the valley destroyed and the group entering cryosleep to find a new home. In season six, the group awakens 125 years later on a new planet called Sanctum, ruled by powerful families known as the Primes. Clarke fights to stop body-snatching rituals and protect her people from new threats, including a rebel group and a dangerous AI influence. The season ends with major losses and the destruction of the Primes' rule. In the seventh and final season, the survivors face unrest on Sanctum and clash with a mysterious group called the Disciples, who believe Clarke is key to saving humanity. A wormhole network reveals multiple planets and a final "test" that determines the fate of the species. Most transcend into a higher consciousness, but Clarke and a few others choose to live out their lives on a reborn Earth. == Cast and characters == Eliza Taylor as Clarke Griffin Paige Turco as Abigail "Abby" Griffin (seasons 1–6; guest season 7) Thomas McDonell as Finn Collins (seasons 1–2) Eli Goree as Wells Jaha (season 1; guest season 2) Marie Avgeropoulos as Octavia Blake Bob Morley as Bellamy Blake Kelly Hu as Callie "Cece" Cartwig (season 1) Christopher Larkin as Monty Green (seasons 1–5; guest season 6) Devon Bostick as Jasper Jordan (seasons 1–4) Isaiah Washington as Thelonious Jaha (seasons 1–5) Henry Ian Cusick as Marcus Kane (seasons 1–6) Lindsey Morgan as Raven Reyes (seasons 2–7; recurring season 1) Ricky Whittle as Lincoln (seasons 2–3; recurring season 1) Richard Harmon as John Murphy (seasons 3–7; recurring seasons 1–2) Zach McGowan as Roan (season 4; recurring season 3; guest season 7) Tasya Teles as Echo / Ash (seasons 5–7; guest seasons 2–3; recurring season 4) Shannon Kook as Jordan Green (seasons 6–7; guest season 5) JR Bourne as Russell Lightbourne / Malachi / Sheidheda (season 7; recurring season 6) Chuku Modu as Gabriel Santiago (season 7; recurring season 6) Shelby Flannery as Hope Diyoza (season 7; guest season 6) =

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  • SmartAction

    SmartAction

    SmartAction Company LLC is a U.S.-based software company that develops artificial intelligence–driven virtual agents for customer service applications, including voice-based interactive voice response (IVR) systems, chat, and SMS. The company was founded in 2009 by inventor and entrepreneur Peter Voss and is headquartered in Fort Worth, Texas. == History == In 2001, Peter Voss founded Adaptive AI, Inc., a research and development company focused on artificial intelligence concepts. In 2009, Voss founded SmartAction Company, LLC to commercialize customer-service automation software derived from this work. The company’s initial products focused on automating inbound and outbound calls for contact center environments. In November 2022, Kyle Johnson was appointed chief executive officer, succeeding Gary Davis, who had served as CEO since 2020. In 2024, SmartAction was acquired by Capacity, an AI-powered customer support automation company based in St. Louis, Missouri. == Technology == SmartAction develops cloud-based voice automation software that integrates speech recognition and natural language processing to support automated customer interactions in contact center environments. The platform supports automated handling of common customer service tasks and is designed to integrate with enterprise systems.

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  • LiveChat

    LiveChat

    LiveChat is an AI customer service software with chatbot, online chat, help desk software, and web analytics capabilities. LiveChat is used by over 76,000 companies. It was first launched in 2002 and is offered via a SaaS (software as a service) business model by Text. Organizations use LiveChat as a single point of contact to manage customer service and online sales activities with a single program. == Product == LiveChat is proprietary software. LiveChat's website chat widget can be embedded on customers' websites as a small chat box, often displayed in the bottom right corner of the web browser. It can be used to conduct chats, share files and save transcripts. The agent application is used by company employees to respond to questions asked by the customers. This is available through both web-based application, desktop applications, and mobile apps. Web chat sessions can be initiated by the visiting customer, or by the agent, either manually or automatically by the LiveChat system when the visitor meets the predefined criteria (i.e. searched keyword, time on website, encountered error, etc.). LiveChat's system attempts to identify the best prospects visiting a website based on data gathered from past purchasing decisions. Other features include real-time website traffic monitoring, built-in ticketing system and agents' efficiency analytics. LiveChat is available in 48 languages. == Research and reception == Reviewing LiveChat's usefulness for online learning in 2020, psychologist Jaclyn Broadbent said "LiveChat occurs as a real-time conversation, it can be time-consuming for staff and disruptive to other tasks." However, using it has resulted in reduced communication traffic from other channels, such as the discussion boards or email. As a teacher, the best time to be available on LiveChat is when you are doing other administrative jobs." Since 2014 LiveChat has been publishing Customer Service Report - an annual study of customer satisfaction and analysis of online business communication trends. It includes research of thousands of companies and millions of customer service email and live support interactions.

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  • Legal Knowledge Interchange Format

    Legal Knowledge Interchange Format

    The Legal Knowledge Interchange Format (LKIF) was developed in the European ESTRELLA project and was designed with the goal of becoming a standard for representing and interchanging policy, legislation and cases, including their justificatory arguments, in the legal domain. LKIF builds on and uses the Web Ontology Language (OWL) for representing concepts and includes a reusable basic ontology of legal concepts. The core of LKIF consists of a combination of OWL-DL and SWRL. LKIF was designed with two main roles in mind: the translation of legal knowledge bases written in different representation formats and formalisms and to be a knowledge representation formalism which could be part of larger architectures for developing legal knowledge systems.

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  • Probabilistic database

    Probabilistic database

    Most real databases contain data whose correctness is uncertain. In order to work with such data, there is a need to quantify the integrity of the data. This is achieved by using probabilistic databases. A probabilistic database is an uncertain database in which the possible worlds have associated probabilities. Probabilistic database management systems are currently an active area of research. "While there are currently no commercial probabilistic database systems, several research prototypes exist..." Probabilistic databases distinguish between the logical data model and the physical representation of the data much like relational databases do in the ANSI-SPARC Architecture. In probabilistic databases this is even more crucial since such databases have to represent very large numbers of possible worlds, often exponential in the size of one world (a classical database), succinctly. == Terminology == In a probabilistic database, each tuple is associated with a probability between 0 and 1, with 0 representing that the data is certainly incorrect, and 1 representing that it is certainly correct. === Possible worlds === A probabilistic database could exist in multiple states. For example, if there is uncertainty about the existence of a tuple in the database, then the database could be in two different states with respect to that tuple—the first state contains the tuple, while the second one does not. Similarly, if an attribute can take one of the values x, y or z, then the database can be in three different states with respect to that attribute. Each of these states is called a possible world. Consider the following database: (Here {b3, b3′, b3′′} denotes that the attribute can take any of the values b3, b3′ or b3′′) Assuming that there is uncertainty about the first tuple, certainty about the second tuple, and uncertainty about the value of attribute B in the third tuple. Then the actual state of the database may or may not contain the first tuple (depending on whether it is correct or not). Similarly, the value of the attribute B may be b3, b3′ or b3′′. Consequently, the possible worlds corresponding to the database are as follows: === Types of Uncertainties === There are essentially two kinds of uncertainties that could exist in a probabilistic database, as described in the table below: By assigning values to random variables associated with the data items, different possible worlds can be represented. == History == The first published use of the term "probabilistic database" was probably in the 1987 VLDB conference paper "The theory of probabilistic databases", by Cavallo and Pittarelli. The title (of the 11 page paper) was intended as a bit of a joke, since David Maier's 600 page monograph, The Theory of Relational Databases, would have been familiar at that time to many of the conference participants and readers of the conference proceedings.

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  • Felix, Net i Nika

    Felix, Net i Nika

    Felix, Net i Nika ("Felix, Net and Nika") is a series of Polish language science fiction books for teenagers, written by Rafał Kosik. It tells the adventures of three friends - Felix Polon, Net Bielecki and Nika Mickiewicz - who attend fictional Professor Kuszmiński Middle School in Warsaw. As of 2024, eighteen books have been published. == Books == There are currently 18 books in the series: Felix, Net and Nika and the Gang of Invisible People - November 2004. Felix, Net and Nika and the Theoretically Possible Catastrophe - November 2005 Felix, Net and Nika and the Palace of Dreams - November 2006 Felix, Net and Nika and the Trap of Immortality - November 2007 Felix, Net and Nika and the Orbital Conspiracy - November 2008 Felix, Net and Nika and the Orbital Conspiracy 2: Small Army - May 2009 Felix, Net and Nika and the Third Cousin - November 2009 Felix, Net and Nika and the Rebellion of Machines - March 2011 Felix, Net and Nika and the World Zero - November 2011 Felix, Net and Nika and the World Zero 2. Alternauts - November 2012 Felix, Net and Nika and the Extracurricular Stories - April 2013 Felix, Net and Nika and the Secret of Czerwona Hańcza - November 2013 Felix, Net and Nika and Curse of McKillian's House - November 2014 Felix, Net and Nika and (un)Safe Growing up - November 2015 Felix, Net and Nika and The End of The World as We Know It - November 2018 Felix, Net and Nika and No Chance - November 2022 Felix, Net and Nika and No Chance 2: other tomorrrow - 2023 Felix, Net and Nika and Fantology - June 2024 == Film == A feature motion picture, Felix, Net i Nika oraz Teoretycznie Możliwa Katastrofa (Felix, Net and Nika and the Theoretically Possible Catastrophe) was released in Poland on September 28, 2012. == Main characters == Felix Polon - a foresighted, fair-haired boy with dark brown eyes. He inherited the talent of constructing various things, especially robots, from his father- it saved his friends many times. He can make anything from nothing, always finds a way out of a situation; almost always has a plan. Together with his parents Marlene and Peter, grandmother Lucy, his dog Caban (a Black Russian Terrier) and Golem Golem a robot he built, Felix lives on Serdeczna Street in a small family house. Net Bielecki is quite tall & slim, has blue eyes and a high IQ level. "Net" is his nickname; his true name is unknown. He is the most trendy and 'awesome' in his entire class. He is a human calculator and is excellent in mathematics. He hates dictations and spelling because he is dyslexic. He is also quite lazy, absent-minded and sometimes hysterical, or panicking. His dark blond hair looks like a heap of hay after a grenade explosion. He is best in ICT and writes many of his own programs. His love interest is Nika Mickiewicz. Together with his parents Lila and Mark, and their newborn twins nicknamed Pompek and Prumcia he lives on the top floor of a Penthouse apartment. Nika Mickiewicz is a girl with a character. She is very brave and mature. She likes reading books. She has curly, red hair, green eyes and a few freckles. She is not very rich; she wears second-hand clothes and her only pair of black Dr. Martens shoes. She lives in a tiny apartment. She is an orphan, but hides that fact from people for almost 3 years. However, Felix and Net, her best and possibly only friends, find out about it. She also has abnormal abilities. She can move distant objects using her powers, ski uphill and knows some things by intuition. In other words, she is telekinetic. Manfred is a friendly AI program started and never finished by Net's father, and mastered and programmed further by Net himself. He likes going on adventures and solving mysteries with the trio much more than his actual job, which is controlling the traffic lights. He helped out the three friends many times and is their reliable and faithful friend. Morten is also an AI program, but he is the antagonist of the trio. He appears in all 6 books of Felix Net and Nika. In the first book, the trio thinks they finished him off for good, but as we find out later, he comes back in the third book. In the fifth/sixth book, he was the mastermind of the Orbital Conspiracy. Also, Morten's logo, appears in all 6 books and it is still a mystery what he has to do with each event.

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  • Freemake Video Converter

    Freemake Video Converter

    Freemake Video Converter is a freemium video editing app developed by Ellora Assets Corporation. Designed primarily for entry-level users, the software offers a range of functionalities including video format conversion, DVD ripping, and the creation of photo slideshows and music visualizations. Additionally, Freemake Video Converter is capable of burning video streams that are compatible with various media, such as DVDs and Blu-ray Discs. It also features direct video uploading capabilities to platforms like YouTube., enhancing its utility for content creators. The application's user-friendly interface and broad compatibility make it accessible for individuals with minimal video editing experience. == Features == Freemake Video Converter can perform simple non-linear video editing tasks, such as cutting, rotating, flipping, and combining multiple videos into one file with transition effects. It can also create photo slideshows with background music. Users are then able to upload these videos to YouTube. Freemake Video Converter can read the majority of video, audio, and image formats, and outputs them to AVI, MP4, WMV, Matroska, FLV, SWF, 3GP, DVD, Blu-ray, MPEG and MP3. The program also prepares videos supported by various multimedia devices, including Apple devices (iPod, iPhone, iPad), Xbox, Sony PlayStation, Samsung, Nokia, BlackBerry, and Android mobile devices. The software is able to perform DVD burning and is able to convert videos, photographs, and music into DVD video. The user interface is based on Windows Presentation Foundation technology. Freemake Video Converter supports NVIDIA CUDA technology for H.264 video encoding (starting with version 1.2.0). == Important updates == Freemake Video Converter 2.0 was a major update that integrated two new functions: ripping video from online portals and Blu-ray disc creation and burning. Version 2.1 implemented suggestions from users, including support for subtitles, ISO image creation, and DVD to DVD/Blu-ray conversion. With version 2.3 (earlier 2.2 Beta), support for DXVA has been added to accelerate conversion (up to 50% for HD content). Version 3.0 added HTML5 video creation support and new presets for smartphones. Version 4.0 (introduced in April 2013) added a freemium "Gold Pack" of extra features that can be added if a "donation" is paid. Starting with version 4.0.4, released on 27 August 2013, the program adds a promotional watermark at the end of every video longer than 5 minutes unless Gold Pack is activated. Version 4.1.9, released on 25 November 2015 added support for drag-and-drop functions that were not available in prior versions. Since at least version 4.1.9.44 (1 May 2017), the Freemake Welcome Screen is added at the beginning of the video, and the big Freemake logo is watermarked in the center of the whole video. This decreases the quality of free outputs, and users are forced to pay money to remove the watermark or stop using it. Version 4.1.9.31 (11 August 2016) does not have this restriction. == Licensing issues == FFmpeg has added Freemake Video Converter v1.3 to its Hall of Shame. An issue tracker entry for this product, opened on 16 December 2010, says it is in violation of the GNU General Public License as it is distributing components of the FFmpeg project without including due credit. Ellora Assets Corporation has not responded yet. == Bundled software from sponsors == Since version 4.0, Freemake Video Converter's installer includes a potentially unwanted search toolbar from Conduit as well as SweetPacks malware. Although users can decline the software during installation, the opt-out option is rendered in gray, which could mistakenly give the impression that it's disabled.

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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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  • AI Seoul Summit 2024

    AI Seoul Summit 2024

    The AI Seoul Summit 2024 was an event in May 2024 co-hosted by the South Korean and British governments. The Seoul Declaration was adopted to address artificial intelligence technology and related challenges and opportunities. == Background == The AI Seoul Summit is the second such meeting following the AI Safety Summit held in the United Kingdom in November 2023. In the Bletchley Declaration, the participating countries agreed to prioritize identifying AI safety risks of shared concern, a shared concern, but at the Seoul Summit, the leaders also recognized the importance of AI. == Notable attendees == The summit was attended by the leaders of Group of Seven countries, including the United States, Canada, France, and Germany, South Korea, Singapore and Australia, representatives of the United Nations, the Organisation for Economic Co-operation and Development, and the European Union. Also in attendance were representatives of global companies such as Tesla CEO Elon Musk, Samsung Electronics Chairman Lee Jae-yong, ChatGPT maker OpenAI, Google, Microsoft, Meta, and South Korea's top portal operator Naver. == Topics == === South Korean AI safety center === "South Korea will push forward with the establishment of an AI safety research center in Korea and join a network to boost the global safety of AI." Minister of Science, Lee Jong-ho said that South Korea was planning to open an AI Safety Institute in 2024. He also expressed his intention to strengthen cooperation for the development of international standards. === Seoul Declaration for Safe, Innovative and Inclusive AI === The Seoul Declaration was adopted at the summit by leaders representing the EU, the US, the UK, Australia, Canada, Germany, France, Italy, Japan, South Korea, and Singapore. The declaration is a commitment to foster international cooperation to help develop AI governance frameworks that are interoperable between countries, partly by integrating the Hiroshima Process International Code of Conduct for Organizations Developing Advanced AI Systems. It advocates for the development of human-centric AI in collaboration with the private sector, academia, and civil society. === Seoul Ministerial Statement for advancing AI safety === At the ministerial meeting of the summit, the Seoul Ministerial Statement, a joint statement calling for the improvement of the safety, innovation, and inclusivity of AI technologies, was adopted by ministers from Australia, Canada, Chile, France, Germany, India, Indonesia, Israel, Italy, Japan, Kenya, Mexico, the Netherlands, Nigeria, New Zealand, the Philippines, South Korea, Rwanda, Saudi Arabia, Singapore, Spain, Switzerland, Turkey, Ukraine, the United Arab Emirates, the UK, and the US, as well as an EU representative. It aims to develop low-power chips as the AI industry rapidly expands and massive consumption is expected. == Global AI Summit series ==

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  • Refik Anadol

    Refik Anadol

    Refik Anadol (born November 7, 1985) is a Turkish American media artist and the co-founder of Refik Anadol Studio and Dataland. Recognized as a pioneer in the aesthetics of data visualization and AI arts, his work merges art, technology, science, and architecture. Through media embedded into existing architecture, live audio-visual performances, immersive rooms, exhibitions, AI data paintings and sculptures, and digital collections, Anadol explores collective memories, humanity's relationship to nature, the perception of space and time, and human-machine collaborations. His work has been exhibited in more than seventy cities on six continents. == Early life and education == Anadol was born and raised in Istanbul and grew up in a family of teachers. He taught himself basic programming on a Commodore 64 when he was eight. His connection to machines began with coding and video games. Anadol saw Blade Runner for the first time when he was eight; his mother said the way he perceived his surroundings shifted the day after he saw the film. He was fascinated with its futuristic depiction of downtown Los Angeles, and transfixed by as a scene during which a replicant discovers that her memories are an implanted component of her machine mind, In a 2024 interview with the Financial Times, he said: "Since that moment, one of my inspirations has been that question: 'What can a machine do with someone else's memories?" Anadol attended Istanbul Bilgi University, where he received a BA in photography and video in 2009 and an MFA in visual communication in 2011. In 2014 he earned an MFA in design media arts at UCLA. He was mentored by Casey Reas, Jennifer Steinkamp, and Christian Moeller. == Career and selected works == === 2008–2012: Data painting, Quadrature and Quadrangle, Istanbul Biennial === As an undergraduate, Anadol read a paper by Lev Manovich on augmented space. Manovich's assertion that collaborations between architects and artists could make the "invisible flow of data visible" triggered Anadol's imagination, and in 2008, he altered built space for the first time. Bringing a projector outside, he projected large-scale images onto a concrete to create the illusion of movement. Coining the term "data painting," the piece inspired Anadol to use light as material and data as pigment. In 2010 he created Quadrature with Alican Aktürk, a fellow graduate student, at the SantralIstanbul Art and Culture Center's main gallery building. A live audio-visual performance that examined the relationship between architecture and media, Quadrature used video projection techniques to manipulate footage of quadrilaterals. He followed Quadrature with Quadrangle at SANAA School of Design in Essen, Germany, using the entire 360 degrees of the building as a canvas. In 2011, he was invited to create a media installation at the Istanbul Biennial on the heavily trafficked İstiklal Avenue. He created a site-specific large-scale interpretation of sounds he recorded during different times of day, and used nine projectors to project reinterpreted images. The work was titled Augmented Structures v1.0. Anadol's first solo exhibition, Sceptical Interventions, was held at the Piveneli Gallery in Istanbul in early 2012. Later that year he moved to Los Angeles to attend UCLA's Design Media Arts program. The first place he went after his arrival was downtown Los Angeles. [6] === 2013–2016: Visions of America: Amériques, Infinity Room, Google AMI === In 2013, at Microsoft Research's annual Design Expo, Anadol presented his idea to use the external walls of Walt Disney Concert Hall as a canvas. His presentation brought him to the attention of Gehry Technologies, and with the support of Gehry and his team, Anadol was offered the use of the original 3D model of the concert hall. For his 2014 thesis project, with assistance from architects and UCLA researchers, he created a site-specific architectural video installation inside the concert hall that accompanied a Los Angeles Philharmonic performance of Edgard Varèse's Amérique. Titled Visions of America: Amériques, Anadol used algorithmic sound analysis to listen and respond to the music in real-time. He tracked conductor Esa-Pekka Salonen's heartbeat with a sensor and used a 3-D camera system to integrate Salonen's movements. He created Infinity Room at the Zorlu PSM for the 2015 Istanbul Biennial. Rather than creating an illusion only with mirrors, Anadol used pixel and 3D projection mapping to transform every surface of the room into an abstract infinite moving space. A temporary immersive environment, Infinity Room was also exhibited at events including South by Southwest in Austin, Texas, the New Zealand Festival in Wellington, New Zealand, and Jeffrey Deitch in Los Angeles. In 2016, Anadol was awarded the first Google Artists and Machine Intelligence Artist Residency; it was just after a team at Google opened up the algorithm for DeepDream, a computer vision program that prompted Anadol's realization that if a machine could learn, it could remember, dream, and hallucinate. === 2017–2018: Winds of Boston, Archive Dreaming, Melting Memories, WDCH Dreams === In 2017, he created the data painting Winds of Boston, a 6' x 13' foot video installation in the lobby of a Boston office building, using software he created to read, analyze and visualize wind speed, direction, and gust patterns along with time and temperature at 20-second intervals recorded over a one-year period at Logan International Airport. Later in the year, he used AI to generate infinite new outputs based on a massive dataset for Archive Dreaming, an immersive installation at Salt Research, a contemporary gallery and library in Istanbul. Inspired by his idea of consciousness and its context within AI, as well as Jorge Luis Borges' The Library of Babel, Anadol used AI and machine learning to look at and discover interactions and correlations between 1.7 million items culled from 40,000 publications covering Turkish contemporary and modern art, architecture, and economics from 1997 to 2010. Archive Dreaming, which could be controlled by users with a joystick, dreamed of unexpected correlations among documents when idle. In 2018, after his uncle was diagnosed with Alzheimer's, Anadol created Melting Memories. Working with scientists from the neuroscape laboratory at the University of California, San Francisco, he used academic data from the neuroscience archives and EEG scans of an anonymous Alzheimer's disease dataset to create AI-generated visuals related to memory, health, degeneration, and decay.Melting Memories was projected on the walls of Pilevneli Gallery; visitors to the exhibition could watch as millions of pixels reconstructed people's memories. Anadol won the Lumen Prize Gold Award for Melting Memories. Anadol was commissioned by the Los Angeles Philharmonic to create an installation to celebrate the orchestra's centennial anniversary in 2018. He worked with Google's Kenric MacDowell to create WDCH Dreams, using algorithmic visualizations of data to mimic the process of human dreaming. Projected across the exterior walls of Walt Disney Concert Hall using 42 large-scale projectors with 50K visual resolution, 8-channel sound, and 1.2M luminance, Anadol painted with data points culled from the orchestra's archives, including 587,763 images, 1,880 videos, 1,483 metadata files, and 17,773 audio files. Because Gehry gave him access to the 3D architectural files of Walt Disney Concert Hall, Anadol knew the exact contours of the building. WDCH Dreams debuted in September 2018. A 12-minute performance in three parts staged every 30 minutes over ten nights, "Centennial Memories,” the first piece, used 44.5 terabytes of historical data from the Phil's archives. It was followed by "Consciousness", which processed every note the orchestra has ever recorded, using billions of data points to generate connections; and "Dream," which merged "Centennial Memories" and "Consciousness" to create hallucinations that were described in the New York Times as "a sort of combinatorial Fantasia. === 2019–2021: Machine Hallucinations: NYC, Machine Hallucinations: Nature Dreams, Machine Memories: Space, Quantum Memories === In 2019, Refik Anadol presented Latent History at Fotografiska Stockholm. The site specific installation transformed photographic archives of Stockholm into a large scale, machine generated visual projection displayed in the museum’s main exhibition hall. Drawing on thousands of archival images spanning approximately 150 years, the work used artificial intelligence to reinterpret the city’s historical imagery as a continuously evolving visual narrative.. Anadol began thinking about the work that would become the Machine Hallucinations series while in residence at Google. In 2019, he completed the first work in the series, Machine Hallucinations: NYC, which used 300 million photos of New York City and 113 million additional data points, including subway sounds, ra

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  • Operation Serenata de Amor

    Operation Serenata de Amor

    Operation Serenata de Amor is an artificial intelligence project designed to analyze public spending in Brazil. The project has been funded by a recurrent financing campaign since September 7, 2016, and came in the wake of major scandals of misappropriation of public funds in Brazil, such as the Mensalão scandal and what was revealed in the Operation Car Wash investigations. The analysis began with data from the National Congress then expanded to other types of budget and instances of government, such as the Federal Senate. The project is built through collaboration on GitHub and using a public group with more than 600 participants on Telegram. The name "Serenata de Amor," which means "serenade of love," was taken from a popular cashew cream bonbon produced by Chocolates Garoto in Brazil. == Modules == Throughout development of the project, new modules have been newly introduced in addition to the main repository: The main repository, serenata-de-amor, serves as the starting point for investigative work. Rosie is the robot programmed to identify public funds expenses with discrepancies, starting with CEAP (Quota for Exercise of Parliamentary Activity); it analyzes each of the reimbursements requested by the deputies and senators, indicating the reasons that lead it to believe they are suspicious. From Rosie was born whistleblower, which tweets under the name of @RosieDaSerenata, distributing the results found on social media. Jarbas (Github repository) is a data visualization tool which shows a complete list of reimbursements made available by the Chamber of Deputies and mined by Rosie. Toolbox is a Python installable package that supports the development of Serenata de Amor and Rosie. == History == Operation Serenata de Amor is an Artificial intelligence project for analysis of public expenditures. It was conceived in March 2016 by data scientist Irio Musskopf, sociologist Eduardo Cuducos and entrepreneur Felipe Cabral. The project was financed collectively in the Catarse platform, where it reached 131% of the collection goal paying 3 months of project development. Ana Schwendler, also a data scientist, Pedro Vilanova "Tonny", data journalist, Bruno Pazzim, software engineer, Filipe Linhares, a frontend engineer, Leandro Devegili, an entrepreneur and André Pinho took the first steps towards constructing the platform, such as collecting and structuring the first datasets. Jessica Temporal, data scientist and Yasodara Córdova "Yaso", researcher, Tatiana Balachova "Russa", UX designer, joined the project after the financing took place. The members created a recurring financing campaign, expanding the analysis of public spending to the Federal Senate. Donors make monthly payments ranging from 5 BRL to 200 BRL to maintain group activities. The monthly amount collected is around 10,000 BRL. == Results == In January 2017, concluding the period financed by the initial campaign, the group carried out an investigation into the suspicious activities found by the data analysis system. 629 complaints were made to the Ombudsman's Office of the Chamber of Deputies, questioning expenses of 216 federal deputies. In addition, the Facebook project page has more than 25,000 followers, and users frequently cite the operation as a benchmark in transparency in the Brazilian government. One of the examples of results obtained by the operation is the case of the Deputy who had to return about 700 BRL to the House after his expenses were analyzed by the platform. The platform was able to analyze more than 3 million notes, raising about 8,000 suspected cases in public spending. The community that supports the work of the team benefits from open source repositories, with licenses open for the collaboration. So much so that the two main data scientists of the project presented it at the CivicTechFest in Taipei, obtaining several mentions even in the international press. The technical leader presented the project in Poland during DevConf2017 in Kraków. It was also presented in the Google News Lab in 2017. It was presented by Yaso, when she was the Director of the initiative, at the MIT Media Lab/Berkman Klein Center Initiative for Artificial Intelligence ethics, and at the Artificial Intelligence and Inclusion Symposium, an initiative of the Global Network of Internet & Society Centers (NoC). It was also presented both by Irio and Yaso at the Digital Harvard Kennedy School, over a lunch seminar, where the transparency of the platform and the main solutions found were discussed, so that the code and data are always available to verify its suitability. This infographic provides information about the first results of Operation Serenata de Amor, a project that analyzes open data on public spending to find discrepancies. The project was presented by Yaso to the House Audit and Control Committee of the Chamber of Deputies in August 2017, and raised the interest of House officials who work with open data. The operation has been a source of inspiration for other civic projects that aim to work with similar goals, demonstrating the broader impact of artificial intelligence also in industry in Brazil. Participation of several team members in events throughout Brazil and abroad can be found on the Internet, such as presentation at OpenDataDay, held at Calango Hackerspace in the Federal District, Campus Party Bahia, Campus Party Brasilia, Friends of Tomorrow, XIII National Meeting of Internal Control, in the event USP Talks Hackfest against corruption in João Pessoa, the latter being also highlighted in the National Press.

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  • Monkey and banana problem

    Monkey and banana problem

    The monkey and banana problem is a famous toy problem in artificial intelligence, particularly in logic programming and planning. It has been framed as: A monkey is in a room containing a box and a bunch of bananas. The bananas are hanging from the ceiling out of reach of the monkey. How can the monkey obtain the bananas? The situation is used as a toy problem for computer science and can be solved with an expert system such as CLIPS. The example set of rules that CLIPS provides is somewhat fragile, in that, naive changes to the rulebase that might seem to a human of average intelligence to make common sense can cause the engine to fail to get the monkey to reach the banana. Other examples exist using Rules Based System (RBS), including a project implemented in Python.

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  • The Machine That Won the War (short story)

    The Machine That Won the War (short story)

    "The Machine That Won the War" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the October 1961 issue of The Magazine of Fantasy & Science Fiction, and was reprinted in the collections Nightfall and Other Stories (1969) and Robot Dreams (1986). It was also printed in a contemporary edition of Reader's Digest, illustrated. It is one of a loosely connected series of such stories concerning a fictional supercomputer called Multivac. == Plot summary == Three influential leaders of the human race meet in the aftermath of a successful war against the Denebians. Discussing how the vast and powerful Multivac computer was a decisive factor in the war, each of the men admits that in fact, he falsified his part of the decision process because he felt that the situation was too complex to follow normal procedures. John Henderson, Multivac's Chief Programmer, admits that he altered the data being fed to Multivac, since the populace could not be trusted to report accurate information in the current situation. Max Jablonski then admits that he altered the data that Multivac produced, since he knew that Multivac was not in good working order due to manpower and spare parts shortage. Finally, Lamar Swift, executive director of the Solar Federation, reveals that he had not trusted the reports produced by Multivac, and had made the final decisions purely on the toss of a coin.

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