AI Coding Laptop

AI Coding Laptop — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Content as a service

    Content as a service

    Content as a service (CaaS) or managed content as a service (MCaaS) is a service-oriented model, where the service provider delivers the content on demand to the service consumer via web services that are licensed under subscription. The content is hosted by the service provider centrally in the cloud and offered to a number of consumers that need the content delivered into any applications or system, hence content can be demanded by the consumers as and when required. Content as a Service is a way to provide raw content (in other words, without the need for a specific human compatible representation, such as HTML) in a way that other systems can make use of it. Content as a Service is not meant for direct human consumption, but rather for other platforms to consume and make use of the content according to their particular needs. This happens usually on the cloud, with a centralized platform which can be globally accessible and provides a standard format for your content. With Content as a Service, you centralize your content into a single repository, where you can manage it, categorize it, make it available to others, search for it, or do whatever you wish with it. == Overview == The content delivered typically could be one or more of the following The technical terminology related to equipment or spares that is required to procure or design the materials The industrial terminology of the equipment or spares Technical values pertaining to various types, specifications, applications, characteristics of equipment or spares Sourcing information which will help in procurement or supply-chain management of equipment or spares Descriptive specifications of equipment or spares based on the product reference number or identifier UNSPSC codes or industry practiced classifications ISO, IEC compliant terminology Ontology or Technical Dictionary of products & services Predefined content for specific business needs The term "Content as a service" (CaaS) is considered to be part of the nomenclature of cloud computing service models & Service-oriented architecture along with Software as a service (SaaS), Infrastructure as a service (IaaS), and Platform as a service (PaaS).

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  • Ayoba

    Ayoba

    Ayoba is an African communication platform developed in South Africa. It is owned by Progressive Tech Holdings in Mauritius and managed by SIMFY Africa. Launched on May 4, 2019, as of April 2024, it has over 35 million active users. == History == Ayoba was first published on Google Play in February 2019. Its first marketing campaign and brand launch took place in Cameroon on May 4, 2019. In June 2019, the platform introduced its first eight channels. In November 2019, the platform reached one million active users, which increased to two million by June 2020. Subsequently, ayoba expanded its services, including the launch of games for Android in February 2020, Momo (Mobile Money) in Cameroon in May 2020, and MicroApps in May 2020. It also launched music and voice and video calling features in 12 territories in August 2020. The first version of ayoba for iOS was released in September 2020. In December of the same year, games and Messaging 2.0 were launched on the platform. In November 2020, it won Best Mobile Application at the African Digital Awards. In 2021, it won OTT Brand of the Year at the Marketing World Awards in Ghana. In December 2022, it received Top Innovative Technology and Telecom Product of the Year at the National Communications Awards in December 2022. In June 2023 ayoba partnered with BoomPlay and as of April 2024, it had 35 million monthly active users. Ayoba has partnered with Jumia Ghana to offer exclusive deals to users. Ayoba users can get a 10% discount on selected Jumia purchases through the app, with no data charges for MTN users. This partnership aims to make online shopping more affordable and accessible by integrating Jumia's offers into the ayoba app. Ayoba supports over 35 million users across Africa and provides services in 22 languages. To access the deals, users can download the ayoba app from the Google Play Store, iOS Store, or the official website. == Platform features == Chat, Call and Share: ayoba enables instant messaging, voice notes, picture sharing, and file sharing with contacts, even if they do not have the app installed. The app supports voice and video calls on both Android and iOS, as well as group chats, help channel and SMS continuity (non ayoba users receive messages as SMS, their responses appear in the ayoba app). Music: ayoba offers a free music player with daily updates on international and African music. Users can find playlists for different genres. Games: ayoba provides a selection of interactive games, including action, adventure, and children's games available on both Android and iOS. Mobile Money Transfers: In certain territories, ayoba supports mobile money transfers using MTN Mobile Money (MoMo) for transactions within the app. MicroApps: ayoba features individual MicroApps within the platform that offer content and services, including streaming channels, podcasts, and specialized apps. The availability of these apps may vary by country. == Operations == ayoba primarily focuses on the following territories: Nigeria, Cameroon, South Africa, Ghana, Côte d'Ivoire, Uganda, Republic of Congo, Benin, Zambia, Tanzania, Kenya, Senegal, Togo, Guinea Bissau, Guinea Conakry, Sudan, South Sudan, and Liberia. The company operates from its offices in Cape Town and Johannesburg, South Africa. David Gillaranz served as the CEO from 2019 to 2021, and Burak Akinci has been the CEO since 2021.

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  • Doubao

    Doubao

    Doubao (Chinese: 豆包) is an artificial intelligence assistant developed by ByteDance. == History == The chatbot was launched in August 2023. By November 2024, it had become China's most popular AI chatbot, with approximately 60 million monthly active users according to industry analytics. == Design == Doubao is powered by Volcano Engine (Volcengine), 120 trillion tokens consumed per day. == Variants == === Dola === The international version of Doubao is Dola which was launched in August 2023 as Cici. Dola is powered by OpenAI's GPT series of large language models and by Google's Gemini.

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  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Contextual image classification

    Contextual image classification

    Contextual image classification, a topic of pattern recognition in computer vision, is an approach of classification based on contextual information in images. "Contextual" means this approach is focusing on the relationship of the nearby pixels, which is also called neighbourhood. The goal of this approach is to classify the images by using the contextual information. == Introduction == Similar as processing language, a single word may have multiple meanings unless the context is provided, and the patterns within the sentences are the only informative segments we care about. For images, the principle is same. Find out the patterns and associate proper meanings to them. As the image illustrated below, if only a small portion of the image is shown, it is very difficult to tell what the image is about. Even try another portion of the image, it is still difficult to classify the image. However, if we increase the contextual of the image, then it makes more sense to recognize. As the full images shows below, almost everyone can classify it easily. During the procedure of segmentation, the methods which do not use the contextual information are sensitive to noise and variations, thus the result of segmentation will contain a great deal of misclassified regions, and often these regions are small (e.g., one pixel). Compared to other techniques, this approach is robust to noise and substantial variations for it takes the continuity of the segments into account. Several methods of this approach will be described below. == Applications == === Functioning as a post-processing filter to a labelled image === This approach is very effective against small regions caused by noise. And these small regions are usually formed by few pixels or one pixel. The most probable label is assigned to these regions. However, there is a drawback of this method. The small regions also can be formed by correct regions rather than noise, and in this case the method is actually making the classification worse. This approach is widely used in remote sensing applications. === Improving the post-processing classification === This is a two-stage classification process: For each pixel, label the pixel and form a new feature vector for it. Use the new feature vector and combine the contextual information to assign the final label to the === Merging the pixels in earlier stages === Instead of using single pixels, the neighbour pixels can be merged into homogeneous regions benefiting from contextual information. And provide these regions to classifier. === Acquiring pixel feature from neighbourhood === The original spectral data can be enriched by adding the contextual information carried by the neighbour pixels, or even replaced in some occasions. This kind of pre-processing methods are widely used in textured image recognition. The typical approaches include mean values, variances, texture description, etc. === Combining spectral and spatial information === The classifier uses the grey level and pixel neighbourhood (contextual information) to assign labels to pixels. In such case the information is a combination of spectral and spatial information. === Powered by the Bayes minimum error classifier === Contextual classification of image data is based on the Bayes minimum error classifier (also known as a naive Bayes classifier). Present the pixel: A pixel is denoted as x 0 {\displaystyle x_{0}} . The neighbourhood of each pixel x 0 {\displaystyle x_{0}} is a vector and denoted as N ( x 0 ) {\displaystyle N(x_{0})} . The values in the neighbourhood vector is denoted as f ( x i ) {\displaystyle f(x_{i})} . Each pixel is presented by the vector ξ = ( f ( x 0 ) , f ( x 1 ) , … , f ( x k ) ) {\displaystyle \xi =\left(f(x_{0}),f(x_{1}),\ldots ,f(x_{k})\right)} x i ∈ N ( x 0 ) ; i = 1 , … , k {\displaystyle x_{i}\in N(x_{0});\quad i=1,\ldots ,k} The labels (classification) of pixels in the neighbourhood N ( x 0 ) {\displaystyle N(x_{0})} are presented as a vector η = ( θ 0 , θ 1 , … , θ k ) {\displaystyle \eta =\left(\theta _{0},\theta _{1},\ldots ,\theta _{k}\right)} θ i ∈ { ω 0 , ω 1 , … , ω k } {\displaystyle \theta _{i}\in \left\{\omega _{0},\omega _{1},\ldots ,\omega _{k}\right\}} ω s {\displaystyle \omega _{s}} here denotes the assigned class. A vector presents the labels in the neighbourhood N ( x 0 ) {\displaystyle N(x_{0})} without the pixel x 0 {\displaystyle x_{0}} η ^ = ( θ 1 , θ 2 , … , θ k ) {\displaystyle {\hat {\eta }}=\left(\theta _{1},\theta _{2},\ldots ,\theta _{k}\right)} The neighbourhood: Size of the neighbourhood. There is no limitation of the size, but it is considered to be relatively small for each pixel x 0 {\displaystyle x_{0}} . A reasonable size of neighbourhood would be 3 × 3 {\displaystyle 3\times 3} of 4-connectivity or 8-connectivity ( x 0 {\displaystyle x_{0}} is marked as red and placed in the centre). The calculation: Apply the minimum error classification on a pixel x 0 {\displaystyle x_{0}} , if the probability of a class ω r {\displaystyle \omega _{r}} being presenting the pixel x 0 {\displaystyle x_{0}} is the highest among all, then assign ω r {\displaystyle \omega _{r}} as its class. θ 0 = ω r if P ( ω r ∣ f ( x 0 ) ) = max s = 1 , 2 , … , R P ( ω s ∣ f ( x 0 ) ) {\displaystyle \theta _{0}=\omega _{r}\quad {\text{ if }}\quad P(\omega _{r}\mid f(x_{0}))=\max _{s=1,2,\ldots ,R}P(\omega _{s}\mid f(x_{0}))} The contextual classification rule is described as below, it uses the feature vector x 1 {\displaystyle x_{1}} rather than x 0 {\displaystyle x_{0}} . θ 0 = ω r if P ( ω r ∣ ξ ) = max s = 1 , 2 , … , R P ( ω s ∣ ξ ) {\displaystyle \theta _{0}=\omega _{r}\quad {\text{ if }}\quad P(\omega _{r}\mid \xi )=\max _{s=1,2,\ldots ,R}P(\omega _{s}\mid \xi )} Use the Bayes formula to calculate the posteriori probability P ( ω s ∣ ξ ) {\displaystyle P(\omega _{s}\mid \xi )} P ( ω s ∣ ξ ) = p ( ξ ∣ ω s ) P ( ω s ) p ( ξ ) {\displaystyle P(\omega _{s}\mid \xi )={\frac {p(\xi \mid \omega _{s})P(\omega _{s})}{p\left(\xi \right)}}} The number of vectors is the same as the number of pixels in the image. For the classifier uses a vector corresponding to each pixel x i {\displaystyle x_{i}} , and the vector is generated from the pixel's neighbourhood. The basic steps of contextual image classification: Calculate the feature vector ξ {\displaystyle \xi } for each pixel. Calculate the parameters of probability distribution p ( ξ ∣ ω s ) {\displaystyle p(\xi \mid \omega _{s})} and P ( ω s ) {\displaystyle P(\omega _{s})} Calculate the posterior probabilities P ( ω r ∣ ξ ) {\displaystyle P(\omega _{r}\mid \xi )} and all labels θ 0 {\displaystyle \theta _{0}} . Get the image classification result. == Algorithms == === Template matching === The template matching is a "brute force" implementation of this approach. The concept is first create a set of templates, and then look for small parts in the image match with a template. This method is computationally high and inefficient. It keeps an entire templates list during the whole process and the number of combinations is extremely high. For a m × n {\displaystyle m\times n} pixel image, there could be a maximum of 2 m × n {\displaystyle 2^{m\times n}} combinations, which leads to high computation. This method is a top down method and often called table look-up or dictionary look-up. === Lower-order Markov chain === The Markov chain also can be applied in pattern recognition. The pixels in an image can be recognised as a set of random variables, then use the lower order Markov chain to find the relationship among the pixels. The image is treated as a virtual line, and the method uses conditional probability. === Hilbert space-filling curves === The Hilbert curve runs in a unique pattern through the whole image, it traverses every pixel without visiting any of them twice and keeps a continuous curve. It is fast and efficient. === Markov meshes === The lower-order Markov chain and Hilbert space-filling curves mentioned above are treating the image as a line structure. The Markov meshes however will take the two dimensional information into account. === Dependency tree === The dependency tree is a method using tree dependency to approximate probability distributions.

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  • Robot Monk Xian'er

    Robot Monk Xian'er

    Robot Monk Xian'er (Chinese: 贤二机器僧) is a humanoid robot based on the cartoon character Xian'er. It was developed by a team of monks, volunteers and AI experts from Beijing Longquan Monastery in Beijing, China. He can follow human instructions to make body movements, read scriptures and play Buddhist music. He can chat and respond to people's emotional and spiritual questions with Buddhist wisdom. As a chatbot, Robot Monk Xian'er is available on certain public platforms including WeChat and Facebook. Over the years, master Xuecheng, the abbot of Beijing Longquan Monastery, replied to thousands of questions on Sina Weibo. These questions and their answers become the data source of the chatbot.

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  • Topological deep learning

    Topological deep learning

    Topological deep learning (TDL) is a research field that extends deep learning to handle complex, non-Euclidean data structures. Traditional deep learning models, such as convolutional neural networks (CNNs) and recurrent neural networks (RNNs), excel in processing data on regular grids and sequences. However, scientific and real-world data often exhibit more intricate data domains encountered in scientific computations, including point clouds, meshes, time series, scalar fields graphs, or general topological spaces like simplicial complexes and CW complexes. TDL addresses this by incorporating topological concepts to process data with higher-order relationships, such as interactions among multiple entities and complex hierarchies. This approach leverages structures like simplicial complexes and hypergraphs to capture global dependencies and qualitative spatial properties, offering a more nuanced representation of data. TDL also encompasses methods from computational and algebraic topology that permit studying properties of neural networks and their training process, such as their predictive performance or generalization properties. The mathematical foundations of TDL are algebraic topology, differential topology, and geometric topology. Therefore, TDL can be generalized for data on differentiable manifolds, knots, links, tangles, curves, etc. == History and motivation == Traditional techniques from deep learning often operate under the assumption that a dataset is residing in a highly-structured space (like images, where convolutional neural networks exhibit outstanding performance over alternative methods) or a Euclidean space. The prevalence of new types of data, in particular graphs, meshes, and molecules, resulted in the development of new techniques, culminating in the field of geometric deep learning, which originally proposed a signal-processing perspective for treating such data types. While originally confined to graphs, where connectivity is defined based on nodes and edges, follow-up work extended concepts to a larger variety of data types, including simplicial complexes and CW complexes, with recent work proposing a unified perspective of message-passing on general combinatorial complexes. An independent perspective on different types of data originated from topological data analysis, which proposed a new framework for describing structural information of data, i.e., their "shape," that is inherently aware of multiple scales in data, ranging from local information to global information. While at first restricted to smaller datasets, subsequent work developed new descriptors that efficiently summarized topological information of datasets to make them available for traditional machine-learning techniques, such as support vector machines or random forests. Such descriptors ranged from new techniques for feature engineering over new ways of providing suitable coordinates for topological descriptors, or the creation of more efficient dissimilarity measures. Contemporary research in this field is largely concerned with either integrating information about the underlying data topology into existing deep-learning models or obtaining novel ways of training on topological domains. == Learning on topological spaces == One of the core concepts in topological deep learning is considering the domain upon which this data is defined and supported. In case of Euclidean data, such as images, this domain is a grid, upon which the pixel value of the image is supported. In a more general setting this domain might be a topological domain. Studying and developing deep learning models that are supported ln topological domains constitute the essence of topological deep learning. Next, we introduce the most common topological domains that are encountered in a deep learning setting. These domains include, but not limited to, graphs, simplicial complexes, cell complexes, combinatorial complexes and hypergraphs. Given a finite set S of abstract entities, a neighborhood function N {\displaystyle {\mathcal {N}}} on S is an assignment that attach to every point x {\displaystyle x} in S a subset of S or a relation. Such a function can be induced by equipping S with an auxiliary structure. Edges provide one way of defining relations among the entities of S. More specifically, edges in a graph allow one to define the notion of neighborhood using, for instance, the one hop neighborhood notion. Edges however, limited in their modeling capacity as they can only be used to model binary relations among entities of S since every edge is connected typically to two entities. In many applications, it is desirable to permit relations that incorporate more than two entities. The idea of using relations that involve more than two entities is central to topological domains. Such higher-order relations allow for a broader range of neighborhood functions to be defined on S to capture multi-way interactions among entities of S. Next we review the main properties, advantages, and disadvantages of some commonly studied topological domains in the context of deep learning, including (abstract) simplicial complexes, regular cell complexes, hypergraphs, and combinatorial complexes. ==== Comparisons among topological domains ==== Each of the enumerated topological domains has its own characteristics, advantages, and limitations: Simplicial complexes Simplest form of higher-order domains. Extensions of graph-based models. Admit hierarchical structures, making them suitable for various applications. Hodge theory can be naturally defined on simplicial complexes. Require relations to be subsets of larger relations, imposing constraints on the structure. Cell Complexes Generalize simplicial complexes. Provide more flexibility in defining higher-order relations. Each cell in a cell complex is homeomorphic to an open ball, attached together via attaching maps. Boundary cells of each cell in a cell complex are also cells in the complex. Represented combinatorially via incidence matrices. Hypergraphs Allow arbitrary set-type relations among entities. Relations are not imposed by other relations, providing more flexibility. Do not explicitly encode the dimension of cells or relations. Useful when relations in the data do not adhere to constraints imposed by other models like simplicial and cell complexes. Combinatorial Complexes : Generalize and bridge the gaps between simplicial complexes, cell complexes, and hypergraphs. Allow for hierarchical structures and set-type relations. Combine features of other complexes while providing more flexibility in modeling relations. Can be represented combinatorially, similar to cell complexes. ==== Hierarchical structure and set-type relations ==== The properties of simplicial complexes, cell complexes, and hypergraphs give rise to two main features of relations on higher-order domains, namely hierarchies of relations and set-type relations. ===== Rank function ===== A rank function on a higher-order domain X is an order-preserving function rk: X → Z, where rk(x) attaches a non-negative integer value to each relation x in X, preserving set inclusion in X. Cell and simplicial complexes are common examples of higher-order domains equipped with rank functions and therefore with hierarchies of relations. ===== Set-type relations ===== Relations in a higher-order domain are called set-type relations if the existence of a relation is not implied by another relation in the domain. Hypergraphs constitute examples of higher-order domains equipped with set-type relations. Given the modeling limitations of simplicial complexes, cell complexes, and hypergraphs, we develop the combinatorial complex, a higher-order domain that features both hierarchies of relations and set-type relations. The learning tasks in TDL can be broadly classified into three categories: Cell classification: Predict targets for each cell in a complex. Examples include triangular mesh segmentation, where the task is to predict the class of each face or edge in a given mesh. Complex classification: Predict targets for an entire complex. For example, predict the class of each input mesh. Cell prediction: Predict properties of cell-cell interactions in a complex, and in some cases, predict whether a cell exists in the complex. An example is the prediction of linkages among entities in hyperedges of a hypergraph. In practice, to perform the aforementioned tasks, deep learning models designed for specific topological spaces must be constructed and implemented. These models, known as topological neural networks, are tailored to operate effectively within these spaces. === Topological neural networks === Central to TDL are topological neural networks (TNNs), specialized architectures designed to operate on data structured in topological domains. Unlike traditional neural networks tailored for grid-like structures, TNNs are adept at handling more intricate data representations, such as graphs

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  • Quantum natural language processing

    Quantum natural language processing

    Quantum natural language processing (QNLP) is the application of quantum computing to natural language processing (NLP). It computes word embeddings as parameterised quantum circuits that can solve NLP tasks faster than any classical computer. It is inspired by categorical quantum mechanics and the DisCoCat framework, making use of string diagrams to translate from grammatical structure to quantum processes. == Theory == The first quantum algorithm for natural language processing used the DisCoCat framework and Grover's algorithm to show a quadratic quantum speedup for a text classification task. It was later shown that quantum language processing is BQP-Complete, i.e. quantum language models are more expressive than their classical counterpart, unless quantum mechanics can be efficiently simulated by classical computers. These two theoretical results assume fault-tolerant quantum computation and a QRAM, i.e. an efficient way to load classical data on a quantum computer. Thus, they are not applicable to the noisy intermediate-scale quantum (NISQ) computers available today. == Experiments == The algorithm of Zeng and Coecke was adapted to the constraints of NISQ computers and implemented on IBM quantum computers to solve binary classification tasks. Instead of loading classical word vectors onto a quantum memory, the word vectors are computed directly as the parameters of quantum circuits. These parameters are optimised using methods from quantum machine learning to solve data-driven tasks such as question answering, machine translation and even algorithmic music composition.

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  • Human-centered AI

    Human-centered AI

    Human-centered AI is the initiative at the intersection of the fields of artificial intelligence (AI) and human-computer interaction (HCI) to develop AI systems in a way that prioritizes human values, needs, and general flourishing. Emphasis is placed on the recognition that artificial intelligence systems are rapidly changing, and will continue to influence, many aspects of the human experience, in areas ranging from scientific inquiry, governance and policy, labor and the economy, and creative expression, with an aim set to adapt current developments and guide future developments on a trajectory which is most beneficial to the human population at large, with the goal of augmenting human intelligence and capacities across these areas, as opposed to replacing them. Particular attention is paid to mitigating negative effects of AI automation on the livelihoods of the labor force, the use of AI in healthcare fields, and imbuing AI systems with societal values. Human-centered AI is linked to related endeavors in AI alignment and AI safety, but while these fields primarily focus on mitigating risks posed by AI that is unaligned to human values and/or uncontrollable AI self-development, human-centered AI places significant focus in exploring how AI systems can augment human capacities and serve as collaborators. == Conceptual history == The importance of the alignment of artificial intelligence development towards human values in some sense predates artificial intelligence itself, as before the modern conception of artificial intelligence as coined at the 1956 Dartmouth Workshop, the conception of robots as constructed, autonomous agents entered the cultural consciousness as early as the 1920s, with Karel Capek's Rossum's Universal Robots. The imagined issues relating to robots' aims and values requiring intentional alignment and direction with those of humans followed soon after, most widely known from science fiction author Isaac Asimov’s Three Laws of Robotics, dating to his 1942 short story “Runaround”. Two of the three eponymous laws are directly concerned with robots’ interaction with and positioned deference towards humans, and have in recent times been reexamined in the face of modern AI. In 1985, after artificial intelligence research had taken off and its effects were more acutely conceptualized, Asimov added a Rule Zero, treating robots' relationship with humanity as a whole, distinct from individual humans. While modern artificial intelligence is largely distinct from robotics, the conceptualization of both robots and AI systems as autonomous agents positions this as a foundation for conceptions of human-centered AI. Aside from robots, artificially intelligent autonomous agents in interaction with humans have been conceived of for at least 75 years. In 1950, Alan Turing published his famous "Imitation Game", often also called the Turing Test, a thought experiment that uses human-machine interaction as an assessor for the intelligence of a system. In recent times, artificial intelligence researchers such as Stanford's Erik Brynjolfsson have conceived of rapid AI development leading to a so-called "Turing Trap". == Augmentation and automation == A major stated aim of human-centered AI is to promote the development of AI in ways that augment human capabilities, rather than replacing them. To this end, organizations and initiatives that take a human-centered approach to AI development focus on frameworks that encourage collaboration between humans and artificial intelligence systems to build towards even greater progress, rather than attempting to automate tasks currently handled by humans. Such avenues include everything from data visualization for big data, allowing human engineers to better understand extremely large datasets, allowing for the design of better machine learning models to handle them, to AI-powered sensors to monitor vitals, allowing for better responsiveness from healthcare providers. Many human-centered AI initiatives often position it as a better alternative to the apparent mainstream in AI development, which is primarily concerned with automation. Driven by the pressures of the market economy, AI development that does replace tasks currently performed by humans with automated processes is incentivized, as it allows for greater profit margins; this often comes at the detriment of the human whose performance is replaced, thus leading to an environment wherein human workers are outcompeted by AI systems across various service-sector and technology-based industries. At the same time, automation and augmentation are not always incompatible; a major aim of human-centered AI is towards the automation of rote tasks that would otherwise hinder a human’s productivity or creativity, freeing them to direct their energy and intelligence towards higher-level tasks, thus achieving augmentation through automation. Empirical research in pharmaceutical sales has shown that a human-centered implementation - where work procedures, training, and incentives are designed around individuals' cognitive needs - improves augmentation performance, while implementation without such adaptation can worsen outcomes relative to a legacy system. == Research == Much of the work done on human-centered AI comes from research institutes, within universities, companies, and as freestanding organizations. The Stanford Institute for Human-Centered AI (abbreviated to HAI) is one such group, engaging academics, industry professionals, and policymakers centered in Stanford University to conduct research and inform policy in various areas in human-centered AI, including on aspects of the intelligence itself, augmentation, and on measuring the impacts of AI systems on sociopolitcal and cultural institutions. Similar groups exist at other universities, including the Chicago Human + AI (CHAI) Lab at the University of Chicago, the HCAI@GU group at the University of Gothenburg, and the Human-Centered AI (HAI) Lab at the University of Oxford. Outside of the academy, companies such as IBM have research initiatives dedicated to advancements in human-centered AI. At Kenyon College, the Integrated Program for Humane Studies (IPHS) launched a human-centered AI program in 2016 integrating artificial intelligence research with humanities and social science inquiry. This approach treats computation and humanistic scholarship as a single unified field of research rather than as separate disciplines requiring collaboration. The program's researchers have published in both AI venues (such as the International Conference on Machine Learning and Frontiers of Computer Science) and humanities journals (such as PMLA and Poetics Today), and the lab was selected in December 2025 by Schmidt Sciences for its Humanities and AI Virtual Institute to apply AI methods to cultural heritage preservation.

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  • Scale space

    Scale space

    Scale-space theory is a framework for multi-scale signal representation developed by the computer vision, image processing and signal processing communities with complementary motivations from physics and biological vision. It is a formal theory for handling image structures at different scales, by representing an image as a one-parameter family of smoothed images, the scale-space representation, parametrized by the size of the smoothing kernel used for suppressing fine-scale structures. The parameter t {\displaystyle t} in this family is referred to as the scale parameter, with the interpretation that image structures of spatial size smaller than about t {\displaystyle {\sqrt {t}}} have largely been smoothed away in the scale-space level at scale t {\displaystyle t} . The main type of scale space is the linear (Gaussian) scale space, which has wide applicability as well as the attractive property of being possible to derive from a small set of scale-space axioms. The corresponding scale-space framework encompasses a theory for Gaussian derivative operators, which can be used as a basis for expressing a large class of visual operations for computerized systems that process visual information. This framework also allows visual operations to be made scale invariant, which is necessary for dealing with the size variations that may occur in image data, because real-world objects may be of different sizes and in addition the distance between the object and the camera may be unknown and may vary depending on the circumstances. == Definition == The notion of scale space applies to signals of arbitrary numbers of variables. The most common case in the literature applies to two-dimensional images, which is what is presented here. Consider a given image f {\displaystyle f} where f ( x , y ) {\displaystyle f(x,y)} is the greyscale value of the pixel at position ( x , y ) {\displaystyle (x,y)} . The linear (Gaussian) scale-space representation of f {\displaystyle f} is a family of derived signals L ( x , y ; t ) {\displaystyle L(x,y;t)} defined by the convolution of f ( x , y ) {\displaystyle f(x,y)} with the two-dimensional Gaussian kernel g ( x , y ; t ) = 1 2 π t e − ( x 2 + y 2 ) / 2 t {\displaystyle g(x,y;t)={\frac {1}{2\pi t}}e^{-(x^{2}+y^{2})/2t}\,} such that L ( ⋅ , ⋅ ; t ) = g ( ⋅ , ⋅ ; t ) ∗ f ( ⋅ , ⋅ ) , {\displaystyle L(\cdot ,\cdot ;t)\ =g(\cdot ,\cdot ;t)f(\cdot ,\cdot ),} where the semicolon in the argument of L {\displaystyle L} implies that the convolution is performed only over the variables x , y {\displaystyle x,y} , while the scale parameter t {\displaystyle t} after the semicolon just indicates which scale level is being defined. This definition of L {\displaystyle L} works for a continuum of scales t ≥ 0 {\displaystyle t\geq 0} , but typically only a finite discrete set of levels in the scale-space representation would be actually considered. The scale parameter t = σ 2 {\displaystyle t=\sigma ^{2}} is the variance of the Gaussian filter and as a limit for t = 0 {\displaystyle t=0} the filter g {\displaystyle g} becomes an impulse function such that L ( x , y ; 0 ) = f ( x , y ) , {\displaystyle L(x,y;0)=f(x,y),} that is, the scale-space representation at scale level t = 0 {\displaystyle t=0} is the image f {\displaystyle f} itself. As t {\displaystyle t} increases, L {\displaystyle L} is the result of smoothing f {\displaystyle f} with a larger and larger filter, thereby removing more and more of the details that the image contains. Since the standard deviation of the filter is σ = t {\displaystyle \sigma ={\sqrt {t}}} , details that are significantly smaller than this value are to a large extent removed from the image at scale parameter t {\displaystyle t} , see the following figures and for graphical illustrations. === Why a Gaussian filter? === When faced with the task of generating a multi-scale representation one may ask: could any filter g of low-pass type and with a parameter t which determines its width be used to generate a scale space? The answer is no, as it is of crucial importance that the smoothing filter does not introduce new spurious structures at coarse scales that do not correspond to simplifications of corresponding structures at finer scales. In the scale-space literature, a number of different ways have been expressed to formulate this criterion in precise mathematical terms. The conclusion from several different axiomatic derivations that have been presented is that the Gaussian scale space constitutes the canonical way to generate a linear scale space, based on the essential requirement that new structures must not be created when going from a fine scale to any coarser scale. Conditions, referred to as scale-space axioms, that have been used for deriving the uniqueness of the Gaussian kernel include linearity, shift invariance, semi-group structure, non-enhancement of local extrema, scale invariance and rotational invariance. In the works, the uniqueness claimed in the arguments based on scale invariance has been criticized, and alternative self-similar scale-space kernels have been proposed. The Gaussian kernel is, however, a unique choice according to the scale-space axiomatics based on causality or non-enhancement of local extrema. === Alternative definition === Equivalently, the scale-space family can be defined as the solution of the diffusion equation (for example in terms of the heat equation), ∂ t L = 1 2 ∇ 2 L , {\displaystyle \partial _{t}L={\frac {1}{2}}\nabla ^{2}L,} with initial condition L ( x , y ; 0 ) = f ( x , y ) {\displaystyle L(x,y;0)=f(x,y)} . This formulation of the scale-space representation L means that it is possible to interpret the intensity values of the image f as a "temperature distribution" in the image plane and that the process that generates the scale-space representation as a function of t corresponds to heat diffusion in the image plane over time t (assuming the thermal conductivity of the material equal to the arbitrarily chosen constant ⁠1/2⁠). Although this connection may appear superficial for a reader not familiar with differential equations, it is indeed the case that the main scale-space formulation in terms of non-enhancement of local extrema is expressed in terms of a sign condition on partial derivatives in the 2+1-D volume generated by the scale space, thus within the framework of partial differential equations. Furthermore, a detailed analysis of the discrete case shows that the diffusion equation provides a unifying link between continuous and discrete scale spaces, which also generalizes to nonlinear scale spaces, for example, using anisotropic diffusion. Hence, one may say that the primary way to generate a scale space is by the diffusion equation, and that the Gaussian kernel arises as the Green's function of this specific partial differential equation. == Motivations == The motivation for generating a scale-space representation of a given data set originates from the basic observation that real-world objects are composed of different structures at different scales. This implies that real-world objects, in contrast to idealized mathematical entities such as points or lines, may appear in different ways depending on the scale of observation. For example, the concept of a "tree" is appropriate at the scale of meters, while concepts such as leaves and molecules are more appropriate at finer scales. For a computer vision system analysing an unknown scene, there is no way to know a priori what scales are appropriate for describing the interesting structures in the image data. Hence, the only reasonable approach is to consider descriptions at multiple scales in order to be able to capture the unknown scale variations that may occur. Taken to the limit, a scale-space representation considers representations at all scales. Another motivation to the scale-space concept originates from the process of performing a physical measurement on real-world data. In order to extract any information from a measurement process, one has to apply operators of non-infinitesimal size to the data. In many branches of computer science and applied mathematics, the size of the measurement operator is disregarded in the theoretical modelling of a problem. The scale-space theory on the other hand explicitly incorporates the need for a non-infinitesimal size of the image operators as an integral part of any measurement as well as any other operation that depends on a real-world measurement. There is a close link between scale-space theory and biological vision. Many scale-space operations show a high degree of similarity with receptive field profiles recorded from the mammalian retina and the first stages in the visual cortex. In these respects, the scale-space framework can be seen as a theoretically well-founded paradigm for early vision, which in addition has been thoroughly tested by algorithms and experiments. == Gaussian derivatives == At any scale in scale space, we c

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  • E-gree (app)

    E-gree (app)

    E-gree is a legal app that became well known in 2020. It was the first app of its kind to protect users against a number of dating-related issues, including revenge porn. == Background == The app was co-founded by Araz Mamet, Keith Fraser and Ilya Flaks. The app focuses on privacy, with users being able to set up various contracts to protect themselves following a breakup, or while dating. This notably included signing an NDA when sexting. The app received investment from a number of notable people and companies, including Natalia Vodianova.

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  • XLNet

    XLNet

    The XLNet was an autoregressive Transformer designed as an improvement over BERT, with 340M parameters and trained on 33 billion words. It was released on 19 June 2019, under the Apache 2.0 license. It achieved state-of-the-art results on a variety of natural language processing tasks, including language modeling, question answering, and natural language inference. == Architecture == The main idea of XLNet is to model language autoregressively like the GPT models, but allow for all possible permutations of a sentence. Concretely, consider the following sentence:My dog is cute.In standard autoregressive language modeling, the model would be tasked with predicting the probability of each word, conditioned on the previous words as its context: We factorize the joint probability of a sequence of words x 1 , … , x T {\displaystyle x_{1},\ldots ,x_{T}} using the chain rule: Pr ( x 1 , … , x T ) = Pr ( x 1 ) Pr ( x 2 | x 1 ) Pr ( x 3 | x 1 , x 2 ) … Pr ( x T | x 1 , … , x T − 1 ) . {\displaystyle \Pr(x_{1},\ldots ,x_{T})=\Pr(x_{1})\Pr(x_{2}|x_{1})\Pr(x_{3}|x_{1},x_{2})\ldots \Pr(x_{T}|x_{1},\ldots ,x_{T-1}).} For example, the sentence "My dog is cute" is factorized as: Pr ( My , dog , is , cute ) = Pr ( My ) Pr ( dog | My ) Pr ( is | My , dog ) Pr ( cute | My , dog , is ) . {\displaystyle \Pr({\text{My}},{\text{dog}},{\text{is}},{\text{cute}})=\Pr({\text{My}})\Pr({\text{dog}}|{\text{My}})\Pr({\text{is}}|{\text{My}},{\text{dog}})\Pr({\text{cute}}|{\text{My}},{\text{dog}},{\text{is}}).} Schematically, we can write it as → My → My dog → My dog is → My dog is cute . {\displaystyle {\texttt {}}{\texttt {}}{\texttt {}}{\texttt {}}\to {\text{My }}{\texttt {}}{\texttt {}}{\texttt {}}\to {\text{My dog }}{\texttt {}}{\texttt {}}\to {\text{My dog is }}{\texttt {}}\to {\text{My dog is cute}}.} However, for XLNet, the model is required to predict the words in a randomly generated order. Suppose we have sampled a randomly generated order 3241, then schematically, the model is required to perform the following prediction task: is dog is dog is cute → My dog is cute {\displaystyle {\texttt {}}{\texttt {}}{\texttt {}}{\texttt {}}\to {\texttt {}}{\texttt {}}{\text{is }}{\texttt {}}\to {\texttt {}}{\text{dog is }}{\texttt {}}\to {\texttt {}}{\text{dog is cute}}\to {\text{My dog is cute}}} By considering all permutations, XLNet is able to capture longer-range dependencies and better model the bidirectional context of words. === Two-Stream Self-Attention === To implement permutation language modeling, XLNet uses a two-stream self-attention mechanism. The two streams are: Content stream: This stream encodes the content of each word, as in standard causally masked self-attention. Query stream: This stream encodes the content of each word in the context of what has gone before. In more detail, it is a masked cross-attention mechanism, where the queries are from the query stream, and the key-value pairs are from the content stream. The content stream uses the causal mask M causal = [ 0 − ∞ − ∞ … − ∞ 0 0 − ∞ … − ∞ 0 0 0 … − ∞ ⋮ ⋮ ⋮ ⋱ ⋮ 0 0 0 … 0 ] {\displaystyle M_{\text{causal}}={\begin{bmatrix}0&-\infty &-\infty &\dots &-\infty \\0&0&-\infty &\dots &-\infty \\0&0&0&\dots &-\infty \\\vdots &\vdots &\vdots &\ddots &\vdots \\0&0&0&\dots &0\end{bmatrix}}} permuted by a random permutation matrix to P M causal P − 1 {\displaystyle PM_{\text{causal}}P^{-1}} . The query stream uses the cross-attention mask P ( M causal − ∞ I ) P − 1 {\displaystyle P(M_{\text{causal}}-\infty I)P^{-1}} , where the diagonal is subtracted away specifically to avoid the model "cheating" by looking at the content stream for what the current masked token is. Like the causal masking for GPT models, this two-stream masked architecture allows the model to train on all tokens in one forward pass. == Training == Two models were released: XLNet-Large, cased: 110M parameters, 24-layer, 1024-hidden, 16-heads XLNet-Base, cased: 340M parameters, 12-layer, 768-hidden, 12-heads. It was trained on a dataset that amounted to 32.89 billion tokens after tokenization with SentencePiece. The dataset was composed of BooksCorpus, and English Wikipedia, Giga5, ClueWeb 2012-B, and Common Crawl. It was trained on 512 TPU v3 chips, for 5.5 days. At the end of training, it still under-fitted the data, meaning it could have achieved lower loss with more training. It took 0.5 million steps with an Adam optimizer, linear learning rate decay, and a batch size of 8192.

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  • Flutter (software)

    Flutter (software)

    Flutter is an open-source UI software development kit created by Google. It can be used to develop cross platform applications from a single codebase for the web, Fuchsia, Android, iOS, Linux, macOS, and Windows. First described in 2015, Flutter was released in May 2017. Flutter is used internally by Google in apps such as Google Pay and Google Earth as well as by other software developers including ByteDance and Alibaba. Flutter ships applications with its own rendering engine which directly outputs pixel data to the screen. This is in contrast to many other UI frameworks that rely on the target platform to provide a rendering engine, such as native Android apps which rely on the device-level Android SDK or iOS SDK which use the target platform's built-in UI stack. Flutter's control of its rendering pipeline simplifies multi-platform support as identical UI code can be used for all target platforms.One of Flutter’s key features is hot reload, which allows developers to see code changes instantly without restarting the application. == Architecture == The basic component in a Flutter program is a "widget", which can in turn consist of other widgets. A widget describes the logic, interaction, and design of a UI element with an implementation similar to React. Unlike other cross-platform toolkits such as React Native and Xamarin which draw widgets using native platform components, Flutter renders widgets itself on a per-pixel basis. Flutter has two types of widgets: stateless and stateful. Stateless widgets only update if their inputs change, meaning they otherwise won't need to be rebuilt when other elements of the screen change, while stateful widgets can call the setState() method to update an internal state and redraw. Although widgets are the primary method of constructing Flutter applications, they can also be bypassed in favor of directly drawing on a canvas. This feature has been occasionally used to implement game engines in Flutter. The Flutter framework contains two sets of widgets that conform to specific design languages: Material Design widgets implement Google's design language of the same name, and Cupertino widgets implement Apple's iOS Human interface guidelines. Flutter allows the developer to use either set of widgets on either platform. Developers can use Cupertino widgets on Android. Flutter apps are written in the Dart language. Release versions of Flutter apps on all platforms use ahead-of-time (AOT) compilation except for on the Web where code is transpiled to JavaScript or WebAssembly. Flutter inherits Dart's Pub package manager and software repository, which allows users to publish and use custom packages as well as Flutter-specific plugins. The Foundation library, written in Dart, provides basic classes and functions that are used to construct applications using Flutter, such as APIs to communicate with the engine. Flutter's engine, written primarily in C++, provides low-level rendering support using either Google's Skia graphics library or the custom "Impeller" graphics layer, which is enabled by default on iOS and Android API 29 and higher. The engine interfaces with platform-specific SDKs such as those provided by Android and iOS to implement features like accessibility, file and network I/O, native plugin support, etc. == History == The first version of Flutter was known as "Sky" and ran on the Android operating system. It was unveiled at the 2015 Dart developer summit with the stated intent of being able to render consistently at 120 frames per second. On December 4, 2018, Flutter 1.0 was released at the Flutter conference in London. On May 6, 2020, the Dart software development kit (SDK) version 2.8 and Flutter 1.17.0 were released, adding support for the Metal API. On March 3, 2021, Google released Flutter 2 during an online Flutter Engage event. It added a Canvas-based renderer for web in addition to the HTML-based renderer and early-access desktop application support for Windows, macOS, and Linux. It also shipped with Dart 2.0 which included support for null-safety. Null safety was initially optional as it was a breaking change and was made mandatory in Dart 3 released in 2023. On May 12, 2022, Flutter 3 and Dart 2.17 were released with support for all desktop platforms as stable. On October 27, 2024, a number of Flutter community developers announced Flock, a fork of Flutter intended to be easier to contribute to while still keeping in sync with all changes made in the upstream code base. In 2025, Google continued Flutter's evolution with enhanced modular architecture, foldable device support, and ARM IoT optimizations as outlined in the updated roadmap. === Major releases in Flutter === Prior to the Flutter 2.0 release in March of 2021, the Flutter framework was centered on mobile development. The developers of Flutter were primarily focused on the two main platforms, IOS and Android. Specifically, they wanted to deliver strong performance and improve access to native API and platform features and expand the widget system. With the release of Flutter 2.0, the framework moved beyond mobile and introduced support for the web platform. This marked a shift into a broader cross platform development environment. With this release, developers could produce applications for Web, Android and IOS from the same codebase. This release also brought the desktop platform closer to stable. There have been a number of improvements since then that have broadened platform support. They introduced enhancements to performance and workflow, redefined the developer’s toolkit, and added an improved rendering engine. "Flutter 2.10.0 release notes". docs.flutter.dev. Retrieved 2025-11-11.

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  • Computer vision dazzle

    Computer vision dazzle

    Computer vision dazzle, also known as CV dazzle, dazzle makeup, or anti-surveillance makeup, is a type of camouflage used to hamper facial recognition software, inspired by dazzle camouflage used by vehicles such as ships and planes. == Methods == CV dazzle combines stylized makeup, asymmetric hair, and sometimes infrared lights built in to glasses or clothing to break up detectable facial patterns recognized by computer vision algorithms in much the same way that warships contrasted color and used sloping lines and curves to distort the structure of a vessel. It has been shown to be somewhat successful at defeating face detection software in common use, including that employed by Facebook. CV dazzle attempts to block detection by facial recognition technologies such as DeepFace "by creating an 'anti-face'". It uses occlusion, covering certain facial features; transformation, altering the shape or colour of parts of the face; and a combination of the two. Prominent artists employing this technique include Adam Harvey and Jillian Mayer. == Use in protests == Computer vision dazzle makeup has been used by protestors in several different protest movements. Its use as a protesting aid has often been found ineffective. It may be effective to thwart computer technology, but draws human attention, is easy for human monitors to spot on security cameras, and makes it hard for protestors to blend in within a crowd. Advances in facial recognition technology make dazzle makeup increasingly ineffective.

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  • ChromaDB

    ChromaDB

    Chroma or ChromaDB is open-source data infrastructure tailored to applications with large language models. Its headquarters are in San Francisco. In April 2023, it raised 18 million US dollars as seed funding. ChromaDB has been used in academic studies on artificial intelligence, particularly as part of the tech stack for retrieval-augmented generation.

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