AI Coding Meta

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

  • Color quantization

    Color quantization

    In computer graphics, color quantization or color image quantization is quantization applied to color spaces; it is a process that reduces the number of distinct colors used in an image, usually with the intention that the new image should be as visually similar as possible to the original image. Computer algorithms to perform color quantization on bitmaps have been studied since the 1970s. Color quantization is critical for displaying images with many colors on devices that can only display a limited number of colors, usually due to memory limitations, and enables efficient compression of certain types of images. The name "color quantization" is primarily used in computer graphics research literature; in applications, terms such as optimized palette generation, optimal palette generation, or decreasing color depth are used. Some of these are misleading, as the palettes generated by standard algorithms are not necessarily the best possible. == Algorithms == Most standard techniques treat color quantization as a problem of clustering points in three-dimensional space, where the points represent colors found in the original image and the three axes represent the three color channels. Almost any three-dimensional clustering algorithm can be applied to color quantization, and vice versa. After the clusters are located, typically the points in each cluster are averaged to obtain the representative color that all colors in that cluster are mapped to. The three color channels are usually red, green, and blue, but another popular choice is the Lab color space, in which Euclidean distance is more consistent with perceptual difference. The most popular algorithm by far for color quantization, invented by Paul Heckbert in 1979, is the median cut algorithm. Many variations on this scheme are in use. Before this time, most color quantization was done using the population algorithm or population method, which essentially constructs a histogram of equal-sized ranges and assigns colors to the ranges containing the most points. A more modern popular method is clustering using octrees, first conceived by Gervautz and Purgathofer and improved by Xerox PARC researcher Dan Bloomberg. If the palette is fixed, as is often the case in real-time color quantization systems such as those used in operating systems, color quantization is usually done using the "straight-line distance" or "nearest color" algorithm, which simply takes each color in the original image and finds the closest palette entry, where distance is determined by the distance between the two corresponding points in three-dimensional space. In other words, if the colors are ( r 1 , g 1 , b 1 ) {\displaystyle (r_{1},g_{1},b_{1})} and ( r 2 , g 2 , b 2 ) {\displaystyle (r_{2},g_{2},b_{2})} , we want to minimize the Euclidean distance: ( r 1 − r 2 ) 2 + ( g 1 − g 2 ) 2 + ( b 1 − b 2 ) 2 . {\displaystyle {\sqrt {(r_{1}-r_{2})^{2}+(g_{1}-g_{2})^{2}+(b_{1}-b_{2})^{2}}}.} This effectively decomposes the color cube into a Voronoi diagram, where the palette entries are the points and a cell contains all colors mapping to a single palette entry. There are efficient algorithms from computational geometry for computing Voronoi diagrams and determining which region a given point falls in; in practice, indexed palettes are so small that these are usually overkill. Color quantization is frequently combined with dithering, which can eliminate unpleasant artifacts such as banding that appear when quantizing smooth gradients and give the appearance of a larger number of colors. Some modern schemes for color quantization attempt to combine palette selection with dithering in one stage, rather than perform them independently. A number of other much less frequently used methods have been invented that use entirely different approaches. The Local K-means algorithm, conceived by Oleg Verevka in 1995, is designed for use in windowing systems where a core set of "reserved colors" is fixed for use by the system and many images with different color schemes might be displayed simultaneously. It is a post-clustering scheme that makes an initial guess at the palette and then iteratively refines it. In the early days of color quantization, the k-means clustering algorithm was deemed unsuitable because of its high computational requirements and sensitivity to initialization. In 2011, M. Emre Celebi reinvestigated the performance of k-means as a color quantizer. He demonstrated that an efficient implementation of k-means outperforms a large number of color quantization methods. The high-quality but slow NeuQuant algorithm reduces images to 256 colors by training a Kohonen neural network "which self-organises through learning to match the distribution of colours in an input image. Taking the position in RGB-space of each neuron gives a high-quality colour map in which adjacent colours are similar." It is particularly advantageous for images with gradients. Finally, one of the newer methods is spatial color quantization, conceived by Puzicha, Held, Ketterer, Buhmann, and Fellner of the University of Bonn, which combines dithering with palette generation and a simplified model of human perception to produce visually impressive results even for very small numbers of colors. It does not treat palette selection strictly as a clustering problem, in that the colors of nearby pixels in the original image also affect the color of a pixel. See sample images. == History and applications == In the early days of PCs, it was common for video adapters to support only 2, 4, 16, or (eventually) 256 colors due to video memory limitations; they preferred to dedicate the video memory to having more pixels (higher resolution) rather than more colors. Color quantization helped to justify this tradeoff by making it possible to display many high color images in 16- and 256-color modes with limited visual degradation. Many operating systems automatically perform quantization and dithering when viewing high color images in a 256 color video mode, which was important when video devices limited to 256 color modes were dominant. Modern computers can now display millions of colors at once, far more than can be distinguished by the human eye, limiting this application primarily to mobile devices and legacy hardware. Nowadays, color quantization is mainly used in GIF and PNG images. GIF, for a long time the most popular lossless and animated bitmap format on the World Wide Web, only supports up to 256 colors, necessitating quantization for many images. Some early web browsers constrained images to use a specific palette known as the web colors, leading to severe degradation in quality compared to optimized palettes. PNG images support 24-bit color, but can often be made much smaller in filesize without much visual degradation by application of color quantization, since PNG files use fewer bits per pixel for palettized images. The infinite number of colors available through the lens of a camera is impossible to display on a computer screen; thus converting any photograph to a digital representation necessarily involves some quantization. Practically speaking, 24-bit color is sufficiently rich to represent almost all colors perceivable by humans with sufficiently small error as to be visually identical (if presented faithfully), within the available color space. However, the digitization of color, either in a camera detector or on a screen, necessarily limits the available color space. Consequently there are many colors that may be impossible to reproduce, regardless of how many bits are used to represent the color. For example, it is impossible in typical RGB color spaces (common on computer monitors) to reproduce the full range of green colors that the human eye is capable of perceiving. With the few colors available on early computers, different quantization algorithms produced very different-looking output images. As a result, a lot of time was spent on writing sophisticated algorithms to be more lifelike. === Quantization for image compression === Many image file formats support indexed color. A whole-image palette typically selects 256 "representative" colors for the entire image, where each pixel references any one of the colors in the palette, as in the GIF and PNG file formats. A block palette typically selects 2 or 4 colors for each block of 4x4 pixels, used in BTC, CCC, S2TC, and S3TC. === Editor support === Many bitmap graphics editors contain built-in support for color quantization, and will automatically perform it when converting an image with many colors to an image format with fewer colors. Most of these implementations allow the user to set exactly the number of desired colors. Examples of such support include: Photoshop's Mode→Indexed Color function supplies a number of quantization algorithms ranging from the fixed Windows system and Web palettes to the proprietary Local and Global algorithms for generating palettes suited to a particu

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  • Predictive Model Markup Language

    Predictive Model Markup Language

    The Predictive Model Markup Language (PMML) is an XML-based predictive model interchange format conceived by Robert Lee Grossman, then the director of the National Center for Data Mining at the University of Illinois at Chicago. PMML provides a way for analytic applications to describe and exchange predictive models produced by data mining and machine learning algorithms. It supports common models such as logistic regression and other feedforward neural networks. Version 0.9 was published in 1998. Subsequent versions have been developed by the Data Mining Group. Since PMML is an XML-based standard, the specification comes in the form of an XML schema. PMML itself is a mature standard with over 30 organizations having announced products supporting PMML. == PMML components == A PMML file can be described by the following components: Header: contains general information about the PMML document, such as copyright information for the model, its description, and information about the application used to generate the model such as name and version. It also contains an attribute for a timestamp which can be used to specify the date of model creation. Data Dictionary: contains definitions for all the possible fields used by the model. It is here that a field is defined as continuous, categorical, or ordinal (attribute optype). Depending on this definition, the appropriate value ranges are then defined as well as the data type (such as, string or double). Data Transformations: transformations allow for the mapping of user data into a more desirable form to be used by the mining model. PMML defines several kinds of simple data transformations. Normalization: map values to numbers, the input can be continuous or discrete. Discretization: map continuous values to discrete values. Value mapping: map discrete values to discrete values. Functions (custom and built-in): derive a value by applying a function to one or more parameters. Aggregation: used to summarize or collect groups of values. Model: contains the definition of the data mining model. E.g., A multi-layered feedforward neural network is represented in PMML by a "NeuralNetwork" element which contains attributes such as: Model Name (attribute modelName) Function Name (attribute functionName) Algorithm Name (attribute algorithmName) Activation Function (attribute activationFunction) Number of Layers (attribute numberOfLayers) This information is then followed by three kinds of neural layers which specify the architecture of the neural network model being represented in the PMML document. These attributes are NeuralInputs, NeuralLayer, and NeuralOutputs. Besides neural networks, PMML allows for the representation of many other types of models including support vector machines, association rules, Naive Bayes classifier, clustering models, text models, decision trees, and different regression models. Mining Schema: a list of all fields used in the model. This can be a subset of the fields as defined in the data dictionary. It contains specific information about each field, such as: Name (attribute name): must refer to a field in the data dictionary Usage type (attribute usageType): defines the way a field is to be used in the model. Typical values are: active, predicted, and supplementary. Predicted fields are those whose values are predicted by the model. Outlier Treatment (attribute outliers): defines the outlier treatment to be use. In PMML, outliers can be treated as missing values, as extreme values (based on the definition of high and low values for a particular field), or as is. Missing Value Replacement Policy (attribute missingValueReplacement): if this attribute is specified then a missing value is automatically replaced by the given values. Missing Value Treatment (attribute missingValueTreatment): indicates how the missing value replacement was derived (e.g. as value, mean or median). Targets: allows for post-processing of the predicted value in the format of scaling if the output of the model is continuous. Targets can also be used for classification tasks. In this case, the attribute priorProbability specifies a default probability for the corresponding target category. It is used if the prediction logic itself did not produce a result. This can happen, e.g., if an input value is missing and there is no other method for treating missing values. Output: this element can be used to name all the desired output fields expected from the model. These are features of the predicted field and so are typically the predicted value itself, the probability, cluster affinity (for clustering models), standard error, etc. The latest release of PMML, PMML 4.1, extended Output to allow for generic post-processing of model outputs. In PMML 4.1, all the built-in and custom functions that were originally available only for pre-processing became available for post-processing too. == PMML 4.0, 4.1, 4.2 and 4.3 == PMML 4.0 was released on June 16, 2009. Examples of new features included: Improved Pre-Processing Capabilities: Additions to built-in functions include a range of Boolean operations and an If-Then-Else function. Time Series Models: New exponential Smoothing models; also place holders for ARIMA, Seasonal Trend Decomposition, and Spectral density estimation, which are to be supported in the near future. Model Explanation: Saving of evaluation and model performance measures to the PMML file itself. Multiple Models: Capabilities for model composition, ensembles, and segmentation (e.g., combining of regression and decision trees). Extensions of Existing Elements: Addition of multi-class classification for Support Vector Machines, improved representation for Association Rules, and the addition of Cox Regression Models. PMML 4.1 was released on December 31, 2011. New features included: New model elements for representing Scorecards, k-Nearest Neighbors (KNN) and Baseline Models. Simplification of multiple models. In PMML 4.1, the same element is used to represent model segmentation, ensemble, and chaining. Overall definition of field scope and field names. A new attribute that identifies for each model element if the model is ready or not for production deployment. Enhanced post-processing capabilities (via the Output element). PMML 4.2 was released on February 28, 2014. New features include: Transformations: New elements for implementing text mining New built-in functions for implementing regular expressions: matches, concat, and replace Simplified outputs for post-processing Enhancements to Scorecard and Naive Bayes model elements PMML 4.3 was released on August 23, 2016. New features include: New Model Types: Gaussian Process Bayesian Network New built-in functions Usage clarifications Documentation improvements Version 4.4 was released in November 2019. == Release history == == Data Mining Group == The Data Mining Group is a consortium managed by the Center for Computational Science Research, Inc., a nonprofit founded in 2008. The Data Mining Group also developed a standard called Portable Format for Analytics, or PFA, which is complementary to PMML.

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  • WYSIWYM (interaction technique)

    WYSIWYM (interaction technique)

    What you see is what you meant (WYSIWYM) is a text editing interaction technique that emerged from two projects at University of Brighton. It allows users to create abstract knowledge representations such as those required by the Semantic Web using a natural language interface. Natural language understanding (NLU) technology is not employed. Instead, natural language generation (NLG) is used in a highly interactive manner. The text editor accepts repeated refinement of a selected span of text as it becomes progressively less vacuous of authored semantics. Using a mouse, a text property held in the evolving text can be further refined by a set of options derived by NLG from a built-in ontology. An invisible representation of the semantic knowledge is created which can be used for multilingual document generation, formal knowledge formation, or any other task that requires formally specified information. The two projects at Brighton worked in the field of Conceptual Authoring to lay a foundation for further research and development of a Semantic Web Authoring Tool (SWAT). This tool has been further explored as a means for developing a knowledge base by those without prior experience with Controlled Natural Language tools.

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  • Ballie

    Ballie

    Ballie is an AI robot created by Samsung to be released in 2026. It is an autonomous robot which has the ability to control smart home devices. Ballie can text, send pictures and follow commands through SmartThings. It can also show workout information shared from a Galaxy Watch. Ballie can make video calls and welcome you home. == History == It was first unveiled at Samsung's CES event in CES 2020, and later updated the design in CES 2024, and will be later released in 2026. == Design ==

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  • Data annotation

    Data annotation

    Data annotation is the process of labeling or tagging relevant metadata within a dataset to enable machines to interpret the data accurately. The dataset can take various forms, including images, audio files, video footage, or text. == Applications == Data is a fundamental component in the development of artificial intelligence (AI). Training AI models, particularly in computer vision and natural language processing, requires large volumes of annotated data. Proper annotation ensures that machine learning algorithms can recognize patterns and make accurate predictions. Common types of data annotation include classification, bounding boxes, semantic segmentation, and keypoint annotation. Data annotation is used in AI-driven fields, including healthcare, autonomous vehicles, retail, security, and entertainment. By accurately labeling data, machine learning models can perform complex tasks such as object detection, sentiment analysis, and speech recognition with greater precision. This growing demand has led to the emergence of specialized sectors and platforms dedicated to AI training and human-in-the-loop workflows, which often utilize Reinforcement Learning from Human Feedback (RLHF) to refine model behavior. == In computer vision == === Image classification === Image classification, also known as image categorization, involves assigning predefined labels to images. Machine learning algorithms trained on classified images can later recognize objects and differentiate between categories. For instance, an AI model trained to recognize furniture styles can distinguish between Georgian and Rococo armchairs. === Semantic segmentation === Semantic segmentation assigns each pixel in an image to a specific class, such as trees, vehicles, humans, or buildings. This type of annotation enables machine learning models to differentiate objects by grouping similar pixels, allowing for a detailed understanding of an image. === Bounding boxes === Bounding box annotation involves drawing rectangular boxes around objects in an image. This technique is commonly used in autonomous driving, security surveillance, and retail analytics to detect and classify objects such as pedestrians, vehicles, and products on store shelves. === 3D cuboids === 3D cuboid annotation enhances traditional bounding boxes by adding depth, enabling models to predict an object's spatial orientation, movement, and size. This method is particularly useful for autonomous vehicles and robotics, where understanding object dimensions and depth is critical. === Polygonal annotation === For objects with irregular shapes, such as curved or multi-sided items, polygonal annotation provides more precise labeling than bounding boxes. This technique is often used in applications that require detailed object recognition, such as medical imaging or aerial mapping. === Keypoint annotation === Keypoint annotation marks specific points on an object, such as facial landmarks or body joints, to enable tracking and motion analysis. This method is widely used in facial recognition, emotion detection, sports analytics, and augmented reality applications.

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  • Unified Modeling Language

    Unified Modeling Language

    The Unified Modeling Language (UML) is a general-purpose, object-oriented, visual modeling language that provides a way to visualize the architecture and design of a system, similar to the function of a blueprint. UML defines notation for many types of diagrams which focus on aspects such as behavior, interaction, and structure. UML is both a formal metamodel and a collection of graphical templates. The metamodel defines the elements in an object-oriented model such as classes and properties. It is essentially the same thing as the metamodel in object-oriented programming (OOP), however for OOP, the metamodel is primarily used at run time to dynamically inspect and modify an application object model. The UML metamodel provides a mathematical, formal foundation for the graphic views used in the modeling language to describe an emerging system. UML was created in an attempt to define a standard language for object-oriented programming at the OOPSLA '95 Conference. Originally, Grady Booch and James Rumbaugh merged their models into a unified model. This was followed by Booch's company Rational Software purchasing Ivar Jacobson's Objectory company and merging their model into the UML. At the time Rational and Objectory were two of the dominant players in the small world of independent vendors of object-oriented tools and methods. The Object Management Group (OMG) then took ownership of UML. The creation of UML was motivated by the desire to standardize the disparate nature of notational systems and approaches to software design at the time. In 1997, UML was adopted as a standard by the Object Management Group (OMG) and has been managed by this organization ever since. In 2005, UML was also published by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC) as the ISO/IEC 19501 standard. Since then the standard has been periodically revised to cover the latest revision of UML. Most developers do not use UML per se, but instead produce more informal diagrams, often hand-drawn. These diagrams, however, often include elements from UML. == Use == UML is primarily used for software development (in any industry or domain) but also used outside elsewhere including business processes, system functions, database schemas, workflow in the legal systems, medical electronics, Health care systems, and hardware design.. The UML is used by the OMG itself to define other OMG products such as the Unified Architecture Framework (UAF) and the Systems Modelling Language (SysML) v1. UML is designed for use with many object-oriented software development methods, both today and for the methods when it was first developed – including OMT, Booch method, Objectory, and especially RUP, which it was originally intended to be used with when work began at Rational Software. Although originally intended for object-oriented design documentation, UML has been used effectively in other contexts such as modeling business process. As UML is not inherently linked to a particular programming language, it can be used for modeling a system independent of language. Some UML tools generate source code from a UML model. === Elements === UML diagrams support visualizing system aspects like: Use case diagram for specifying user interactions with systems Class diagram for specifying structures, including data structures Activity diagram for specifying business process workflows Component diagram for specifying how components interface with other components Deployment diagram for specifying how components are deployed and executed on computational nodes In addition to syntactical (notational) elements with well-defined semantics, UML diagrams also allow for free-form comments (notes) that explain aspects such as usage, constraints, and intents. === Sharing === UML models can be exchanged among UML tools via the XML Metadata Interchange (XMI) format. === Cardinality notation === As with database Chen, Bachman, and ISO ER diagrams, class models are specified to use "look-across" cardinalities, even though several authors (Merise, Elmasri & Navathe, amongst others) prefer same-side or "look-here" for roles and both minimum and maximum cardinalities. Recent researchers (Feinerer and Dullea et al.) have shown that the "look-across" technique used by UML and ER diagrams is less effective and less coherent when applied to n-ary relationships of order strictly greater than 2. Feinerer says: "Problems arise if we operate under the look-across semantics as used for UML associations. Hartmann investigates this situation and shows how and why different transformations fail.", and: "As we will see on the next few pages, the look-across interpretation introduces several difficulties which prevent the extension of simple mechanisms from binary to n-ary associations." === Artifacts === An artifact is the "specification of a physical piece of information that is used or produced by a software development process, or by deployment and operation of a system" including models, source code, scripts, executables, tables in database systems, development deliverables, a design documents, and email messages. An artifact is the physical entity that is deployed to a node. Other UML elements such as classes and components are first manifest into artifacts and instances of these artifacts are then deployed. Artifacts can be composed of other artifacts. === Metamodeling === The OMG developed a metamodeling architecture to define UML, called the Meta-Object Facility (MOF). MOF is designed as a four-layered architecture, as shown in the image at right. It provides a meta-meta model at the top, called the M3 layer. This M3-model is the language used by Meta-Object Facility to build metamodels, called M2-models. The most prominent example of a Layer 2 Meta-Object Facility model is the UML metamodel, which describes UML itself. These M2-models describe elements of the M1-layer, and thus M1-models. These would be, for example, models written in UML. The last layer is the M0-layer or data layer. It is used to describe runtime instances of the system. The metamodel can be extended using a mechanism called stereotyping. This has been criticized as being insufficient/untenable by Brian Henderson-Sellers and Cesar Gonzalez-Perez in "Uses and Abuses of the Stereotype Mechanism in UML 1.x and 2.0". == Diagrams == UML 2 defines many types of diagrams – shown as a taxonomy in the image. === Structure diagrams === Structure diagrams emphasize the structure of the system – using objects, classifiers, relationships, attributes and operations. They are used to document software architecture. Class diagram – Describes the structure of a class Component diagram – Describes how a software system is split into components and dependencies between the components Composite structure diagram Deployment diagram Object diagram Package diagram Profile diagram === Behavior diagrams === Behavior diagrams emphasize the behavior of a system by showing collaborations among objects and changes to the internal states of objects. They are used to describe the functionality of a system. Activity diagram – Describes the business and operational activities of components State machine diagram Use case diagram – Depicts of a user's interaction with a system === Interaction diagrams === Interaction diagrams, a subset of behavior diagrams, emphasize the flow of control and data between components of a system. Communication diagram – shows communication between components Interaction overview diagram Sequence diagram – shows interactions arranged in time sequence; can be drawn via tools such as Lucidchart and Draw.io Timing diagram – focuses on timing constraints === Examples === == Adoption == In 2013, UML had been marketed by OMG for many contexts, but aimed primarily at software development with limited success. It has been treated, at times, as a design silver bullet, which leads to problems. UML misuse includes overuse (designing every part of the system with it, which is unnecessary) and assuming that novices can design with it. It is considered a large language, with many constructs. Some people (including Jacobson) feel that UML's size hinders learning and therefore uptake. Visual Studio removed support for UML in 2016 due to lack of use. == History == UML has evolved since the second half of the 1990s and has its roots in the object-oriented programming methods developed in the late 1980s and early 1990s. The image shows a timeline of the history of UML and other object-oriented modeling methods and notation. === Origin === Rational Software hired James Rumbaugh from General Electric in 1994 and after that, the company became the source for two of the most popular object-oriented modeling approaches of the day: Rumbaugh's object-modeling technique (OMT) and Grady Booch's method. They were soon assisted in their efforts by Ivar Jacobson, the creator of the object-oriented software engineeri

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  • ACROSS Project

    ACROSS Project

    ACROSS is a Singular Strategic R&D Project led by Treelogic funded by the Spanish Ministry of Industry, Tourism and Trade activities in the field of Robotics and Cognitive Computing over an execution time-frame from 2009 to 2011. ACROSS project involves a number higher than 100 researchers from 13 Spanish entities. == ACROSS project objectives == ACROSS modifies the design of social robotics, blocked in providing predefined services, going further by means of intelligent systems. These systems are able to self-reconfigure and modify their behavior autonomously through the capacity for understanding, learning and software remote access. In order to provide an open framework for collaboration between universities, research centers and the Administration, ACROSS develops Open Source Services available to everybody. == Three application domains == ACROSS works in three application domains: Autonomous living: robots are used as technological tools to help handicapped person into daily tasks. Psycho-Affective Disorders (autism): robots are used to mitigate cognitive disorders. Marketing: robots are used to interact with humans in a recreational approach. == Consortium == Treelogic Alimerka Bizintek Universitat Politécnica de Catalunya University of Deusto European Centre for Soft Computing Fatronik - Tecnalia Fundació Hospital Comarcal Sant Antoni Abat Fundación Pública Andaluza para la Gestión de la Investigación en Salud de Sevilla, "Virgen del Rocío" University Hospitals m-BOT Omicron Electronic Universidad de Extremadura - RoboLab Verbio Technologies

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  • No Fakes Act

    No Fakes Act

    The NO FAKES Act or the Nurture Originals, Foster Art, and Keep Entertainment Safe Act, is proposed United States federal legislation concerning digital replicas. The bill was first introduced in 2023 as a discussion draft, formally introduced in 2024, and reintroduced in 2025. If enacted, the bill would establish a federal right of publicity, giving public figures and private individuals greater control over the creation and use of digital replicas of their likenesses, including artificial intelligence (AI)-generated content. If passed, the NO FAKES Act would create a legal framework for licensing digital replicas, including provisions for liability, safe harbors, and statutory exceptions. The proposal has received broad support from the entertainment and technology industries. However, digital rights organizations have raised concerns that the Act risks chilling protected speech. == Background == === Entertainment industry concerns === Actors’ concerns over studios' use of their digital likeness were one of the primary drivers of the Screen Actors Guild–American Federation of Television and Radio Artists (SAG-AFTRA) strike in 2023. Negotiators for SAG-AFTRA alleged that the Alliance of Motion Picture and Television Producers (AMPTP) sought to use the digital likenesses of actors in perpetuity and would try to replace union members, especially background actors. The AMPTP denied SAG-AFTRA's interpretation of its proposal. In November 2023, AMPTP and SAG-AFTRA reached an agreement on the use of actors’ digital replicas, which included requirements for consent and compensation. Recording labels have also expressed concerns over unauthorized digital replicas of their performers' likeness. In 2023, TikTok user Ghostwriter977 released "Heart on My Sleeve," an AI-produced song in the styles of Drake and the Weeknd. After the song received millions of streams, the Universal Music Group (UMG) initiated takedown requests to TikTok and YouTube, which removed the song from their platforms. The legal arguments attorneys made were not disclosed; however, commentators noted that they likely used the Digital Millennium Copyright Act (DMCA). This presented a novel scenario, since UMG did not have licensing rights to "Heart on My Sleeve." According to The Verge, UMG based its DMCA takedown request on an unauthorized sample used at the start of the song for the producer tag. While legal commentators noted that UMG could have asserted a violation of the artists’ rights of publicity, existing state right of publicity laws do not provide notice-and-takedown mechanisms comparable to those under the DMCA. === Legal landscape === Legal scholars have observed that AI-generated digital replicas raise questions under existing copyright and intellectual property law. U.S. copyright law generally requires that original authorship be attributable to a human; however, the extent of human intervention needed to satisfy this requirement is not clear. Copyright holders have filed lawsuits against AI companies alleging unauthorized usage of copyrighted material to train their models, though many of these cases remain pending. In terms of outputs, record labels often hold rights to artists’ musical works but do not necessarily control the artists’ voice, appearance, or likeness in the same way. As a result, AI-generated recordings such as "Heart on My Sleeve" may fall outside the scope of certain traditional copyright protections. Individuals' likenesses have historically been governed under the Lanham Act, the Federal Trade Commission Act, and right of publicity laws. The right of publicity, recognized in many state-level statutes and common law, allows individuals to bring legal claims against unauthorized commercial use of their identities. It has often, but not exclusively, been applied to celebrities or other recognizable individuals. There is no federal-level right to publicity, and state-level protections vary, especially on issues relating to digital replicas and posthumous rights, which makes it difficult for creators or other individuals to prevent unauthorized use of their likenesses. In July 2024, the U.S. Copyright Office released a report on digital replicas and recommended that Congress create a federal law to protect individuals from unauthorized uses of their digital replicas, noting the inadequacy, narrowness, and inconsistency of existing laws. == Provisions == Under the NO FAKES Act of 2025, a digital replica is defined as "a newly created, computer-generated, highly realistic electronic representation that is readily identifiable as the voice or visual likeness of an individual," living or dead. A digital replica can be embodied in sound recordings, images, or audiovisual works in which the individual did not perform or in which the individual did perform but the "fundamental character of the performance or appearance has been materially altered." The Act specifies that digital replicas do not include reproduced samples of works authorized by the copyright holder. The Act defines a "right holder" as either the individual who is the subject of a digital replica or an entity that has acquired the rights to that individual’s likeness. The Act grants right holders the exclusive right to authorize the use of an individual’s likeness in a digital replica. This right is not assignable during the individual’s lifetime; however, it can be licensed to a living individual for up to 10 years under certain conditions. Postmortem rights The Act provides that the right does not automatically expire upon an individual’s death. It may be transferred to executors, heirs, or other parties designated by the individual. The right is held by the right holder for 10 years following the individual’s death. If the right holder demonstrates active use of the digital replica within the 2 years preceding the end of the 10-year term, the right may be extended for an additional 5-year period. These five-year extensions may be renewed for up to 70 years after the individual’s death. Liability The Act establishes liability for individuals who knowingly distribute a digital replica without authorization from the right holder, as well as for entities that make available a service primarily designed to produce unlawful digital replicas. Safe harbor provisions Similar to the Communications Decency Act and the DMCA, the Act establishes safe harbor provisions for online service providers. Providers are shielded from liability if they adopt and inform users of a policy for terminating accounts that repeatedly violate the Act. The NO FAKES Act does not require online services to proactively monitor content. Instead, it creates a notice-and-takedown mechanism under which providers must promptly respond to notifications seeking the removal of unauthorized digital replicas. These safe harbor protections apply only if the online service provider designates an agent with the U.S. Copyright Office to receive notifications of alleged violations. Remedies The NO FAKES Act provides remedies that are similar to those available under U.S. copyright law. Under the Act, individuals may be held liable for either statutory damages of $5,000 or actual damages for creating or distributing an unauthorized digital replica. The legislation also establishes a tiered liability framework for online service providers. Those that make good faith efforts to comply with the Act may face statutory damages of up to $25,000 per work for violations or actual damages. Providers that do not undertake such compliance efforts may be liable for $5,000 per unauthorized display or transmission of a digital replica, with damages capped at $750,000 per work. Exclusions The Act includes several exceptions to liability that are modeled in part on fair use principles. Digital replicas are excluded from liability when "used in a bona fide news, public affairs, or sports broadcast or account;" in a documentary or historical context; or in a way that is "consistent with the public interest." These exclusions do not apply to de minimis uses or to digital replicas that are sexually explicit in nature. The Act further states that licensing requirements do not apply to licenses established through collective bargaining agreements that contain provisions governing the use of digital replicas. The Act does not impose secondary liability on providers of generative artificial intelligence tools or services whose primary purpose is not the creation of unauthorized digital replicas. Preemption The NO FAKES Act preempts laws that protect "an individual's voice and visual likeness rights in connection with a digital replica, as defined in this Act, in an expressive work." However, the Act preserves state laws governing digital replicas enacted before January 2, 2025, as well as state laws addressing digital replicas that portray sexually explicit conduct. == History == In 2023, Senators Marsha Blackburn, Chris Coons, Amy Klobuchar, and Th

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  • Energy-based model

    Energy-based model

    An energy-based model (EBM), also called Canonical Ensemble Learning (CEL) or Learning via Canonical Ensemble (LCE), is an application of canonical ensemble formulation from statistical physics for learning from data. The approach prominently appears in generative artificial intelligence. EBMs provide a unified framework for many probabilistic and non-probabilistic approaches to such learning, particularly for training graphical and other structured models. An EBM learns the characteristics of a target dataset and generates a similar but larger dataset. EBMs detect the latent variables of a dataset and generate new datasets with a similar distribution. Energy-based generative neural networks is a class of generative models, which aim to learn explicit probability distributions of data in the form of energy-based models, the energy functions of which are parameterized by modern deep neural networks. Boltzmann machines are a special form of energy-based models with a specific parametrization of the energy. == Description == For a given input x {\displaystyle x} , the model describes an energy E θ ( x ) {\displaystyle E_{\theta }(x)} such that the Boltzmann distribution P θ ( x ) = e − β E θ ( x ) Z ( θ ) {\displaystyle P_{\theta }(x)={e^{-\beta E_{\theta }(x)} \over Z(\theta )}} is a probability (density), and typically β = 1 {\displaystyle \beta =1} . Since the normalization constant: Z ( θ ) := ∫ x ∈ X e − β E θ ( x ) d x {\displaystyle Z(\theta ):=\int _{x\in X}e^{-\beta E_{\theta }(x)}dx} (also known as the partition function) depends on all the Boltzmann factors of all possible inputs x {\displaystyle x} , it cannot be easily computed or reliably estimated during training simply using standard maximum likelihood estimation. However, for maximizing the likelihood during training, the gradient of the log-likelihood of a single training example x {\displaystyle x} is given by using the chain rule: ∂ θ log ⁡ ( P θ ( x ) ) = E x ′ ∼ P θ [ ∂ θ E θ ( x ′ ) ] − ∂ θ E θ ( x ) ( ∗ ) {\displaystyle \partial _{\theta }\log \left(P_{\theta }(x)\right)=\mathbb {E} _{x'\sim P_{\theta }}[\partial _{\theta }E_{\theta }(x')]-\partial _{\theta }E_{\theta }(x)\,()} The expectation in the above formula for the gradient can be approximately estimated by drawing samples x ′ {\displaystyle x'} from the distribution P θ {\displaystyle P_{\theta }} using Markov chain Monte Carlo (MCMC). Early energy-based models, such as the 2003 Boltzmann machine by Hinton, estimated this expectation via blocked Gibbs sampling. Newer approaches make use of more efficient Stochastic Gradient Langevin Dynamics (LD), drawing samples using: x 0 ′ ∼ P 0 , x i + 1 ′ = x i ′ − α 2 ∂ E θ ( x i ′ ) ∂ x i ′ + ϵ {\displaystyle x_{0}'\sim P_{0},x_{i+1}'=x_{i}'-{\frac {\alpha }{2}}{\frac {\partial E_{\theta }(x_{i}')}{\partial x_{i}'}}+\epsilon } , where ϵ ∼ N ( 0 , α ) {\displaystyle \epsilon \sim {\mathcal {N}}(0,\alpha )} . A replay buffer of past values x i ′ {\displaystyle x_{i}'} is used with LD to initialize the optimization module. The parameters θ {\displaystyle \theta } of the neural network are therefore trained in a generative manner via MCMC-based maximum likelihood estimation: the learning process follows an "analysis by synthesis" scheme, where within each learning iteration, the algorithm samples the synthesized examples from the current model by a gradient-based MCMC method (e.g., Langevin dynamics or Hybrid Monte Carlo), and then updates the parameters θ {\displaystyle \theta } based on the difference between the training examples and the synthesized ones – see equation ( ∗ ) {\displaystyle ()} . This process can be interpreted as an alternating mode seeking and mode shifting process, and also has an adversarial interpretation. Essentially, the model learns a function E θ {\displaystyle E_{\theta }} that associates low energies to correct values, and higher energies to incorrect values. After training, given a converged energy model E θ {\displaystyle E_{\theta }} , the Metropolis–Hastings algorithm can be used to draw new samples. The acceptance probability is given by: P a c c ( x i → x ∗ ) = min ( 1 , P θ ( x ∗ ) P θ ( x i ) ) . {\displaystyle P_{acc}(x_{i}\to x^{})=\min \left(1,{\frac {P_{\theta }(x^{})}{P_{\theta }(x_{i})}}\right).} == History == The term "energy-based models" was first coined in a 2003 JMLR paper where the authors defined a generalisation of independent components analysis to the overcomplete setting using EBMs. Other early work on EBMs proposed models that represented energy as a composition of latent and observable variables. == Characteristics == EBMs demonstrate useful properties: Simplicity and stability. The EBM is the only object that needs to be designed and trained. Separate networks need not be trained to ensure balance. Adaptive computation time. An EBM can generate sharp, diverse samples or (more quickly) coarse, less diverse samples. Given infinite time, this procedure produces true samples. Flexibility. In Variational Autoencoders (VAE) and flow-based models, the generator learns a map from a continuous space to a (possibly) discontinuous space containing different data modes. EBMs can learn to assign low energies to disjoint regions (multiple modes). Adaptive generation. EBM generators are implicitly defined by the probability distribution, and automatically adapt as the distribution changes (without training), allowing EBMs to address domains where generator training is impractical, as well as minimizing mode collapse and avoiding spurious modes from out-of-distribution samples. Compositionality. Individual models are unnormalized probability distributions, allowing models to be combined through product of experts or other hierarchical techniques. == Experimental results == On image datasets such as CIFAR-10 and ImageNet 32x32, an EBM model generated high-quality images relatively quickly. It supported combining features learned from one type of image for generating other types of images. It was able to generalize using out-of-distribution datasets, outperforming flow-based and autoregressive models. EBM was relatively resistant to adversarial perturbations, behaving better than models explicitly trained against them with training for classification. == Applications == Target applications include natural language processing, robotics and computer vision. The first energy-based generative neural network is the generative ConvNet proposed in 2016 for image patterns, where the neural network is a convolutional neural network. The model has been generalized to various domains to learn distributions of videos, and 3D voxels. They are made more effective in their variants. They have proven useful for data generation (e.g., image synthesis, video synthesis, 3D shape synthesis, etc.), data recovery (e.g., recovering videos with missing pixels or image frames, 3D super-resolution, etc), data reconstruction (e.g., image reconstruction and linear interpolation ). == Alternatives == EBMs compete with techniques such as variational autoencoders (VAEs), generative adversarial networks (GANs) or normalizing flows. == Extensions == === Joint energy-based models === Joint energy-based models (JEM), proposed in 2020 by Grathwohl et al., allow any classifier with softmax output to be interpreted as energy-based model. The key observation is that such a classifier is trained to predict the conditional probability p θ ( y | x ) = e f → θ ( x ) [ y ] ∑ j = 1 K e f → θ ( x ) [ j ] for y = 1 , … , K and f → θ = ( f 1 , … , f K ) ∈ R K , {\displaystyle p_{\theta }(y|x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{\sum _{j=1}^{K}e^{{\vec {f}}_{\theta }(x)[j]}}}\ \ {\text{ for }}y=1,\dotsc ,K{\text{ and }}{\vec {f}}_{\theta }=(f_{1},\dotsc ,f_{K})\in \mathbb {R} ^{K},} where f → θ ( x ) [ y ] {\displaystyle {\vec {f}}_{\theta }(x)[y]} is the y-th index of the logits f → {\displaystyle {\vec {f}}} corresponding to class y. Without any change to the logits it was proposed to reinterpret the logits to describe a joint probability density: p θ ( y , x ) = e f → θ ( x ) [ y ] Z ( θ ) , {\displaystyle p_{\theta }(y,x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}},} with unknown partition function Z ( θ ) {\displaystyle Z(\theta )} and energy E θ ( x , y ) = − f θ ( x ) [ y ] {\displaystyle E_{\theta }(x,y)=-f_{\theta }(x)[y]} . By marginalization, we obtain the unnormalized density p θ ( x ) = ∑ y p θ ( y , x ) = ∑ y e f → θ ( x ) [ y ] Z ( θ ) =: e − E θ ( x ) , {\displaystyle p_{\theta }(x)=\sum _{y}p_{\theta }(y,x)=\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}=:e^{-E_{\theta }(x)},} therefore, E θ ( x ) = − log ⁡ ( ∑ y e f → θ ( x ) [ y ] Z ( θ ) ) , {\displaystyle E_{\theta }(x)=-\log \left(\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}\right),} so that any classifier can be used to define an energy function E θ ( x ) {\displaystyle E_{\theta }(x)} .

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  • Project Joshua Blue

    Project Joshua Blue

    Joshua Blue is a project under development by IBM that focuses on advancing the artificial intelligence field by designing and programming computers to emulate human mental functions. == Goals == According to researchers at IBM's Thomas J. Watson Research Center, the main goal of Joshua Blue is "to achieve cognitive flexibility that approaches human functioning". In short, IBM is aiming to design Joshua Blue to 'think like a human', mainly in terms of emotional thought. == How it will work == A model of Joshua Blue's learning pattern has been created. Similar to how young children learn human traits through interacting with their surroundings, Joshua Blue will acquire knowledge through external stimuli present in its environment. IBM believes that if computers evolve to learn in this way and then comprehend and analyze the knowledge gained using reason, computers could begin to possess a "mind", of sorts, capable of demonstrating complex social behaviors similar to those of humans. Thus far, IBM has revealed that Joshua Blue will be a computer with a network of wires and input nodes that function as a computer nervous system. This nervous system will be used by Joshua Blue to perceive affect or personal emotional feelings. Not only will this network of input nodes help Joshua Blue discover things physically, but it will also allow Joshua Blue to interpret the significance of events. The input nodes, or proprioceptors, will enable Joshua Blue to be aware of things that happen around itself, as well as recognize and attach meaning to the emotional effect produced by interacting with an object in a certain way. In addition, Joshua Blue's proprioceptors will function as pain and pleasure sensors, allowing Joshua Blue to employ a similar "reward and punishment" system that humans use to form behaviors.

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  • Learning vector quantization

    Learning vector quantization

    In computer science, learning vector quantization (LVQ) is a prototype-based supervised classification algorithm. LVQ is the supervised counterpart of vector quantization systems. LVQ can be understood as a special case of an artificial neural network, more precisely, it applies a winner-take-all Hebbian learning-based approach. It is a precursor to self-organizing maps (SOM) and related to neural gas and the k-nearest neighbor algorithm (k-NN). LVQ was invented by Teuvo Kohonen. == Definition == An LVQ system is represented by prototypes W = ( w ( i ) , . . . , w ( n ) ) {\displaystyle W=(w(i),...,w(n))} which are defined in the feature space of observed data. In winner-take-all training algorithms one determines, for each data point, the prototype which is closest to the input according to a given distance measure. The position of this so-called winner prototype is then adapted, i.e. the winner is moved closer if it correctly classifies the data point or moved away if it classifies the data point incorrectly. An advantage of LVQ is that it creates prototypes that are easy to interpret for experts in the respective application domain. LVQ systems can be applied to multi-class classification problems in a natural way. A key issue in LVQ is the choice of an appropriate measure of distance or similarity for training and classification. Recently, techniques have been developed which adapt a parameterized distance measure in the course of training the system, see e.g. (Schneider, Biehl, and Hammer, 2009) and references therein. LVQ can be a valuable aid in classifying text documents. == Algorithm == The algorithms are presented as in. Set up: Let the data be denoted by x i ∈ R D {\displaystyle x_{i}\in \mathbb {R} ^{D}} , and their corresponding labels by y i ∈ { 1 , 2 , … , C } {\displaystyle y_{i}\in \{1,2,\dots ,C\}} . The complete dataset is { ( x i , y i ) } i = 1 N {\displaystyle \{(x_{i},y_{i})\}_{i=1}^{N}} . The set of code vectors is w j ∈ R D {\displaystyle w_{j}\in \mathbb {R} ^{D}} . The learning rate at iteration step t {\displaystyle t} is denoted by α t {\displaystyle \alpha _{t}} . The hyperparameters w {\displaystyle w} and ϵ {\displaystyle \epsilon } are used by LVQ2 and LVQ3. The original paper suggests ϵ ∈ [ 0.1 , 0.5 ] {\displaystyle \epsilon \in [0.1,0.5]} and w ∈ [ 0.2 , 0.3 ] {\displaystyle w\in [0.2,0.3]} . === LVQ1 === Initialize several code vectors per label. Iterate until convergence criteria is reached. Sample a datum x i {\displaystyle x_{i}} , and find out the code vector w j {\displaystyle w_{j}} , such that x i {\displaystyle x_{i}} falls within the Voronoi cell of w j {\displaystyle w_{j}} . If its label y i {\displaystyle y_{i}} is the same as that of w j {\displaystyle w_{j}} , then w j ← w j + α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}+\alpha _{t}(x_{i}-w_{j})} , otherwise, w j ← w j − α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\alpha _{t}(x_{i}-w_{j})} . === LVQ2 === LVQ2 is the same as LVQ3, but with this sentence removed: "If w j {\displaystyle w_{j}} and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, then w j ← w j − α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\alpha _{t}(x_{i}-w_{j})} and w k ← w k + α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}+\alpha _{t}(x_{i}-w_{k})} .". If w j {\displaystyle w_{j}} and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, then nothing happens. === LVQ3 === Initialize several code vectors per label. Iterate until convergence criteria is reached. Sample a datum x i {\displaystyle x_{i}} , and find out two code vectors w j , w k {\displaystyle w_{j},w_{k}} closest to it. Let d j := ‖ x i − w j ‖ , d k := ‖ x i − w k ‖ {\displaystyle d_{j}:=\|x_{i}-w_{j}\|,d_{k}:=\|x_{i}-w_{k}\|} . If min ( d j d k , d k d j ) > s {\displaystyle \min \left({\frac {d_{j}}{d_{k}}},{\frac {d_{k}}{d_{j}}}\right)>s} , where s = 1 − w 1 + w {\displaystyle s={\frac {1-w}{1+w}}} , then If w j {\displaystyle w_{j}} and x i {\displaystyle x_{i}} have the same class, and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have different classes, then w j ← w j + α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}+\alpha _{t}(x_{i}-w_{j})} and w k ← w k − α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}-\alpha _{t}(x_{i}-w_{k})} . If w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, and w j {\displaystyle w_{j}} and x i {\displaystyle x_{i}} have different classes, then w j ← w j − α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\alpha _{t}(x_{i}-w_{j})} and w k ← w k + α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}+\alpha _{t}(x_{i}-w_{k})} . If w j {\displaystyle w_{j}} and w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have the same class, then w j ← w j − ϵ α t ( x i − w j ) {\displaystyle w_{j}\leftarrow w_{j}-\epsilon \alpha _{t}(x_{i}-w_{j})} and w k ← w k + ϵ α t ( x i − w k ) {\displaystyle w_{k}\leftarrow w_{k}+\epsilon \alpha _{t}(x_{i}-w_{k})} . If w k {\displaystyle w_{k}} and x i {\displaystyle x_{i}} have different classes, and w j {\displaystyle w_{j}} and x i {\displaystyle x_{i}} have different classes, then the original paper simply does not explain what happens in this case, but presumably nothing happens in this case. Otherwise, skip. Note that condition min ( d j d k , d k d j ) > s {\displaystyle \min \left({\frac {d_{j}}{d_{k}}},{\frac {d_{k}}{d_{j}}}\right)>s} , where s = 1 − w 1 + w {\displaystyle s={\frac {1-w}{1+w}}} , precisely means that the point x i {\displaystyle x_{i}} falls between two Apollonian spheres.

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  • Trustworthy AI

    Trustworthy AI

    Trustworthy AI refers to artificial intelligence systems that are designed to have transparent reasoning, are explainable (XAI), accountable, robust, fair and honest, respectful of data privacy, and steerable or alignable with human goals. == Terminology == Recent work in AI ethics distinguishes trustworthiness and trustability as two different conditions relevant to trustworthy AI. Trustworthiness is concerned with whether an AI system or the institutions deploying it merit trust by being reliable, fair, and accountable. Trustability, on the other hand, is the prior question of whether a given entity is even the kind of thing to which interpersonal trust can coherently apply as opposed to mere instrumental reliance. Some philosophers argue that current AI systems are best understood as tools that are not genuine targets of interpersonal trust. They argue that trust should be directed toward the human and institutional arrangements that govern the systems' design, deployment, and oversight. This stance supports interpreting "trustworthy AI" as trustworthy governance and use of AI rather than trust in the artifacts themselves. Transparency in AI involves making the processes and decisions of such systems understandable to users and stakeholders. Accountability ensures that there are protocols for addressing adverse outcomes or biases that may arise, with designated responsibilities for oversight and remediation. Robustness and security aim to ensure that AI systems perform reliably under various conditions and are safeguarded against malicious attacks. Harmlessness can be achieved by refusal training: training the models to avoid problematic requests, and by adding filters to detect and prevent discussion on biased, unethical, or dangerous outputs. There is research on how to train AI so that it aligns with human goals. == Techniques and ITU standardization == Trustworthy AI creation is a goal of AI governance and policymaking. To achieve transparency and data privacy, several privacy-enhancing technologies (PETs) can be used. These include: Homomorphic encryption for computing with encrypted data without ever decrypting it. Federated learning and secure multi-party computation (MPC) for distributing the model training without sharing information between the learning centers and computing servers. Differential privacy for exposing statistical data while guaranteeing that no private information is exposed. Zero-knowledge proof - providing proven validity for statements without disclosing any extra information. A work programme for achieving Trustworthy AI was set up by the International Telecommunication Union, an agency of the United Nations, initiated under its AI for Good programme. Its origin lies with the ITU-WHO Focus Group on Artificial Intelligence for Health, where a strong need for both privacy and analytics created demand for a standard in these technologies. In 2020, AI for Good moved online, and the TrustworthyAI seminar series was established to initiate discussions on these topics. This eventually led to standardization activities. === Multi-party computation === Secure multi-party computation (MPC) is being standardized under "Question 5" (the incubator) of ITU-T Study Group 17. === Homomorphic encryption === Homomorphic encryption allows for computing on encrypted data, where the outcomes or result is still encrypted and unknown to those performing the computation, but can be deciphered by the original encryptor. It is often developed with the goal of enabling use in jurisdictions different from the data creation (under, for instance, GDPR). ITU has been collaborating since the early stage of the HomomorphicEncryption.org standardization meetings, which has developed a standard on homomorphic encryption. The fifth homomorphic encryption meeting was hosted at ITU HQ in Geneva. === Federated learning === Zero-sum masks as used by federated learning for privacy preservation are used extensively in the multimedia standards of ITU-T Study Group 16 (VCEG) such as JPEG, MP3, H.264, and H.265 (commonly known as MPEG). === Zero-knowledge proof === Previous pre-standardization work on the topic of zero-knowledge proof has been conducted in the ITU-T Focus Group on Digital Ledger Technologies. === Differential privacy === The application of differential privacy in the preservation of privacy was examined at several of the "Day 0" machine learning workshops at AI for Good Global Summits. == Mozilla "Rebel Alliance" == In January 2026, the Mozilla Foundation and its subsidiaries announced a strategic shift to deploy their entire $1.4 billion reserve into building what foundation president Mark Surman termed a "rebel alliance" for trustworthy AI. Framed by Surman as a mission-driven alternative to the market dominance of OpenAI and Anthropic, the initiative seeks to establish an open-source AI stack by 2028. The alliance includes several startups funded via Mozilla Ventures, specifically focusing on decentralized governance and transparency: Trail: A firm developing AI compliance frameworks for regulated industries. Transformer Lab: A developer of open-source tools for AI model management. Oumi: A platform for training and deploying open-source models. The "rebel alliance" terminology is a historical reference to Mozilla's efforts in 1998 to challenge Microsoft's browser monopoly. While the $1.4 billion in funding is significant, it has been contrasted with the tens of billions in capital raised by proprietary competitors like OpenAI.

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  • Digital image

    Digital image

    A digital image is an image composed of picture elements, also known as pixels, each with finite, discrete quantities of numeric representation for its intensity or gray level that is an output from its two-dimensional functions fed as input by its spatial coordinates denoted with x, y on the x-axis and y-axis, respectively. An image can be vector or raster type. By itself, the term "digital image" usually refers to raster images or bitmapped images (as opposed to vector images). == Raster == Raster images have a finite set of digital values, called picture elements or pixels. The digital image contains a fixed number of rows and columns of pixels. Pixels are the smallest individual element in an image, holding quantized values that represent the brightness of a given color at any specific point. Typically, the pixels are stored in computer memory as a raster image or raster map, a two-dimensional array of small integers. These values are often transmitted or stored in a compressed form. Raster images can be created by a variety of input devices and techniques, such as digital cameras, scanners, coordinate-measuring machines, seismographic profiling, airborne radar, and more. They can also be synthesized from arbitrary non-image data, such as mathematical functions or three-dimensional geometric models; the latter being a major sub-area of computer graphics. The field of digital image processing is the study of algorithms for their transformation. === Raster file formats === Most users come into contact with raster images through digital cameras, which use any of several image file formats. Some digital cameras give access to almost all the data captured by the camera, using a raw image format. The Universal Photographic Imaging Guidelines (UPDIG) suggests these formats be used when possible since raw files produce the best quality images. These file formats allow the photographer and the processing agent the greatest level of control and accuracy for output. Their use is inhibited by the prevalence of proprietary information (trade secrets) for some camera makers, but there have been initiatives such as OpenRAW to influence manufacturers to release these records publicly. An alternative may be Digital Negative (DNG), a proprietary Adobe product described as "the public, archival format for digital camera raw data". Although this format is not yet universally accepted, support for the product is growing, and increasingly professional archivists and conservationists, working for respectable organizations, variously suggest or recommend DNG for archival purposes. == Vector == Vector images resulted from mathematical geometry (vector). In mathematical terms, a vector consists of both a magnitude, or length, and a direction. Often, both raster and vector elements will be combined in one image; for example, in the case of a billboard with text (vector) and photographs (raster). Example of vector file types are EPS, PDF, and AI. == Image viewing == Image viewer software displayed on images. Web browsers can display standard internet images formats including JPEG, GIF and PNG. Some can show SVG format which is a standard W3C format. In the past, when the Internet was still slow, it was common to provide "preview" images that would load and appear on the website before being replaced by the main image (to give a preliminary impression). Now Internet is fast enough and this preview image is seldom used. Some scientific images can be very large (for instance, the 46 gigapixel size image of the Milky Way, about 194 GB in size). Such images are difficult to download and are usually browsed online through more complex web interfaces. Some viewers offer a slideshow utility to display a sequence of images. == History == Early digital fax machines such as the Bartlane cable picture transmission system preceded digital cameras and computers by decades. The first picture to be scanned, stored, and recreated in digital pixels was displayed on the Standards Eastern Automatic Computer (SEAC) at NIST. The advancement of digital imagery continued in the early 1960s, alongside development of the space program and in medical research. Projects at the Jet Propulsion Laboratory, MIT, Bell Labs and the University of Maryland, among others, used digital images to advance satellite imagery, wirephoto standards conversion, medical imaging, videophone technology, character recognition, and photo enhancement. Rapid advances in digital imaging began with the introduction of MOS integrated circuits in the 1960s and microprocessors in the early 1970s, alongside progress in related computer memory storage, display technologies, and data compression algorithms. The invention of computerized axial tomography (CAT scanning), using x-rays to produce a digital image of a "slice" through a three-dimensional object, was of great importance to medical diagnostics. As well as origination of digital images, digitization of analog images allowed the enhancement and restoration of archaeological artifacts and began to be used in fields as diverse as nuclear medicine, astronomy, law enforcement, defence and industry. Advances in microprocessor technology paved the way for the development and marketing of charge-coupled devices (CCDs) for use in a wide range of image capture devices and gradually displaced the use of analog film and tape in photography and videography towards the end of the 20th century. The computing power necessary to process digital image capture also allowed computer-generated digital images to achieve a level of refinement close to photorealism. === Digital image sensors === The first semiconductor image sensor was the CCD, developed by Willard S. Boyle and George E. Smith at Bell Labs in 1969. While researching MOS technology, they realized that an electric charge was the analogy of the magnetic bubble and that it could be stored on a tiny MOS capacitor. As it was fairly straightforward to fabricate a series of MOS capacitors in a row, they connected a suitable voltage to them so that the charge could be stepped along from one to the next. The CCD is a semiconductor circuit that was later used in the first digital video cameras for television broadcasting. Early CCD sensors suffered from shutter lag. This was largely resolved with the invention of the pinned photodiode (PPD). It was invented by Nobukazu Teranishi, Hiromitsu Shiraki and Yasuo Ishihara at NEC in 1980. It was a photodetector structure with low lag, low noise, high quantum efficiency and low dark current. In 1987, the PPD began to be incorporated into most CCD devices, becoming a fixture in consumer electronic video cameras and then digital still cameras. Since then, the PPD has been used in nearly all CCD sensors and then CMOS sensors. The NMOS active-pixel sensor (APS) was invented by Olympus in Japan during the mid-1980s. This was enabled by advances in MOS semiconductor device fabrication, with MOSFET scaling reaching smaller micron and then sub-micron levels. The NMOS APS was fabricated by Tsutomu Nakamura's team at Olympus in 1985. The CMOS active-pixel sensor (CMOS sensor) was later developed by Eric Fossum's team at the NASA Jet Propulsion Laboratory in 1993. By 2007, sales of CMOS sensors had surpassed CCD sensors. === Digital image compression === An important development in digital image compression technology was the discrete cosine transform (DCT), a lossy compression technique first proposed by Nasir Ahmed in 1972. DCT compression is used in JPEG, which was introduced by the Joint Photographic Experts Group in 1992. JPEG compresses images down to much smaller file sizes, and has become the most widely used image file format on the Internet. == Mosaic == In digital imaging, a mosaic is a combination of non-overlapping images, arranged in some tessellation. Gigapixel images are an example of such digital image mosaics. Satellite imagery are often mosaicked to cover Earth regions. Interactive viewing is provided by virtual-reality photography.

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  • AgMES

    AgMES

    The AgMES (Agricultural Metadata Element set) initiative was developed by the Food and Agriculture Organization (FAO) of the United Nations and aims to encompass issues of semantic standards in the domain of agriculture with respect to description, resource discovery, interoperability, and data exchange for different types of information resources. There are numerous other metadata schemas for different types of information resources. The following list contains a list of a few examples: Document-like Information Objects (DLIOs): Dublin Core, Agricultural Metadata Element Set (AgMES) Events: VCalendar Geographic and Regional Information: Geographic information—Metadata ISO/IEC 11179 Standards Persons: Friend-of-a-friend (FOAF), vCard Plant Production and Protection: Darwin Core (1.0 and 2.0) (DwC) AgMES as a namespace is designed to include agriculture specific extensions for terms and refinements from established standard metadata namespaces like Dublin Core, AGLS etc. Thus, to be used for Document-like Information Objects, for example like publications, articles, books, web sites, papers, etc., it will have to be used in conjunction with the standard namespaces mentioned before. The AgMES initiative strives to achieve improved interoperability between information resources in agricultural domain by enabling means for exchange of information. Describing a DLIO with AgMES means exposing its major characteristics and contents in a standard way that can be reused easily in any information system. The more institutions and organizations in the agricultural domain that use AgMES to describe their DLIOs, the easier it will be to interchange data in between information systems like digital libraries and other repositories of agricultural information. == Use of AgMES == Metadata on agricultural Document-like Information Objects (DLIOs) can be created and stored in various formats: embedded in a web site (in the manner as with the HTML meta tag) in a separate metadata database in an XML file in an RDF file AgMES defines elements that can be used to describe a DLIO that can be used together with other metadata standards such as the Dublin Core, the Australian Government Locator Service. A complete list of all elements, refinements and schemes endorsed by AgMES is available from the AgMES website. === Creating application profiles === Application profiles are defined as schemas which consist of data elements drawn from one or more namespaces, combined by implementers, and optimized for a particular local application. Application profiles share the following four characteristics: They draw upon existing pool of metadata definition standards to extract suitable application- or requirement oriented elements. An application profile cannot create new elements. Application profiles specify the application specific details such as the schemes or controlled vocabularies. An application profile also contains information such as the format for the element value, cardinality or data type. Lastly, an application profile can refine standardized definitions as long as it is "semantically narrower or more specific". This capability of application profiles caters to situations where a domain specific terminology is needed to replace a more general one. === Sample application profiles using AgMES === The AGRIS Application Profile is a standard created specifically to enhance the description, exchange and subsequent retrieval of agricultural Document-like Information Objects (DLIOs). It is a format that allows sharing of information across dispersed bibliographic systems and is based on well-known and accepted metadata standards. The Event Application Profile is a standard created to allow members of the Agricultural community to 'know' about an upcoming event and guide them to the event Web site where they can find further information. The information communicated is thus minimum yet interoperable across domains and organizations. == AgMES and the semantic web == One of the advantages of the AgMES metadata schema is the ability to link between the metadata element and controlled vocabularies. The use of controlled vocabulary provides a "known" set of options to the indexer (and the search programmer) as to how the field can be filled out. Often the values may come from a specific thesaurus (e.g. AGROVOC) or classification schemes (e.g. the AGRIS/CARIS classification scheme) etc. Thanks to the possibility to use controlled vocabularies for metadata elements, the user is provided with the most precise information. In this context, work is also being carried out on exploiting the power of controlled vocabularies expressed as using URIs and machine-understandable semantics. In this context, FAO is promoting the Agricultural Ontology Service (AOS) initiative with the objective of expressing more semantics within the traditional thesaurus AGROVOC and build a Concept Server as a repository from which it will be always possible to extract traditional KOS.

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  • Minimum intelligent signal test

    Minimum intelligent signal test

    The minimum intelligent signal test, or MIST, is a variation of the Turing test proposed by Chris McKinstry in which only boolean (yes/no or true/false) answers may be given to questions. The purpose of such a test is to provide a quantitative statistical measure of humanness, which may subsequently be used to optimize the performance of artificial intelligence systems intended to imitate human responses. McKinstry gathered approximately 80,000 propositions that could be answered yes or no, e.g.: Is Earth a planet? Was Abraham Lincoln once President of the United States? Is the sun bigger than my foot? Do people sometimes lie? He called these propositions Mindpixels. These questions test both specific knowledge of aspects of culture, and basic facts about the meaning of various words and concepts. It could therefore be compared with the SAT, intelligence testing and other controversial measures of mental ability. McKinstry's aim was not to distinguish between shades of intelligence but to identify whether a computer program could be considered intelligent at all. According to McKinstry, a program able to do much better than chance on a large number of MIST questions would be judged to have some level of intelligence and understanding. For example, on a 20-question test, if a program were guessing the answers at random, it could be expected to score 10 correct on average. But the probability of a program scoring 20 out of 20 correct by guesswork is only one in 220, i.e. one in 1,048,576; so if a program were able to sustain this level of performance over several independent trials, with no prior access to the propositions, it should be considered intelligent. == Discussion == McKinstry criticized existing approaches to artificial intelligence such as chatterbots, saying that his questions could "kill" AI programs by quickly exposing their weaknesses. He contrasted his approach, a series of direct questions assessing an AI's capabilities, to the Turing test and Loebner Prize method of engaging an AI in undirected typed conversation. Critics of the MIST have noted that it would be easy to "kill" a McKinstry-style AI too, due to the impossibility of supplying it with correct answers to all possible yes/no questions by ways of a finite set of human-generated Mindpixels: the fact that an AI can answer the question "Is the sun bigger than my foot?" correctly does not mean that it can answer variations like "Is the sun bigger than (my hand | my liver | an egg yolk | Alpha Centauri A | ...)" correctly, too. However, the late McKinstry might have replied that a truly intelligent, knowledgeable entity (on a par with humans) would be able to work out answers such as (yes | yes | yes | don't know | ...) by applying its knowledge of the relative sizes of the objects named. In other words, the MIST was intended as a test of AI, not as a suggestion for implementing AI. It can also be argued that the MIST is a more objective test of intelligence than the Turing test, a subjective assessment that some might consider to be more a measure of the interrogator's gullibility than of the machine's intelligence. According to this argument, a human's judgment of a Turing test is vulnerable to the ELIZA effect, a tendency to mistake superficial signs of intelligence for the real thing, anthropomorphizing the program. The response, suggested by Alan Turing's essay Computing Machinery and Intelligence, is that if a program is a convincing imitation of an intelligent being, it is in fact intelligent. The dispute is thus over what it means for a program to have "real" intelligence, and by what signs it can be detected. A similar debate exists in the controversy over great ape language, in which nonhuman primates are said to have learned some aspects of sign languages but the significance of this learning is disputed.

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