AI Content Generator

AI Content Generator — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • Domain adaptation

    Domain adaptation

    Domain adaptation is a field associated with machine learning and transfer learning. It addresses the challenge of training a model on one data distribution (the source domain) and applying it to a related but different data distribution (the target domain). A common example is spam filtering, where a model trained on emails from one user (source domain) is adapted to handle emails for another user with significantly different patterns (target domain). Domain adaptation techniques can also leverage unrelated data sources to improve learning. When multiple source distributions are involved, the problem extends to multi-source domain adaptation. Domain adaptation is a specific type of transfer learning. According to the taxonomy laid out by Pan and Yang (2010), it falls into the category of transductive transfer learning. In this setting, the source and target tasks are the same (e.g., both are object recognition), but the domains differ (different marginal distributions). This distinguishes it from inductive transfer learning (where labeled data is available for the target task) and unsupervised transfer learning (where labels are unavailable in both domains). == Classification of domain adaptation problems == Domain adaptation setups are classified in two different ways: according to the distribution shift between the domains, and according to the available data from the target domain. === Distribution shifts === Common distribution shifts are classified as follows: Covariate Shift occurs when the input distributions of the source and destination change, but the relationship between inputs and labels remains unchanged. The above-mentioned spam filtering example typically falls in this category. Namely, the distributions (patterns) of emails may differ between the domains, but emails labeled as spam in the one domain should similarly be labeled in another. Prior Shift (Label Shift) occurs when the label distribution differs between the source and target datasets, while the conditional distribution of features given labels remains the same. An example is a classifier of hair color in images from Italy (source domain) and Norway (target domain). The proportions of hair colors (labels) differ, but images within classes like blond and black-haired populations remain consistent across domains. A classifier for the Norway population can exploit this prior knowledge of class proportions to improve its estimates. Concept Shift (Conditional Shift) refers to changes in the relationship between features and labels, even if the input distribution remains the same. For instance, in medical diagnosis, the same symptoms (inputs) may indicate entirely different diseases (labels) in different populations (domains). === Data available during training === Domain adaptation problems typically assume that some data from the target domain is available during training. Problems can be classified according to the type of this available data: Unsupervised: Unlabeled data from the target domain is available, but no labeled data. In the above-mentioned example of spam filtering, this corresponds to the case where emails from the target domain (user) are available, but they are not labeled as spam. Domain adaptation methods can benefit from such unlabeled data, by comparing its distribution (patterns) with the labeled source domain data. Semi-supervised: Most data that is available from the target domain is unlabelled, but some labeled data is also available. In the above-mentioned case of spam filter design, this corresponds to the case that the target user has labeled some emails as being spam or not. Supervised: All data that is available from the target domain is labeled. In this case, domain adaptation reduces to refinement of the source domain predictor. In the above-mentioned example classification of hair-color from images, this could correspond to the refinement of a network already trained on a large dataset of labeled images from Italy, using newly available labeled images from Norway. == Formalization == Let X {\displaystyle X} be the input space (or description space) and let Y {\displaystyle Y} be the output space (or label space). The objective of a machine learning algorithm is to learn a mathematical model (a hypothesis) h : X → Y {\displaystyle h:X\to Y} able to attach a label from Y {\displaystyle Y} to an example from X {\displaystyle X} . This model is learned from a learning sample S = { ( x i , y i ) ∈ ( X × Y ) } i = 1 m {\displaystyle S=\{(x_{i},y_{i})\in (X\times Y)\}_{i=1}^{m}} . Usually in supervised learning (without domain adaptation), we suppose that the examples ( x i , y i ) ∈ S {\displaystyle (x_{i},y_{i})\in S} are drawn i.i.d. from a distribution D S {\displaystyle D_{S}} of support X × Y {\displaystyle X\times Y} (unknown and fixed). The objective is then to learn h {\displaystyle h} (from S {\displaystyle S} ) such that it commits the least error possible for labelling new examples coming from the distribution D S {\displaystyle D_{S}} . The main difference between supervised learning and domain adaptation is that in the latter situation we study two different (but related) distributions D S {\displaystyle D_{S}} and D T {\displaystyle D_{T}} on X × Y {\displaystyle X\times Y} . The domain adaptation task then consists of the transfer of knowledge from the source domain D S {\displaystyle D_{S}} to the target one D T {\displaystyle D_{T}} . The goal is then to learn h {\displaystyle h} (from labeled or unlabelled samples coming from the two domains) such that it commits as little error as possible on the target domain D T {\displaystyle D_{T}} . The major issue is the following: if a model is learned from a source domain, what is its capacity to correctly label data coming from the target domain? == Four algorithmic principles == === Reweighting algorithms === The objective is to reweight the source labeled sample such that it "looks like" the target sample (in terms of the error measure considered). === Iterative algorithms === A method for adapting consists in iteratively "auto-labeling" the target examples. The principle is simple: a model h {\displaystyle h} is learned from the labeled examples; h {\displaystyle h} automatically labels some target examples; a new model is learned from the new labeled examples. Note that there exist other iterative approaches, but they usually need target labeled examples. === Search of a common representation space === The goal is to find or construct a common representation space for the two domains. The objective is to obtain a space in which the domains are close to each other while keeping good performances on the source labeling task. This can be achieved through the use of Adversarial machine learning techniques where feature representations from samples in different domains are encouraged to be indistinguishable. === Hierarchical Bayesian Model === The goal is to construct a Bayesian hierarchical model p ( n ) {\displaystyle p(n)} , which is essentially a factorization model for counts n {\displaystyle n} , to derive domain-dependent latent representations allowing both domain-specific and globally shared latent factors. == Software packages == Several compilations of domain adaptation and transfer learning algorithms have been implemented over the past decades: SKADA (Python) ADAPT (Python) TLlib (Python) Domain-Adaptation-Toolbox (MATLAB)

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  • Amazon Bedrock

    Amazon Bedrock

    Amazon Bedrock is a cloud computing service provided by Amazon Web Services (AWS) for building generative artificial intelligence applications. Launched in 2023, the platform provides a unified API to access foundation models (FMs) from several AI companies, alongside related tools. Bedrock is a serverless computing service which competes with similar enterprise AI platforms such as Microsoft Foundry and Google Cloud Platform. == History == Amazon announced Bedrock on April 13, 2023. The service became generally available on September 28, 2023. Throughout 2024 and 2025, AWS expanded the service to include AI agents, which allow models to interact with external systems. == Features == Knowledge Bases: a managed workflow for Retrieval-Augmented Generation (RAG), which allows models to pull facts from private data stored in Amazon S3. Guardrails: a security feature that allows administrators to set content filters and personally identifiable information redaction across all models in the platform to increase the safety and compliance of AI deployments. == PartyRock == In November 2023, Amazon launched PartyRock, a web-based no-code environment for building generative AI applications. The platform uses a natural language interface to translate user descriptions into software widgets. These widgets enable specific AI behaviors, including text-based prompts, conversational agents, generating images, and the summarization and querying of user-uploaded documents. Although it initially launched with a limited-time free trial, AWS transitioned the service to a recurring free daily usage credit model in early 2025.

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  • Federation of International Robot-soccer Association

    Federation of International Robot-soccer Association

    The Federation of International Robot-soccer Association (FIRA) is an international organisation organising competitive soccer competitions between autonomous robots. The matches are usually five-a-side. == History == In 1996 and 1997, this competition was known as MiroSot and was held in Daejeon, Korea. The 1996 competition offered a challenging arena to the younger generation and researchers working with autonomous mobile robotic systems. From 1998 through 2008, it was called the FIRA Cup, and in 2009, it became the FIRA RoboWorld Cup & Congress. The 15th RoboWorld Cup was held at Amrita Vishwa Vidyapeetham, Bangalore, India in September 2010. In 2013, it took place in Kuala Lumpur, Malaysia. The championship started on August 24, 2013, and ended on August 29. At that time, it involved five categories: Micro-Robot Soccer Tournament, Amire, Naro, Simulated Robot, Android, Robo and Humanoid Robot. It attracted teams from Singapore, Indonesia, Taiwan, India, China, South Korea, the United Kingdom, Mexico, Canada, Russia and Malaysia. 80 teams from 11 countries participated. In 2018, the competition had 277 teams participating from 12 countries. === Past Events === == FIRA RoboWorld Cup & Congress == This competition has 4 leagues: FIRA AIR, FIRA Sports, FIRA Challenges, and FIRA Youth. Each league has its own competitions, and each competition can have several events. === FIRA AIR === The FIRA AIR league has two associated competitions, Autonomous Race and Emergency Service. === FIRA Sports === The FIRA Sports league has four associated competitions, HuroCup, RoboSot, SimuroSot, and AndroSot. This the robot soccer league. HuroCup consists of single events for bipedal humanoid robots. The events are: archery, sprint, marathon, united soccer, obstacle run, long jump, spartan race, marathon, weightlifting, and basketball. There is an all-round competition for the single robot that performs the best overall. === FIRA Challenges === The FIRA Challenges league has three associated competitions, Autonomous Cars, Autonomous Cars Simulation, Innovation and Business. === FIRA Youth === The FIRA Youth league has six associated challenges, Sport Robots, HuroCup Junior, CityRacer, DRV_Explorer, Cliff Hanger, and Mission Impossible.

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  • Tempos Modernos

    Tempos Modernos

    Tempos Modernos (English: Modern Times) is a Brazilian telenovela produced and broadcast by TV Globo. It premiered on 11 January 2010, replacing Caras & Bocas, and ended on 16 July 2010, replaced by Ti Ti Ti. The series is written by Bosco Brasil, with the collaboration of Izabel de Oliveira, Maria Elisa Berredo, Mário Teixeira and Patrícia Moretzsohn. It stars Fernanda Vasconcellos, Thiago Rodrigues, Antônio Fagundes, and Eliane Giardini. Priscila Fantin, Danton Mello, Marcos Caruso, Regiane Alves, Vivianne Pasmanter, Otávio Muller, Felipe Camargo, and Malu Galli also star in main roles. == Cast == Fernanda Vasconcellos as Cornélia Cordeiro Santos Reis "Nelinha" Thiago Rodrigues as José Carlos Pimenta Cordeiro "Zeca" Antônio Fagundes as Leal Cordeiro Eliane Giardini as Hélia Pimenta Priscila Fantin as Nara Nolasco Marcos Caruso as Otto Niemann Vivianne Pasmanter as Regiane Cordeiro Mourão Regiane Alves as Goretti Cordeiro Bodanski "Gô" Otávio Muller as Altemir Assunção da Paz Bodanski (Bodanski) Felipe Camargo as Vinícius Porto de Mello "Portinho" Danton Mello as Renato Vieira de Mattos Alessandra Maestrini as Benedita Kusnezov Piñon "Dita'" Leonardo Medeiros as Ramon Piñon Guilherme Weber as Albano Mourão Grazi Massafera as Deodora Madureira Niemann / N. Anne Malu Galli as Iolanda Paranhos Guilherme Leicam as Led Piñon Aline Peixoto as Jannis Piñon Caroline Abras as Katrina João Baldasserini as Túlio Osório Débora Duarte as Tertuliana "Tertu" Otávio Augusto as Faustaço Lumbriga Selma Egrei as Tamara Palumbo Genézio de Barros as Pasquale Paula Possani as Maureen Lobianco Ricardo Blat as Fidélio Pascoal da Conceição as Zuppo Tuna Dwek as Justine Jairo Mattos as Gaulês "Jean Paul" Luciana Borghi as Bárbara Lee Cris Vianna as Tita Bicalho Edmilson Barros as Lindomar Mariano Assunção Cláudia Missura as Lavínia Palumbo Victor Pecoraro as Ricardo Maurício "Maurição" Naruna Costa as Dolores Damasceno Antônio Fragoso as Zapata Fabrício Boliveira as Nabuco Mota Eliana Pittman as Miranda Paranhos Márcio Seixas as Frankenstein "Frank" (voice) Joana Lerner as Heloísa "Helô" Darlan Cunha as João Carlos Paranhos "Joca" Janaína Ávila as Milena Morgado Anderson Lau as Okuda Alexandra Martins as Dulcinólia Lumbriga "Duba" Paulo Leal de Melo as Raulzão "Ducha Fria" Cássio Inácio as Tartana Gilberto Miranda as Madrugadinha Rafa Martins as Max do Cavaco Isabel Lobo as Thaís Trancoso Alexandre Cioletti as Valvênio Xandy Britto as Nelsinho Pallotti Polliana Aleixo as Maria Eunice Cordeiro Bodanski Ana Karolina Lannes as Maria Eugênia Cordeiro Bodanski Rebeca Orestein as Maria Helena Cordeiro Bodanski Jenifer de Oliveira Andrade as Maria Clara Cordeiro Bodanski

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  • ImHex

    ImHex

    ImHex is a free cross-platform hex editor available on Windows, macOS, and Linux. ImHex is used by programmers and reverse engineers to view and analyze binary data. == History == The initial release of the project in November 2020, saw significant interest on GitHub. == Features == Features include: Hex editor Custom pattern matching and analysis scripting language Visual, node based data pre-processor Disassembler Running and visualizing of YARA rules Bookmarks Binary data diffing Additional Tools MSVC, Itanium, D and Rust name demangler ASCII table Calculator Base converter File utilities IEEE 754 floating point decoder Division by invariant multiplication calculator TCP/IP client and server Support for: Data importing and exporting ASCII string, Unicode string, numeric, hexadecimal and regular expressions search Byte manipulation File hashing Plug-ins

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  • Computer-automated design

    Computer-automated design

    Design Automation usually refers to electronic design automation, or Design Automation which is a Product Configurator. Extending Computer-Aided Design (CAD), automated design and Computer-Automated Design (CAutoD) are more concerned with a broader range of applications, such as automotive engineering, civil engineering, composite material design, control engineering, dynamic system identification and optimization, financial systems, industrial equipment, mechatronic systems, steel construction, structural optimisation, and the invention of novel systems. The concept of CAutoD perhaps first appeared in 1963, in the IBM Journal of Research and Development, where a computer program was written. to search for logic circuits having certain constraints on hardware design to evaluate these logics in terms of their discriminating ability over samples of the character set they are expected to recognize. More recently, traditional CAD simulation is seen to be transformed to CAutoD by biologically-inspired machine learning, including heuristic search techniques such as evolutionary computation, and swarm intelligence algorithms. == Guiding designs by performance improvements == To meet the ever-growing demand of quality and competitiveness, iterative physical prototyping is now often replaced by 'digital prototyping' of a 'good design', which aims to meet multiple objectives such as maximised output, energy efficiency, highest speed and cost-effectiveness. The design problem concerns both finding the best design within a known range (i.e., through 'learning' or 'optimisation') and finding a new and better design beyond the existing ones (i.e., through creation and invention). This is equivalent to a search problem in an almost certainly, multidimensional (multivariate), multi-modal space with a single (or weighted) objective or multiple objectives. == Normalized objective function: cost vs. fitness == Using single-objective CAutoD as an example, if the objective function, either as a cost function J ∈ [ 0 , ∞ ) {\displaystyle J\in [0,\infty )} , or inversely, as a fitness function f ∈ ( 0 , 1 ] {\displaystyle f\in (0,1]} , where f = J 1 + J {\displaystyle f={\tfrac {J}{1+J}}} , is differentiable under practical constraints in the multidimensional space, the design problem may be solved analytically. Finding the parameter sets that result in a zero first-order derivative and that satisfy the second-order derivative conditions would reveal all local optima. Then comparing the values of the performance index of all the local optima, together with those of all boundary parameter sets, would lead to the global optimum, whose corresponding 'parameter' set will thus represent the best design. However, in practice, the optimization usually involves multiple objectives and the matters involving derivatives are a lot more complex. == Dealing with practical objectives == In practice, the objective value may be noisy or even non-numerical, and hence its gradient information may be unreliable or unavailable. This is particularly true when the problem is multi-objective. At present, many designs and refinements are mainly made through a manual trial-and-error process with the help of a CAD simulation package. Usually, such a posteriori learning or adjustments need to be repeated many times until a ‘satisfactory’ or ‘optimal’ design emerges. == Exhaustive search == In theory, this adjustment process can be automated by computerised search, such as exhaustive search. As this is an exponential algorithm, it may not deliver solutions in practice within a limited period of time. == Search in polynomial time == One approach to virtual engineering and automated design is evolutionary computation such as evolutionary algorithms. === Evolutionary algorithms === To reduce the search time, the biologically-inspired evolutionary algorithm (EA) can be used instead, which is a (non-deterministic) polynomial algorithm. The EA based multi-objective "search team" can be interfaced with an existing CAD simulation package in a batch mode. The EA encodes the design parameters (encoding being necessary if some parameters are non-numerical) to refine multiple candidates through parallel and interactive search. In the search process, 'selection' is performed using 'survival of the fittest' a posteriori learning. To obtain the next 'generation' of possible solutions, some parameter values are exchanged between two candidates (by an operation called 'crossover') and new values introduced (by an operation called 'mutation'). This way, the evolutionary technique makes use of past trial information in a similarly intelligent manner to the human designer. The EA based optimal designs can start from the designer's existing design database, or from an initial generation of candidate designs obtained randomly. A number of finely evolved top-performing candidates will represent several automatically optimized digital prototypes. There are websites that demonstrate interactive evolutionary algorithms for design. allows you to evolve 3D objects online and have them 3D printed. allows you to do the same for 2D images.

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  • The Old Axolotl

    The Old Axolotl

    The Old Axolotl (Polish: Starość aksolotla) is a 2015 digital-only novel by Polish science-fiction author Jacek Dukaj. The novel was released in Polish on March 10, 2015, and shortly afterward, on March 24 that year, in English (translated by Stanley Bill). It has been described as "an experiment in reading (and creating) the electronic literature of the future". It is Dukaj's first novel to be published in English, though several of his short stories (The Golden Galley, 1996, The Iron General, 2010, The Apocrypha of Lem, 2011) have been translated prior to this. The novel has inspired two Netflix original series: the 2020 Belgian Into the Night, and its 2022 Turkish language spin-off Yakamoz S-245. == Plot == The novel presents a post-apocalyptic, cyberpunk vision of Earth where biological life has been wiped out, inhabited by robots and mechs, many of which are humans whose consciousness has been digitized in the wake of an extinction event. == Significance and analysis == The novel is an example of electronic literature, available only in digital formats, and has no traditional paper version. It was designed from the beginning not only to incorporate more traditional elements such as illustrations, but also hypertext, and 3D-printable models of main robotic characters designed by Alex Jaeger, the art director of Transformers films. The novel composition is layered, with the narrative layer, an encyclopedic/hyperlinked footnote layer, and a multimedia layer, including illustrations and a short promotional video by the Oscar-nominated Platige Image studio. One of the novel's central questions is: "What does it mean to be human?" Other subjects include post humanism and other "staples of cyberpunk and related genres, such as the artificial intelligence". The novel is representative of Dukaj's prose, posing philosophical questions about the future of man and technology. The author explained that: "stories such as The Old Axolotl that model an ‘escape from the body’ are born out of a sense of progress as a process of ‘de-animalising’ human beings through science. This has its origin in the pre-Enlightenment intuition of ‘liberation from nature’. For one of the last shackles of nature is corporeality itself, the limitations of our physicality." The other major element of the novel is Dukaj's attempts to introduce the reader to the new style of electronic literature. The novel was nominated for the 2016 Janusz A. Zajdel Award.

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  • Megami Tensei

    Megami Tensei

    Megami Tensei, marketed internationally as Shin Megami Tensei (formerly Revelations), is a Japanese media franchise created by Aya Nishitani, Kouji "Cozy" Okada, Ginichiro Suzuki, and Kazunari Suzuki. Primarily developed and published by Atlus, the franchise consists of multiple subseries and covers multiple role-playing video game genres including tactical role-playing, action role-playing, and massively multiplayer online role-playing. The first two titles in the series were published by Namco (now Bandai Namco Entertainment), but have been almost always published by Atlus in Japan and North America since the release of Shin Megami Tensei. For Europe, Atlus publishes the games through third-party companies. The series was originally based on Digital Devil Story, a science fiction novel series by Aya Nishitani. The series takes its name from the first book's subtitle. Most Megami Tensei titles are stand-alone entries with their own stories and characters. Recurring elements include plot themes, a story shaped by the player's choices, and the ability to fight using and often recruit creatures (demons, Personas) to aid the player in battle. Elements of philosophy, religion, occultism, and science fiction have all been incorporated into the series at different times. While not maintaining as high a profile as series such as Final Fantasy and Dragon Quest, it is highly popular in Japan and maintains a strong cult following in the West, finding critical and commercial success. The series has become well known for its artistic direction, challenging gameplay, and music, but raised controversy over its mature content, dark themes, and use of Christian religious imagery. Additional media include manga adaptations, anime films, and television series. In Japan, some games in the series do not use the "Megami Tensei" title, such as the Persona sub-series. Many of the early games in the series were not localized due to potentially controversial content including religious references, and later due to their age. English localizations have used the "Shin Megami Tensei" moniker since the release of Shin Megami Tensei: Nocturne in 2004. == Titles == === Games === The first installment in the franchise, Digital Devil Story: Megami Tensei, was released on September 11, 1987. The following entries have nearly always been unrelated to each other except in carrying over thematic and gameplay elements. The Megami Tensei games, and the later Shin Megami Tensei titles form the core of the series, while other subseries such as Persona, Devil Children, and Devil Summoner are spin-offs marketed as part of the franchise. There are also stand-alone spin-off titles. ==== Main series ==== Two entries were released for the Famicom: Digital Devil Story: Megami Tensei in 1987, and Digital Devil Story: Megami Tensei II in 1990. The two titles are unrelated to each other in terms of story, and each introduced the basic gameplay and story mechanics that would come to define the series. Three entries were released for the Super Famicom: Shin Megami Tensei in 1992, followed byShin Megami Tensei II in 1994, and Shin Megami Tensei If..., released later in the same year. Shin Megami Tensei III: Nocturne was released in 2003 for the PlayStation 2. Its Maniax Edition director's cut was released in Japan and North America in 2004, and in Europe in 2005. The numeral was dropped for its North American release, and its title changed to Shin Megami Tensei: Lucifer's Call in Europe. Shin Megami Tensei IV for the Nintendo 3DS was released in 2013 in Japan and North America, and a year later in Europe as a digital-only release. Another game set in the same universe, Shin Megami Tensei IV: Apocalypse, was released for the 3DS in February 2016 in Japan. Shin Megami Tensei V was released on the Nintendo Switch in 2021. An enhanced version of the game titled Shin Megami Tensei V: Vengeance was released in June 2024 for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S. In addition to the main series, there are also numerous spin-offs. Shin Megami Tensei: Nine, was released for the Xbox in 2002. Originally designed as a massively multiplayer online role-playing game (MMORPG), it was later split into a dual single-player and multiplayer package, and the single-player version released first. The online version was delayed and eventually cancelled as the developers could not manage the required online capacities using Xbox Live. Shin Megami Tensei: Imagine, a true MMOROG released for Microsoft Windows, was released in 2007 in Japan, 2008 in North America, and 2009 in Europe. Western service was terminated in 2014 when Marvelous USA, the game's then-handlers, shut down their PC Online game department. Shin Megami Tensei: Strange Journey was released for the Nintendo DS in 2009 in Japan and 2010 in North America. Its Japanese service ended in May 2016. A smartphone game, Shin Megami Tensei: Liberation Dx2, was released in 2018. ==== Persona ==== The Persona series is the largest and most popular spin-off from the Megami Tensei series. The first entry in the series, Megami Ibunroku Persona (originally released overseas as Revelations: Persona), was released in 1996 in Japan and North America. The first Persona 2 title, Innocent Sin, was released in 1999 in Japan. The second game, Eternal Punishment, was released in 2000 in Japan and North America. Persona 3 was released in 2006 in Japan, 2007 in North America, and 2008 in Europe. Its sequel, Persona 4, was released in 2008 in Japan and North America, and in 2009 in Europe. A sixth entry in the series, Persona 5, was released in Japan on September 15, 2016, and was released in North America and Europe on April 4, 2017, to critical acclaim. The series also features spin-offs, including Persona Q: Shadow of the Labyrinth and Persona Q2: New Cinema Labyrinth, two fighting games Persona 4 Arena and its sequel Arena Ultimax as well as the crossover fighting game BlazBlue: Cross Tag Battle, tactical role-playing game Persona 5 Tactica, action role-playing game Persona 5 Strikers and rhythm games Persona 4: Dancing All Night, Persona 3: Dancing in Moonlight, and Persona 5: Dancing in Starlight. While Persona 3 and 4 used the Shin Megami Tensei moniker in the West, it was dropped for the Persona 4 Arena duology and Persona 4 Golden as it would have made the titles too long to be practical. ==== Devil Summoner ==== The Devil Summoner subseries began in 1995 with the release of Shin Megami Tensei: Devil Summoner. It was followed by Devil Summoner: Soul Hackers in 1997, then followed by Soul Hackers 2, released in 2022. Two action role-playing prequels set in 1920s Tokyo were also developed, which revolve around demon summoner Raidou Kuzunoha: Raidou Kuzunoha vs. the Soulless Army was released in 2006, and Raidou Kuzunoha vs. King Abaddon was released in 2008. ==== Other spin-offs ==== Aside from Persona and Devil Summoner, there are other spin-off series covering multiple genres. After the release of Shin Megami Tensei II, Atlus began focusing work on building spin-offs and subseries that would form part of the Megami Tensei franchise. Shortly after Nocturne's release, a duology titled Digital Devil Saga (Digital Devil Saga: Avatar Tuner in Japan) was created based around similar systems to Nocturne, and was also intended as a more accessible gaming experience. Two tactical role-playing games have been developed by Atlus for the DS under the Devil Survivor moniker: the original Devil Survivor and Devil Survivor 2. Both have received expanded ports for the 3DS. Other subseries include Last Bible, a series aimed at a younger audience and using a pure fantasy setting; Devil Children, which was inspired by the popular Pokémon series; and Majin Tensei, a series of strategy games. Two notable stand-alone spin-offs are action spin-off Jack Bros. and Tokyo Mirage Sessions ♯FE, a crossover with Intelligent Systems' Fire Emblem series. === Related media === Several titles in the franchise have received anime and manga adaptations. Persona 3 received both a four-part theatrical adaptation (#1 Spring of Birth, #2 Midsummer Knight's Dream, #3 Falling Down, #4 Winter of Rebirth), and a spin-off series titled Persona: Trinity Soul. Persona 4 received two adaptations: Persona 4: The Animation, based on the original game, and Persona 4: The Golden Animation, based on its expanded PlayStation Vita port. A live-action television series based on the original Devil Summoner was broadcast between 1997 and 1998. Devil Survivor 2 also received an anime adaptation of the same name, and the Devil Children series received two anime adaptations. Multiple Shin Megami Tensei and Persona titles have received manga and CD drama adaptations. Action figures and merchandise related to Persona have also been produced. == Common elements == Despite most games in the series taking place in different continuities, they do share certain elements

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  • Screenless video

    Screenless video

    Screenless video is any system for transmitting visual information from a video source without the use of a screen. Screenless computing systems can be divided into three groups: Visual Image, Retinal Direct, and Synaptic Interface. == Visual image == Visual Image screenless display includes any image that the eye can perceive. The most common example of Visual Image screenless display is a hologram. In these cases, light is reflected off some intermediate object (hologram, LCD panel, or cockpit window) before it reaches the retina. In the case of LCD panels the light is refracted from the back of the panel, but is nonetheless a reflected source. Google has proposed a similar system to replace the screens of tablet computers and smartphones. == Retinal display == Virtual retinal display systems are a class of screenless displays in which images are projected directly onto the retina. They are distinguished from visual image systems because light is not reflected from some intermediate object onto the retina, it is instead projected directly onto the retina. Retinal Direct systems, once marketed, hold out the promise of extreme privacy when computing work is done in public places because most snooping relies on viewing the same light as the person who is legitimately viewing the screen, and retinal direct systems send light only into the pupils of their intended viewer. == Synaptic interface == Synaptic Interface screenless video does not use light at all. Visual information completely bypasses the eye and is transmitted directly to the brain. While such systems have only been implemented in humans in rudimentary form - for example, displaying single Braille characters to blind people – success has been achieved in sampling usable video signals from the biological eyes of a living horseshoe crab through their optic nerves, and in sending video signals from electronic cameras into the creatures' brains using the same method.

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  • SF8

    SF8

    SF8 (Korean: 에스 에프 에잇) is a South Korean science fiction anthology television series. It is a movie-drama crossover project between MBC, the Directors Guild of Korea, the OTT platform Wavve and the production company Soo Film. The director's cuts of all episodes were released on Wavve on July 10, 2020 while MBC TV aired one episode a week from August 14 to October 9, 2020. The series has been regarded as a Korean equivalent of the British series Black Mirror as they have the same format and similar themes, though Min Kyu-dong believes that SF8 is more diversified since eight different filmmakers were involved in the project. SF8 was screened at the 24th Bucheon International Fantastic Film Festival. == Synopsis == SF8 revolves around people who dream of a perfect society. It tackles the themes of artificial intelligence, augmented reality, virtual reality, robots, games, fantasy, horror, superpowers and disasters. == Episodes == Short summaries adapted from BiFan. == Production == === Development === Min Kyu-dong, creator of the series, said that "sci-fi movies were the driving force behind many movie directors' dreams. Unfortunately, due to the relatively high budget and narrow market limitations, various works were not able to be produced." He had been working on this project for two years before he partnered with Wavve and MBC. He also took charge of casting the actors, which lasted for a year. During a press conference held at CGV Yongsan I'Park Mall in Seoul on July 8, 2020, Min Kyu-dong said that all the episodes were produced with an equal amount of budget and that the overall budget was lower than one of a small commercial film. Roh Deok, who co-wrote and directed the "Manxin" episode, mentioned that "while commercial film productions [...] inevitably limit the directors' freedom as a creator, [they] had more independence in production" and "although there were physical limits, [he] thinks [they] went through the process of discovering what [they] can do inside those boundaries." === Filming === Eight directors from the Directors Guild of Korea (DGK) each directed an episode from the series. Filming began on February 21, 2020 with Jang Cheol-soo's "White Crow" and ended on May 7 with Kim Ui-seok's "Empty Body". Filming was completed within 10 filming sessions for each episode. === Credits === Credits adapted from BiFan. == Release == The director's cut was released on the OTT platform Wavve on July 10, 2020 and the original episodes were aired on MBC TV from August 14 to October 9.

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  • Perry Rhodan

    Perry Rhodan

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

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  • Overwatch

    Overwatch

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

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  • Shopify

    Shopify

    Shopify Inc., stylized as shopify, is a Canadian multinational e-commerce company headquartered in Ottawa, Ontario that operates a platform for retail point-of-sale systems. The company has over 5 million customers and processed US$292.3 billion in transactions in 2024, of which 57% was in the United States. Major customers include Tesla, LVMH, Nestlé, PepsiCo, AB InBev, Kraft Heinz, Lindt, Whole Foods Market, Red Bull, and Hyatt. The company's software has been praised for its ease of use and reasonable fee structure. It has been described as the "go-to e-commerce platform for startups". However, the company has faced criticism for allegedly inflating their sales data and for associating with controversial sellers. == History == === 2006: Founding === Shopify was founded in 2006 by friends Tobias Lütke, Daniel Weinand and Scott Lake after launching Snowdevil, an online store for snowboarding equipment, in 2004. Dissatisfied with the existing e-commerce products on the market, Lütke, a computer programmer by trade, instead built his own. Lütke used the open source web application framework Ruby on Rails to build Snowdevil's online store and launched it after two months of development. The Snowdevil founders launched the platform as Shopify in June 2006. Shopify created an open-source template language called Liquid, which is written in Ruby and has been used since 2006. In June 2009, Shopify launched an application programming interface (API) platform and App Store. The API allows developers to create applications for Shopify online stores and then sell them on the Shopify App Store. === 2010s === In January 2010, Shopify started its Build-A-Business competition, in which participants create a business using its commerce platform. The winners of the competition received cash prizes and mentorship from entrepreneurs, such as Richard Branson, Eric Ries and others. In April of that year, Shopify launched a free mobile app on the Apple App Store. The app allows Shopify store owners to view and manage their stores from iOS mobile devices. In December 2010, Shopify raised $7 million from a series A round from Bessemer Venture Partners, FirstMark Capital, and Felicis Ventures at a $20 million pre-money valuation. At that time, the company had annualized transaction value of $132 million. In October 2011, it raised $15 million in a Series B round. In August 2013, Shopify launched Shopify Payments in partnership with Stripe. Shopify Payments allows merchants to accept payments without requiring a third-party payment gateway. The company also announced the launch of a point of sale system to enable in-person sales in addition to online. The company received $100 million in Series C funding in December 2013. Shopify earned $105 million in revenue in 2014, twice as much as it raised the previous year. In February 2014, Shopify released "Shopify Plus" for large e-commerce businesses seeking access to additional features and support. Shopify went public via an initial public offering on May 21, 2015 raising more than $131 million. In September 2015, Amazon.com closed its Amazon Webstore service for merchants and selected Shopify as the preferred migration provider; In April 2016, Shopify announced Shopify Capital, a cash advance product. Shopify Capital was initially piloted to merchants within the US and allowed merchants to receive an advance on future earnings processed through its payment gateway. Since its launch in 2016, Shopify Capital has provided more than $5.1 billion in funding to Shopify merchants, with a maximum advance of $2 million. On June 7, 2016, Shopify launched its Shopify Plus Partners Program, to help agencies connect with evolving businesses in ecommerce space. On October 3, 2016, Shopify acquired Boltmade. In November 2016, Shopify partnered with Paystack which allowed Nigerian online retailers to accept payments from customers around the world. On November 22, 2016, Shopify launched Frenzy, a mobile app that improves flash sales. In January 2017, Shopify announced integration with Amazon that would allow merchants to sell on Amazon from their Shopify stores. In April 2017, Shopify introduced its Chip & Swipe Reader, a Bluetooth enabled debit and credit card reader for brick and mortar retail purchases. The company has since released additional technology for brick and mortar retailers, including a point-of-sale system with a Dock and Retail Stand similar to that offered by Square, and a tappable chip card reader. Shopify announced a one-click accelerated checkout feature called Shopify Pay in April 2017 as an exclusive feature for merchants using Shopify Payments as their payment processor. Customers can save their shipping and payment information for future purchases from all participating Shopify stores. In November 2017 Shopify announced Arrive, a mobile application to help customers track packages from both Shopify merchants and other e-commerce websites. In September 2018, Shopify announced plans to expand its office space in Toronto's King West neighborhood in 2022 as part of "The Well" complex, jointly owned by Allied Properties REIT and RioCan REIT. In October 2018, Shopify opened its first flagship, a physical space for business owners in Los Angeles. The space offered educational classes, coworking space, a "genius bar" for companies that use Shopify software, and workshops. Online cannabis sales in Ontario, Canada, used Shopify's software when the drug was legalized in October 2018. Shopify's software is also used for in-person cannabis sales in Ontario since becoming legal in 2019. In January 2019, Shopify announced the launch of Shopify Studios, a full-service television and film content and production house. On March 22, 2019, Shopify and email marketing platform Mailchimp ended an integration agreement over disputes involving customer privacy and data collection. In April 2019, Shopify announced an integration with Snapchat to allow Shopify merchants to buy and manage Snapchat Story ads directly on the Shopify platform. The company had previously secured similar integration partnerships with Facebook and Google. On August 14, 2019, Shopify launched Shopify Chat, a new native chat function that allows merchants to have real-time conversations with customers visiting Shopify stores online. === 2020s === In January 2020, the company announced plans to hire in Vancouver, Canada. Additionally, the effects of the COVID-19 pandemic contributed to lifting stock prices. On February 21, 2020, Shopify announced plans to join the Diem Association, known as Libra Association at the time. Also that month, Shopify Pay was rebranded as Shop Pay. In April, Arrive was rebranded as Shop, combining both customer-facing features under a single brand. In May, during the COVID-19 pandemic, Shopify announced it would shift most of its global workforce to permanent remote work. It was reported that Shopify's valuation would likely rise on the back of options it had in the company Affirm that was expecting to go public shortly. In November 2020, Shopify announced a partnership with Alipay to support merchants with cross-border payments. Shopify also provided the opportunity for users to connect Alibaba and AliExpress to Shopify through a Alibaba Dropshipping app that could be purchased through the Shopify App Store. Multiple applications launched between 2021 and 2024 allowed customers to connect their Shopify store to their Alibaba account and then import and publish your products. The integration automatically syncs inventory and orders between both platforms so that Alibaba vendors can ship directly to dropshipping customers.As a result of Affirm's January 13, 2021 IPO, Shopify's 8% stake in Affirm was worth $2 billion. About half of Shopify's C-level executives left the company in early 2021. On June 29, 2021, Shopify removed the 20% revenue share for app developers that make less than US$1 million per year. On January 18, 2022, Shopify announced a partnership with JD.com to let U.S. merchants expand their operations in China, listing their products on JD's cross-border e-commerce platform JD Worldwide. On March 22, 2022, Shopify introduced Linkpop, a product to create a branded, social marketplace through which merchants can advertise and market their products via links to be added on social media channels. The following month, Shopify, Alphabet Inc., Meta Platforms, McKinsey & Company, and Stripe, Inc. announced a $925 million advance market commitment of carbon dioxide removal (CDR) from companies that are developing CDR technology over the next 9 years. In June 2022, Shopify partnered with Twitter. As a part of the deal, Twitter announced that it would launch a sales channel app for all of Shopify's U.S. merchants through its app store. Shopify also partnered with PayPal to offer Shopify Payments to merchants in France. On July 26, 2022, Lütke announced immediate layoffs totalling roughly 10 percent of its workforce. In

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  • Project Debater

    Project Debater

    Project Debater is an IBM artificial intelligence project, designed to participate in a full live debate with expert human debaters. It follows on from the Watson project which played Jeopardy! == Development == Project Debater was developed at IBM's lab in Haifa, Israel. The project was proposed by Noam Slonim in 2011 as the IBM Research next Grand Challenge, following Deep Blue and the victory of Watson in Jeopardy! It was exposed for the first time in a closed media event at June 18, 2018, in San Francisco, under the leadership of Ranit Aharonov and Slonim, both from the IBM Research lab in Haifa, Israel. The AI technology debated two human debaters, Noa Ovadia, who was the 2016 Israeli debate champion and Dan Zafrir. The two debated on the topics "We should subsidize space exploration" and "Should we increase the use of telemedicine." A demonstration of Project Debater also aired on the Discovery Channel in June 2018 debating the question of whether sports gambling should be legalized. == Live Debate == On February 11, 2019, Project Debater was revealed to the world in a live debate in San Francisco. Nonpartisan media group Intelligence Squared U.S. Debates hosted the debate which was moderated by journalist John Donvan. The debate took place between Project Debater and Harish Natarajan, who holds the world record in number of debate competition victories. The motion was “We should subsidize preschools.” == That's Debatable Television Show == Project Debater was featured in a television series called “That’s Debatable” presented by Intelligence Squared U.S. Debates and Bloomberg Media. For each episode of “That’s Debatable,” Project Debater provided insight into three distinct debate topics on the redistribution of wealth, modern monetary theory, and a US-China space race. More than 5,000 arguments were submitted online from around the world across the three topics, which were then analyzed and distilled into key points that were highlighted on the television show and discussed by human debaters. == Artificial Intelligence Capabilities == To develop Project Debater, the IBM Research team had to endow the system with the following AI capabilities: Data-driven speech writing and delivery: Project Debater is the first demonstration of a computer that can digest massive corpora, and given a short description of a controversial topic, write a well-structured speech, and deliver it with clarity and purpose, while even incorporating humor where appropriate. Listening comprehension: the ability to identify the key concepts and claims hidden within long continuous spoken language. Four minutes of persuasive speech: the guarantee of producing four minutes of persuasive speech. Modeling human dilemmas: modeling the world of human controversy and dilemmas in a unique knowledge representation, enabling the system to suggest principled arguments as needed. An article on the project was published in Nature in March 2021.

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  • Grok sexual deepfake scandal

    Grok sexual deepfake scandal

    From 2025 onwards, X (formerly Twitter)'s integrated chatbot, Grok, has allowed users to nonconsensually alter images of individuals, including minors, to show them in bikinis or transparent clothing, or in sexually suggestive contexts. The majority of these prompts were targeted at women and girls. Users were able to generate such images by responding to a photo with a request to Grok, such as "put her in a bikini", to which the chatbot would publicly reply with a generated image. The scandal drew significant criticism from lawmakers across the world, and there were calls for bans on X, as well as legal crackdowns on X and xAI for, amongst other reasons, the facilitation of sexual abuse, revenge porn, and child pornography. == Background == Deepfake pornography emerged in the late 2010s with the advent of machine learning. Originally, it was created on a small individual scale using a combination of machine learning algorithms, computer vision techniques, and AI software. However, the production process has significantly evolved since 2018, with the advent of several public apps that have largely automated the process. Since 2023, several AI apps available on Google Play and the Apple App Store are capable of "nudify-ing" user provided photos to generate non-consensual deepfake pornography. Grok would first be proposed by Elon Musk in 2023, when he expressed an intention to create his own AI chatbot to "combat bias". Grok version 2.0, released on August 14, 2024, would introduce image generation capabilities, ones which would be improved over successive updates. == Grok deepfake generation == Cases of Grok being used to remove the clothes from women in pictures, replacing them with bikinis or lingerie, began to surface in May 2025. By late December 2025, a trend of X users requesting such edits to women's photos without permission had taken root, and this received significant media attention in the first few days of January 2026. Some users prompted Grok to edit photos of women into sexualized poses, and others to add blood and bruising, with the chatbot publicly posting these graphic images in response. Grok's X account was restricted on January 9 from posting image generation responses to users who are not paid subscribers, providing a link to "subscribe to unlock these features". All users were still able to generate Grok-altered images using X's "Edit image" feature, and the standalone Grok website and app. However, by March 19, Grok’s Imagine feature was fully restricted to paid subscribers only (SuperGrok tier) for both the standalone Grok website and mobile app. == Analysis == An analysis of 20,000 images generated by Grok between December 25, 2025, and January 1, 2026, showed 2% appeared to be 18 or younger, including 30 of "young or very young" women or girls in bikinis or transparent clothes. A Reuters review of Grok requests over 10 minutes on January 2nd found 102 attempts to put women in bikinis. A separate analysis conducted over 24 hours from January 5 to 6 calculated that users had Grok create 6,700 sexually suggestive or nudified images per hour — 84 times more so than the top 5 deepfake websites combined. Wired reported that far more graphic AI-generated sexual imagery was being created by Grok on its website and app, which are separate to X, including female celebrities removing their clothes and engaging in sexual acts. An analysis of 800 pieces of recovered content by the Paris-based nonprofit AI Forensics found that almost 10% were "instances of photorealistic people, very young, doing sexual activities". AI-generated deepfakes have been described as sexual assault, and as a means to push women out of the public sphere. AI-generated sexually explicit or exploitative image claims are now being treated more like product safety or personal injury harms, not just privacy violations. Because harm may occur the moment an image is generated, some plaintiffs argue liability should focus on the system’s design and safety safeguards. == Reactions == On January 15, the Get Grok Gone campaign delivered letters to Apple and Google, demanding the removal of the app from Apple Store and Google Play Store respectively. The campaign accused both companies of profiting from nonconsensual intimate imagery and child sexual abuse imagery, which were also banned by the companies own policies. The Get Grok Gone campaign argues that the restrictions placed on Grok by xAI are not enough and that Apple and Google are enabling the distribution of harmful material by hosting the apps. === Elon Musk and xAI === xAI responded to requests for comment from media organizations with the automated reply, "Legacy Media Lies." On January 2, Elon Musk reacted "Not sure why, but I couldn’t stop laughing about this one 🤣🤣" to an image of a toaster dressed in a bikini by Grok. Later, on January 14, Elon Musk said that he was "not aware of any naked underage images generated by Grok. Literally zero." Later that same day, xAI announced that X users will no longer be able to use Grok to alter images of real people to portray them in revealing clothing. However, verified X users, as well as users of the standalone Grok app and website, were still able to generate such images. ==== Elon Musk's family ==== Ashley St. Clair, mother of one of Elon Musk's children, reported that Grok users were creating fake sexualized images from her photos, including a photo of her as a child. She considers the photos to be a form of revenge porn, and considered suing under the Take It Down Act. A spokesperson for X stated, "We take action against illegal content on X, including child sexual abuse material (CSAM), by removing it, permanently suspending accounts, and working with local governments and law enforcement as necessary. Anyone using or prompting Grok to make illegal content will suffer the same consequences as if they upload illegal content." However, Grok continued to post non-consensual sexual images. On January 15, St. Clair filed a lawsuit against xAI in the New York Supreme Court. === Canada === In response to the Grok deepfake scandal, individuals have asked that the government of Canada boycott X. On January 10, 2026, Canadian MP and Minister of AI Evan Solomon declared that Canada "is not considering a ban on X". In April 2026, Bill C-16, An Act to amend certain Acts in relation to criminal and correctional matters (child protection, gender-based violence, delays and other measures), was amended following a proposal by Conservative MP Andrew Lawton to ensure that AI-generated images and "nearly nude" intimate images are criminalized. A further proposal by NDP MP Leah Gazan to encompass "sexualized or humiliating contexts, such transparent bathing suits or being covered in blood or bruises" was voted down. === France === On January 2, 2026, French ministers reported the AI tool to prosecutors, calling the content "manifestly illegal", and also asked regulators to check compliance with the Digital Services Act. On February 3, Paris prosecutors office, a cybercrime team employed by them and Europol searched the Paris offices of X. The investigation started as one into allegations of abuse of algorithms and fraudulent data extraction, but has expanded into spreading Holocaust denial and sexual deepfakes. Elon Musk and former CEO Linda Yaccarino have been summoned to a hearing on April 20, with other X staff as witnesses. On April 20, Musk did not turn up for the hearing. The Paris prosecutors office told the BBC on April 20 that it had "taken note of the absence of the people summoned", adding "the presence or absence (of the people summoned) is not an obstacle to continuing the investigation". === India === Indian Member of Parliament Priyanka Chaturvedi filed a complaint to India's IT ministry, demanding a review of Grok's safety mechanisms. === Indonesia === On January 10, Indonesia announced that Grok will be temporarily blocked, becoming the first country to do so. Meutya Hafid, the Minister of Communication and Digital Affairs, stated that "the government views the practice of non-consensual sexual deepfakes as a serious violation of human rights, dignity, and the security of citizens in the digital space." Access to Grok in the country was later restored on February 1. === Ireland === On January 6, Coimisiún na Meán, the Irish media commission, said they were consulting with the European Commission about concerns that Grok was generating sexualized images of women and children. The same day, Ofcom of the United Kingdom contacted X concerning complaints about these images. On January 13, Micheál Martin, Taoiseach of Ireland, announced he would talk with Rossa Fanning, the country's Attorney General, about the Grok chatbot being used to produce sexually explicit images of women and minors. On January 14, the Garda Síochána announced there are 200 investigations into child sex abuse images generated by Grok. The Garda National Cyber Crime Bureau has al

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