AI Detector Jobs

AI Detector Jobs — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Web development

    Web development

    Web development is the process of designing, developing and maintaining websites and web apps. Web development encompasses several different fields, most commonly referring to the programming of websites. Front-end development is the act of developing the user interface and client-side code, while back-end development focuses on the infrastructure behind a website, mainly server-side code. Since the World Wide Web was released publicly in 1993, web development has evolved greatly, with websites changing from a collection of static HTML pages to complex projects using frameworks, servers, and databases. == Overview == Web development includes many individual tasks, including web design, web content development, networking, and coding. Among web professionals, "web development" usually refers to the main non-design aspects of building websites: writing markup and coding. Web development is generally split into two fields: front-end development and back-end development. Front-end developers create the user interface of websites, turning web designs into HTML, CSS, and JavaScript code. Front-end developers must also make sure that websites work consistently across different browsers and devices. Back-end development, also known as server-side development, focuses on the infrastructure behind a website, including APIs, database management, and security. Some choose to be full-stack developers, meaning they work on both the front-end and back-end. == History == The World Wide Web is often categorised into three generations: Web 1.0, Web 2.0, and Web 3.0 (or Web3). It was invented in 1989, and released to the public in 1993. In the early years of the web, restrospecitvely referred to as Web 1.0, websites were simply a collection of static HTML files, and had limited interactivity. After the introduction of JavaScript in 1995, websites could contain logic, allowing for interactivity. The following year CSS was released, allowing greater control over the styling of web pages. In 1999, the term Web 2.0 was coined by Darcy DiNucci. The term later resurfaced in the early 2000s, as websites started to increase in complexity, requiring server-side services in addition to JavaScript. This led to the emergence of various new programming languages and frameworks designed for backend services, such as PHP, Active Server Pages, and Jakarta Server Pages. This enabled websites to do additional server-side processing, such as accessing databases. Another shift in web development was the release of the iPhone in 2007. This created a new medium for accessing the web, requiring a new approach to web development, and resulting in responsive web design, which allows a single website to appear different depending on the device running it. Later, progressive web apps were introduced, allowing websites to be installed on a device as an independent application. In the 2010s, JavaScript frameworks began to emerge, creating new ways to manipulate web pages, and increasing compatibility between web browsers. JQuery was popular in the early 2010s, but was later surpassed by other frameworks such as React and Vue.js. In the mid 2020s, use of AI became prevalent among web developers, with the 2025 Stack Overflow survey showing over 80% of developers saying the use AI at least monthly in their development process.

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  • Computational creativity

    Computational creativity

    Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). Is the application of computer systems to emulate human-like creative processes, facilitating the generation of artistic and design outputs that mimic innovation and originality. The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity. To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. The applied form of computational creativity is known as media synthesis. == Theoretical issues == Theoretical approaches concern the essence of creativity. Especially, under what circumstances it is possible to call the model a "creative" if eminent creativity is about rule-breaking or the disavowal of convention. This is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative? Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity. == Defining creativity in computational terms == Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: The answer is novel and useful (either for the individual or for society) The answer demands that we reject ideas we had previously accepted The answer results from intense motivation and persistence The answer comes from clarifying a problem that was originally vague Margaret Boden focused on the first two of these criteria, arguing instead that creativity (at least when asking whether computers could be creative) should be defined as "the ability to come up with ideas or artifacts that are new, surprising, and valuable". Mihaly Csikszentmihalyi argued that creativity had to be considered instead in a social context, and his DIFI (Domain-Individual-Field Interaction) framework has since strongly influenced the field. In DIFI, an individual produces works whose novelty and value are assessed by the field—other people in society—providing feedback and ultimately adding the work, now deemed creative, to the domain of societal works from which an individual might be later influenced. Whereas the above reflects a top-down approach to computational creativity, an alternative thread has developed among bottom-up computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations. == Historical evolution of computational creativity == The use computational processes to generate creative artifacts has been present from early times in history. During the late 1800's, methods for composing music combinatorily were explored, involving prominent figures like Mozart, Bach, Haydn, and Kiernberger. This approach extended to analytical endeavors as early as 1934, where simple mechanical models were built to explore mathematical problem solving. Professional interest in the creative aspect of computation also was commonly addressed in early discussions of artificial intelligence. The 1956 Dartmouth Conference, listed creativity, invention, and discovery as key goals for artificial intelligence. As the development of computers allowed systems of greater complexity, the 1970's and 1980's saw invention of early systems that modelled creativity using symbolic or rule-based approaches. The field of creative storytelling investigated several such models. Meehan's TALE-SPIN (1977) generated narratives through simulation of character goals and decision trees. Dehn's AUTHOR (1981) approached generation by simulating an author's process for crafting a story. Beyond narrative generation, computational creativity expanded into artistic and scientific domains. Artistic image generation was one of the disciplines that saw early potential in generated artifacts through computational creativity. One of the most prominent examples was Harold Cohen's AARON, which produced art through composition and adaptation of figures based on a large set of symbolic rules and heuristics for visual composition. Some systems also tackled creativity in scientific endeavors. BACON was said to rediscover natural laws like Boyle's Law and Kepler's law through hypothesis testing in constrained spaces. By the 1990's the modeling techniques became more adaptive, attempting to implement cognitive creative rules for generation. Turner's MINSTREL (1993) introduced TRAMs (Transform Recall Adapt Methods) to simulate creative re-use of prior material for generative storytelling. Meanwhile, Pérez y Pérez's MEXICA (1999) modeled the creative writing process using cycles of engagement and reflection. As systems increasingly incorporated models of internal evaluation, another approach that emerged was that of combining symbolic generation with domain-specific evaluation metrics, modeling generative and selective steps to creativity In the field of generational humor, the JAPE system (1994) generated pun-based riddles using Prolog and WordNet, applying symbolic pattern-matching rules and a large lexical database (WordNet) to compose riddles involving wordplay. WordNet is a system developed by George Miller and his team at Princeton, its platform and inspired word-mapping structures have been used as the backbone of several syntactic and semantic AI programs. A notable system for music generation was David Cope's EMI (Experiments in Musical Intelligence) or Emmy, which was trained in the styles of artists like Bach, Beethoven, or Chopin and generated novel pieces in their style through pattern abstraction and recomposition. In the 2000s and beyond, machine learning began influencing creative system design. Researchers such as Mihalcea and Strapparava trained classifiers to distinguish humorous from non-humorous text, using stylistic and semantic features. Meanwhile custom computational approaches led to chess systems like Deep Blue generating quasi-creative gameplay strategies through search algorithms and parallel processing constrained by specific rules and patterns for evaluation. The institutional development of computational creativity grew along its technical advances. Dedicated workshops such as the IJWCC emerged in the 1990s, growing out of interdisciplinary conferences focused on AI and creativity. By the early 2000s, the field coalesced around annual conferences like the International Conference on Computational Creativity (ICCC). Recently, with the advent of Deep Learning, Transformers, and further refinement in Machine Learning structures, computational creativity's implementation space has new tools for development. == Machine learning for computational creativity == While traditional computational approaches to creativity rely on the explicit formulation of prescriptions by developers and a certain degree of randomness in computer programs, machine learning methods allow computer programs to learn on heuristics from input data enabling creative capacities within the computer programs. Especially, deep artificial neural networks allow to learn patterns from input data that allow for the non-linear generation of creative artefacts. Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been d

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  • Maia and Marco

    Maia and Marco

    Maia and Marco are artificial intelligence used by GMA Network. Unveiled in 2023, they are used to fulfill the role of sports newscasters. == Background == Maia and Marco are artificial intelligence (AI) which take the form of three-dimensional human avatars. Maia makes use of a female avatar while Marco uses a male likeness. They have aesthetic features that are typical to Filipino showbusiness personalities. Among the technologies used in making and operating the AI include image generation, text-to-speech AI voice synthesis/generation, and deep learning face animation. They are also demonstrated to be bilingual, being able to speak in English and Tagalog (Filipino). == Use == The AI pair was unveiled by GMA Network on September 24, 2023, for their coverage of Season 99 of the National Collegiate Athletic Association (NCAA). Fulfilling the role of sports newscasters, Maia and Marco would join GMA's courtside human reporters. The AI pair are scheduled to appear four times a month on GMA's digital media platforms. They will not appear in traditional television broadcast. == Reception == The launch of the Maia and Marco was met with strong reactions. Various journalists and other personalities across the Philippine media industry expressed concern that their employment be at risk with the introduction of AI. The quality of the AI ability to emulate human behavior was characterized by critics as "soulless". GMA responding to concerns has stated that the AI would complement rather than replace its live human journalists including sportscasters. The National Union of Journalists of the Philippines urged dialogue among its peers in the newsroom on policy on how to use AI, which the group acknowledge as "inevitable".

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  • Six Little Dragons

    Six Little Dragons

    Six Little Dragons (Chinese: 杭州六小龙), or Six Little Dragons of Hangzhou, are an informal grouping of the tech startups Game Science, DeepSeek, Unitree Robotics, DEEP Robotics, BrainCo and Manycore Tech. All six were established in Hangzhou, They are active in artificial intelligence, robotics, gaming, and brain-computer interface technology. Hangzhou is referred to as the China’s “e-commerce capital” (电商之都). The nickname "Six Little Dragons" originated from the Chinese internet. == Background == === Chinese government investments (2002 — 2010s) === From 2002 to 2007, under Xi Jinping's leadership as party secretary of Zhejiang, provincial spending on technology research grew over four times to 28 billion RMB. The province launched "Digital Zhejiang" (数字浙江) to advance modernization and the "Eight Eight Strategy" (八八战略), focusing on eight advantages and actions to boost industrial development, including specialized industries. In 2010, Hangzhou's government started "Project Eagle" (雏鹰计划) to aid science and technology startups. The project works with incubators and accelerators to find promising tech companies and offers public funding and other help, especially for startups by graduates and returning students. Unitree received support in the initial phase, along with government subsidies from Binjiang District. === AI-startups and further investments (2025 — present) === In January 2025, the Chinese government created the "Hangzhou AI Industry Chain High-Quality Development Action Plan" which focuses on computing power, LLM technologies, and AI applications. The plan was made to certify over 2,000 new high-tech enterprises, initiate over 300 major tech projects, and invest more than 300 billion RMB (US$40 billion) annually. The Chinese government also renewed "Project Eagle" and to allocate 15% of industrial policy funds for future industries. Hangzhou aimed to become a center for tech startups, highlighting the "six little dragons of Hangzhou," a nickname popularized in early 2025. This group includes DeepSeek, Game Science, Unitree Robotics, Manycore Tech, BrainCo, and DEEP Robotics, companies in gaming, robotics, and software development. Earlier in 2025, DeepSeek, one of the six dragons, launched an AI system at a much lower cost than those from Silicon Valley. Since then, DeepSeek and Alibaba have produced top-performing open source AI models. Game Science launched the successful video game Black Myth: Wukong in 2024, while Unitree gained attention for their dancing robots in the 2025 annual spring gala broadcast by Chinese state media. The group was acknowledged by Chinese authorities in Hangzhou in a New Years message for local businesses in January 2025. Hangzhou’s universities were given credit for the development of Chinese technological industry. Zhejiang University alumni founded three of the "Six Little Dragons". By September 2024, the university produced 102 executives in Chinese AI start-ups, ranking third among China's top institutions. On February 20, 2025, Alibaba's Eddie Wu stated that the company would focus on artificial generative intelligence and plans significant investment in AI. The company also sought to boost foreign investment to China's "Six Little Dragons" following Alibaba's founder Jack Ma attended General Secretary of the Chinese Communist Party Xi Jinping's business symposium with corporate leaders and entrepreneurs that same month. == Challenges == China's net foreign direct investment (FDI) fell by US$168 billion in 2024, marking the largest capital flight since 1990. Foreign investment peaked at US$344 billion in 2021 but has since declined according to the State Administration of Foreign Exchange. In 2024, foreign investors put in only US$4.5 billion while Chinese firms invested US$173 billion abroad. According to interviews conducted by The New York Times, some start-up company founders believe that Chinese government's support for Hangzhou's technological sector has deterred foreign investors. Tensions with the United States led many international companies to adopt a China Plus One strategy, while Chinese firms build factories overseas to avoid potential Trump tariffs. China also faced US restrictions on its access of advanced chips, forcing Chinese tech companies to stockpile Nvidia chips while Chinese producers like Huawei and Semiconductor Manufacturing International Corporation (SMIC) were competing to produce their own.

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  • Color picker

    Color picker

    A color picker (also color chooser or color tool) is a graphical user interface widget, usually found within graphics software or online, used to select colors and, in some cases, to create color schemes (the color picker might be more sophisticated than the palette included with the program). Operating systems such as Microsoft Windows or macOS have a system color picker, which can be used by third-party programs (e.g., Adobe Photoshop). == History == The concept of color pickers dates back to the early days of computer graphics and digital design. Early versions were rudimentary, often featuring basic color palettes and limited functionality. One of the first drawing programs to include a color picker was SketchPad (also referred to as LisaSketch), designed by Bill Atkinson in 1983 to showcase LisaGraf's capabilities. It used a black and white pattern system, using dithering to create the illusion of color depth. With the increased popularity of personal computers with color graphics, there soon came software similar to SketchPad that supported more than two colors, like Broderbund's Dazzle Draw for the Apple II or Electronic Arts' Deluxe Paint. However, the color pickers present in those programs relied on indexed colors. Color pickers, resembling ones used in modern software with support for direct, 24-bit color, appeared soon after the release of the Macintosh II, with the release of programs like Adobe Photoshop and Corel Painter. As the increase of color depth allowed the choice of significantly more colors, the shape and form of color pickers started to diverge. For example, Adobe Photoshop used a hue-saturation color wheel with a slider for brightness in version 0.63, later on switching to a rectangular design accompanied by a hue slider. Corel Painter pioneered the triangular saturation and brightness picker with a hue ring around it, aiming to better represent the continuity of the hue spectrum and the relationship between saturation and brightness. == Purpose == A color picker is used to select and adjust color values. In graphic design and image editing, users typically choose colors via an interface with a visual representation of a color—organized with quasi-perceptually-relevant hue, saturation and lightness dimensions (HSL) – instead of keying in alphanumeric text values. Because color appearance depends on comparison of neighboring colors (see color vision), many interfaces attempt to clarify the relationships between colors. == Interface == Color tools can vary in their interface. Some may use sliders, buttons, text boxes for color values, or direct manipulation. Often a two-dimensional square is used to create a range of color values (such as lightness and saturation) that can be clicked on or selected in some other manner. Drag and drop, color droppers, and various other forms of interfaces are commonly used as well. Usually, color values are also displayed numerically, so they can be precisely remembered and keyed-in later, such as three values of 0-255 representing red, green, and blue, respectively. === Eyedropper === The eyedropper is a tool present in most color pickers and graphics software that allows a user to read a color at a specific point in an image, or position on a display. This enables the color to be transferred to other applications particularly quickly. Modern implementations of eyedropper tools are also available as browser extensions, allowing users to pick colors directly from web pages, such as in Google Chrome and Microsoft Edge. == Working == A color picker has two main parts, first a color slider and second a color canvas. The color slider has a linear or radial gradient of the seven rainbow colors i.e. Violet, Indigo, Blue, Green, Yellow, Orange and Red. It allows one to choose any of the seven primary colors. The color value chosen from the color slider instantly reflects in the color canvas. The color canvas is a mixture of two linear color gradients. First a linear gradient of the current chosen color and second a linear gradient of the black color. This mixture of color gradients lets one choose a lighter and darker version of the current chosen color from the color slider.

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  • Political Declaration on Responsible Military Use of Artificial Intelligence and Autonomy

    Political Declaration on Responsible Military Use of Artificial Intelligence and Autonomy

    The Political Declaration on Responsible Military Use of Artificial Intelligence and Autonomy is an international norms and arms control proposal by the U.S. government for artificial intelligence in the military. It was announced at the Summit on Responsible Artificial Intelligence in the Military Domain by Bonnie Jenkins, Under Secretary of State for Arms Control. As of January 2024, fifty-one countries have signed the declaration. The US government sees it as an extension of the Department of Defense Directive 3000.09 which is the current US policy on autonomous weapons. It covers areas such as Lethal autonomous weapons and weapons decision-making.

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  • MuZero

    MuZero

    MuZero is a computer program developed by artificial intelligence research company DeepMind, a subsidiary of Google, to master games without knowing their rules and underlying dynamics. Its release in 2019 included benchmarks of its performance in Go, chess, shogi, and a suite of 57 different Atari games. The algorithm uses an approach similar to AlphaZero, where a combination of a tree-based search and a learned model is deployed. It matched AlphaZero's performance in chess and shogi, improved on its performance in Go, and improved on the state of the art in mastering a suite of 57 Atari games (the Arcade Learning Environment), a visually-complex domain. MuZero was trained via self-play, with no access to rules, opening books, or endgame tablebases. The trained algorithm used the same convolutional and residual architecture as AlphaZero, but with 20 percent fewer computation steps per node in the search tree. == History == MuZero really is discovering for itself how to build a model and understand it just from first principles. On November 19, 2019, the DeepMind team released a preprint introducing MuZero. === Derivation from AlphaZero === MuZero (MZ) is a combination of the high-performance planning of the AlphaZero (AZ) algorithm with approaches to model-free reinforcement learning. The combination allows for more efficient training in classical planning regimes, such as Go, while also handling domains with much more complex inputs at each stage, such as visual video games. MuZero was derived directly from AZ code, sharing its rules for setting hyperparameters. Differences between the approaches include: AZ's planning process uses a simulator. The simulator knows the rules of the game. It has to be explicitly programmed. A neural network then predicts the policy and value of a future position. Perfect knowledge of game rules is used in modeling state transitions in the search tree, actions available at each node, and termination of a branch of the tree. MZ does not have access to the rules, and instead learns one with neural networks. AZ has a single model for the game (from board state to predictions); MZ has separate models for representation of the current state (from board state into its internal embedding), dynamics of states (how actions change representations of board states), and prediction of policy and value of a future position (given a state's representation). MZ's hidden model may be complex, and it may turn out it can host computation; exploring the details of the hidden model in a trained instance of MZ is a topic for future exploration. MZ does not expect a two-player game where winners take all. It works with standard reinforcement-learning scenarios, including single-agent environments with continuous intermediate rewards, possibly of arbitrary magnitude and with time discounting. AZ was designed for two-player games that could be won, drawn, or lost. === Comparison with R2D2 === The previous state of the art technique for learning to play the suite of Atari games was R2D2, the Recurrent Replay Distributed DQN. MuZero surpassed both R2D2's mean and median performance across the suite of games, though it did not do better in every game. == Training and results == MuZero used 16 third-generation tensor processing units (TPUs) for training, and 1000 TPUs for selfplay for board games, with 800 simulations per step and 8 TPUs for training and 32 TPUs for selfplay for Atari games, with 50 simulations per step. AlphaZero used 64 second-generation TPUs for training, and 5000 first-generation TPUs for selfplay. As TPU design has improved (third-generation chips are 2x as powerful individually as second-generation chips, with further advances in bandwidth and networking across chips in a pod), these are comparable training setups. R2D2 was trained for 5 days through 2M training steps. === Initial results === MuZero matched AlphaZero's performance in chess and shogi after roughly 1 million training steps. It matched AZ's performance in Go after 500,000 training steps and surpassed it by 1 million steps. It matched R2D2's mean and median performance across the Atari game suite after 500 thousand training steps and surpassed it by 1 million steps, though it never performed well on 6 games in the suite. == Reactions and related work == MuZero was viewed as a significant advancement over AlphaZero, and a generalizable step forward in unsupervised learning techniques. The work was seen as advancing understanding of how to compose systems from smaller components, a systems-level development more than a pure machine-learning development. While only pseudocode was released by the development team, Werner Duvaud produced an open source implementation based on that. MuZero has been used as a reference implementation in other work, for instance as a way to generate model-based behavior. In late 2021, a more efficient variant of MuZero was proposed, named EfficientZero. It "achieves 194.3 percent mean human performance and 109.0 percent median performance on the Atari 100k benchmark with only two hours of real-time game experience". In early 2022, a variant of MuZero was proposed to play stochastic games (for example 2048, backgammon), called Stochastic MuZero, which uses afterstate dynamics and chance codes to account for the stochastic nature of the environment when training the dynamics network.

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  • Lighthill report

    Lighthill report

    Artificial Intelligence: A General Survey, commonly known as the Lighthill report, is a scholarly article by James Lighthill, published in Artificial Intelligence: a paper symposium in 1973. It was compiled by Lighthill for the British Science Research Council as an evaluation of academic research in the field of artificial intelligence (AI). The report gave a very pessimistic prognosis for many core aspects of research in this field, stating that "In no part of the field have the discoveries made so far produced the major impact that was then promised". It "formed the basis for the decision by the British government to end support for AI research in most British universities", contributing to an AI winter in the United Kingdom. == Publication history == It was commissioned by the SRC in 1972 for Lighthill to "make a personal review of the subject [of AI]". Lighthill completed the report in July. The SRC discussed the report in September, and decided to publish it, together with some alternative points of view by Stuart Sutherland, Roger Needham, Christopher Longuet-Higgins, and Donald Michie. The SRC's decision to invite the report was partly a reaction to high levels of discord within the University of Edinburgh's Department of Artificial Intelligence, one of the earliest and biggest centres for AI research in the UK. On May 9, 1973, Lighthill debated several leading AI researchers (Donald Michie, John McCarthy, Richard Gregory) at the Royal Institution in London concerning the report. == Content == While the report was supportive of research into the simulation of neurophysiological and psychological processes, it was "highly critical of basic research in foundational areas such as robotics and language processing". The report stated that AI researchers had failed to address the issue of combinatorial explosion when solving problems within real-world domains. That is, the report states that whilst AI techniques may have worked within the scope of small problem domains, the techniques would not scale up well to solve more realistic problems. The report represents a pessimistic view of AI that began after early excitement in the field. The report divides AI research into three categories: Advanced Automation ("A"): applications of AI, such as optical character recognition, mechanical component design and manufacture, missile perception and guidance, etc. Computer-based Central Nervous System research ("C"): building computational models of human brains (neurobiology) and behavior (psychology). Bridge, or Building Robots ("B"): research that combines categories A and C. This category is intentionally vague. Projects in category A had had some success, but only in restricted domains where a large quantity of detailed knowledge was used in designing the program. This was disappointing to researchers who hoped for generic methods. Due to the issue of the combinatorial explosion, the amount of detailed knowledge required by the program quickly grew too large to be entered by hand, thus restricting projects to restricted domains. Projects in category C had had some measure of success. Artificial neural networks were successfully used to model neurobiological data. SHRDLU demonstrated that human use of language, even in fine details, depends on the semantics or knowledge, and is not purely syntactical. This was influential in psycholinguistics. Attempts to extend SHRDLU to larger domains of discourse was considered impractical, again due to the issue of the combinatorial explosion. Projects in category B were held to be failures. One important project, that of "programming and building a robot that would mimic human ability in a combination of eye-hand co-ordination and common-sense problem solving", was considered entirely disappointing. Similarly, chess playing programs were no better than human amateurs. Due to the combinatorial explosion, the run-time of general algorithms quickly grew impractical, requiring detailed problem-specific heuristics. The report stated that it was expected that within the next 25 years, category A would simply become applied technologies engineering, C would integrate with psychology and neurobiology, while category B would be abandoned.

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  • Gerrit (software)

    Gerrit (software)

    Gerrit ( GERR-it) is a free, web-based team code collaboration tool. Software developers in a team can review each other's modifications on their source code using a Web browser and approve or reject those changes. It integrates closely with Git, a distributed version control system. Gerrit is a fork of Rietveld, a code review tool for Subversion. Both are named after Dutch designer Gerrit Rietveld. == History == Originally written in Python like Rietveld, it is now written in Java (Java EE Servlet) with SQL since version 2 and a custom-made Git-based database (NoteDb) since version 3. In versions 2.0–2.16 Gerrit used Google Web Toolkit for its browser-based front-end. After being developed and used in parallel with GWT for versions 2.14–2.16, a new Polymer web UI replaced the GWT UI in version 3.0.

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  • Agent Communications Language

    Agent Communications Language

    Agent Communication Language (ACL) consists of computer communication protocols that are intended for AI agents to communicate with each other. In 2007, protocols of this nature were proposed which include: FIPA-ACL (by the Foundation for Intelligent Physical Agents, a standardization consortium) KQML (Knowledge Query and Manipulation Language) After the surge in Generative AI with the use of Transformers and Large language models, the definition of agent has shifted away from physical agents to signify software systems built using the principles of Agentic AI. A new protocol to emerge in this area is Natural Language Interaction Protocol (NLIP). NLIP is an application-level communication protocol defined between AI Agents or between a human and an AI agent. Ecma International; a standards body which develops and publishes international standards for the information and communication industry; published on 10 December 2025 five new standards and one technical report defining the Natural Language Interaction Protocol (NLIP). As a result, we can define agent communication protocols into two categories: ontology based agent communication protocols and generative AI based agent communication protocols. Ontology based agent communication protocols use a common ontology to be used between agents. An ontology is a part of the agent's knowledge base that describes what kind of things an agent can deal with and how they are related to each other. FIPA-ACL and KQML are examples of such protocols. These protocols rely on speech act theory developed by Searle in the 1960s and enhanced by Winograd and Flores in the 1970s. They define a set of performatives, also called Communicative Acts, and their meaning (e.g. ask-one). The content of the performative is not standardized, but varies from system to system. Implementation support of FIPA-ACL is included in FIPA-OS and Jade. Generative AI based agent communication protocols such as NLIP do not require a shared ontology among communicating agents. In its stead, they use generative AI models to translate natural language text, images, videos or other modalities of data into a local ontology. This provides for hot-extensibility where the same protocol can be used for multiple communication needs, and simplifies version control since different agents can use different versions of a shared ontology. NLIP has been designed with security considerations in mind. The specification and standards comprising NLIP are developed and maintained by Ecma Technical Community 56.

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  • OpenVX

    OpenVX

    OpenVX is an open, royalty-free standard for cross-platform acceleration of computer vision applications. It is designed by the Khronos Group to facilitate portable, optimized and power-efficient processing of methods for vision algorithms. This is aimed for embedded and real-time programs within computer vision and related scenarios. It uses a connected graph representation of operations. == Overview == OpenVX specifies a higher level of abstraction for programming computer vision use cases than compute frameworks such as OpenCL. The high level makes the programming easy and the underlying execution will be efficient on different computing architectures. This is done while having a consistent and portable vision acceleration API. OpenVX is based on a connected graph of vision nodes that can execute the preferred chain of operations. It uses an opaque memory model, allowing to move image data between the host (CPU) memory and accelerator, such as GPU memory. As a result, the OpenVX implementation can optimize the execution through various techniques, such as acceleration on various processing units or dedicated hardware. This architecture facilitates applications programmed in OpenVX on different systems with different power and performance, including battery-sensitive, vision-enabled, wearable displays. OpenVX is complementary to the open source vision library OpenCV. OpenVX in some applications offers a better optimized graph management than OpenCV. == History == OpenVX 1.0 specification was released in October 2014. OpenVX sample implementation was released in December 2014. OpenVX 1.1 specification was released on May 2, 2016. OpenVX 1.2 was released on May 1, 2017. Updated OpenVX adopters program and OpenVX 1.2 conformance test suite was released on November 21, 2017. OpenVX 1.2.1 was released on November 27, 2018. OpenVX 1.3 was released on October 22, 2019. == Implementations, frameworks and libraries == AMD MIVisionX Archived 2019-08-05 at the Wayback Machine - for AMD's CPUs and GPUs. Cadence - for Cadence Design Systems's Tensilica Vision DSPs. Imagination - for Imagination Technologies's PowerVR GPUs Synopsys - for Synopsys' DesignWare EV Vision Processors Texas Instruments’ OpenVX (TIOVX) - for Texas Instruments’ Jacinto™ ADAS SoCs. NVIDIA VisionWorks - for CUDA-capable Nvidia GPUs and SoCs. OpenVINO - for Intel's CPUs, GPUs, VPUs, and FPGAs.

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  • LG ThinQ

    LG ThinQ

    LG ThinQ (pronounced as "think-cue"; sometimes known as LG webOS) is a smart home and artificial intelligence brand launched by LG Electronics in 2017, featuring products that are equipped with voice control and artificial intelligence technology. The brand was originally launched for home appliances and consumer electronics, such as televisions, smart home devices, mobile devices, refrigerators, air conditioners and related services. The name was first used in 2011 for LG's THINQ-branded smart appliances, which were introduced at the Consumer Electronics Show in Las Vegas. In December 2017, LG announced ThinQ as a unified brand for artificial intelligence-enabled home appliances, consumer electronics and services.In February 2018, LG announced the LG V30S ThinQ, which is the first phone to have the "ThinQ" branding. == History == The branding was first introduced in 2011 in the Consumer Electronics Show (CES) in Las Vegas as THINQ. The first ThinQ product was a smart refrigerator, with features such as smart savings options, food management system, washing machine, oven and robotic vacuum cleaner and different software in the LCD screen on the fridge. The unified branding was then officially launched as ThinQ at CES 2017 as an artificial intelligence-based brand for all their smart products. The company announced DeepThinQ, a deep-learning technology for connected products, and later opened an Artificial Intelligence Lab in Seoul to coordinate research involving voice, video, sensors and machine learning. In December 2017, LG announced ThinQ as a brand designation for home appliances, consumer electronics, and services incorporating artificial intelligence, applied to its 2018 product lineup. In 2018, LG extended the ThinQ brand to smartphones with the LG V30S ThinQ. The phone used ThinQ branding for AI camera features, including image recognition and shooting-mode recommendations. That year, LG also used ThinQ branding on televisions with smart-assistant features, as manufacturers increasingly added voice assistants to TV platforms. In 2022, LG first introduced ThinQ UP, a software-upgradable appliance concept that allows compatible appliances to receive new features through the ThinQ app. The program included appliances such as refrigerators, washing machines, dryers, ovens and dishwashers, and was covered as part of a wider move toward upgradeable connected appliances. In 2024, LG introduced ThinQ ON, an AI-powered smart home hub designed to connect LG appliances and other smart home devices. It expanded ThinQ from an appliance-control platform into a broader smart home system. == Platform an app == LG ThinQ operates as a smart home platform and mobile app for connecting compatible LG appliances and consumer electronics. The app is used to control and monitor supported products, including kitchen appliances, laundry appliances, air purifiers, vacuum cleaners and televisions. Depending on the product and market, the ThinQ app can provide remote control, status monitoring, downloadable appliance cycles, diagnostic support, maintenance alerts and software-based feature updates. In 2024, LG introduced ThinQ ON as a hub for the ThinQ platform. The device supports Matter, Thread and Wi-Fi connectivity and includes a built-in voice assistant. The Verge described the product as part of LG's effort to expand ThinQ from an appliance-control platform into a broader smart home system competing with platforms such as Samsung SmartThings and Apple Home. == Features == LG ThinQ products use connected-device features, voice control to interact with users, and use sensor data and different features such as product recognition and learning engine technologies to enhance their abilities. Deep ThinQ (or LG ThinQ AI) was introduced as LG's own AI platform. It was reported that it could engage in two-way conversations with users and could educate itself according to users' behaviour patterns and habits. At the 2017 ThinQ launch, LG said the brand would cover products and services using artificial intelligence technologies from LG and partner companies. ThinQ features vary by product category. On appliances, the platform may support remote operation, product-status notifications, downloaded cycles and diagnostic functions. On televisions, ThinQ branding has been associated with voice-control and smart-assistant features. In 2018, LG ThinQ-branded TVs added support for Google Assistant and Alexa voice commands. As of August 30, 2018, LG's ThinQ products now communicate with each other for tasks such as going to an event or following a recipe. They have sensors for communicating with other ThinQ devices and appliances. == Products == LG ThinQ branding and connectivity features have been used across several LG product categories, including home appliances, televisions, air conditioners and mobile devices. Home appliances LG has applied ThinQ branding and app connectivity to home appliances such as refrigerators, washing machines, dryers, dishwashers, cooking appliances, air purifiers and vacuum cleaners. Through the ThinQ app, compatible appliances can be monitored or controlled remotely. Some compatible appliances can also receive downloadable cycles, diagnostic support, maintenance alerts and software-based feature updates through ThinQ UP. Televisions and home entertainment LG has used ThinQ branding on smart televisions and other home entertainment products. In 2018, LG ThinQ-branded televisions added support for smart-assistant voice commands, including Google Assistant. Smartphones LG G6 (ThinQ branding was added to startup screen in an update) LG V30 (ThinQ branding was added to startup screen in an update) LG V30S ThinQ LG V35 ThinQ LG G7 ThinQ LG V40 ThinQ LG G8 ThinQ LG G8s ThinQ LG G8x ThinQ LG V50 ThinQ LG V60 ThinQ LG Velvet (Generally considered a ThinQ product in other countries)

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  • Adobe Prelude

    Adobe Prelude

    Adobe Prelude was an ingest and logging software application for tagging media with metadata for searching, post-production workflows, and footage lifecycle management. Adobe Prelude is also made to work closely with Adobe Premiere Pro. It is part of the Adobe Creative Cloud and is geared towards professional video editing alone or with a group. The software also offers features like rough cut creation. A speech transcription feature was removed in December 2014. == History == Adobe announced that on April 23, 2012 Adobe OnLocation would be shut down and Adobe Prelude would launch on May 7, 2012. Adobe stated OnLocation's production was stopping because of the growing trend in the industry toward tapeless, native workflows, Adobe stresses that Adobe Prelude is not a direct replacement for OnLocation. Adobe OnLocation was available in CS5 but not in CS6 and Adobe Prelude is only available in CS6. Adobe still offers technical support for OnLocation. In 2021, Adobe announced they would be discontinuing Adobe Prelude, starting by removing it from their website on September 8, 2021. Support for existing users will continue through September 8, 2024. == Features == Prelude is used to tag media, log data, create and export metadata and generate rough cuts that can be sent to Adobe Premiere Pro. A user can add a tag to a piece of media that will show up on Premiere Pro or if another user opens that media with Prelude. Ingest Footage Prelude can ingest all kinds of file types. Once ingested, Prelude can duplicate, transcode and verify the files. Log Footage Prelude can log data only using the keyboard. Create Rough Cuts Prelude is able to generate Rough Cuts. Rough Cuts are a combination of sub clips that will hold any metadata a user feeds into it. Rough cuts can hold metadata such as markers and comments, and this metadata will stay on this footage. Workflow Accessibility Prelude is an XMP - based open platform that allows for custom integration into many video editing platforms. == Features from OnLocation == Many features from Adobe OnLocation went to Adobe Prelude or Adobe Premiere Pro. Adobe OnLocation thrived on tape - based cameras and setting up a shot before shooting it, with the change in the industry, this problem is irrelevant in post production. Adobe OnLocation also allowed the user to add tags and scripting metadata that would carry over to Premiere Pro. OnLocation also had a Media Browser pane, which is the standard for any Adobe program today, Prelude has this Media Browser as well. == Prelude Live Logger == Prelude Live Logger is an application integrated with Prelude CC. Prelude Live Logger is designed to capture notes to use during video logging and editing while you shoot footage on an iPad's camera. Editors can import and combine this metadata with footage from Prelude throughout editing to facilitate various tasks.

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  • BRFplus

    BRFplus

    BRFplus (Business Rule Framework plus) is a business rule management system (BRMS) offered by SAP AG. BRFplus is part of the SAP NetWeaver ABAP stack. Therefore, all SAP applications that are based on SAP NetWeaver can access BRFplus within the boundaries of an SAP system. However, it is also possible to generate web services so that BRFplus rules can also be offered as a service in a SOA landscape, regardless of the software platform used by the service consumers. BRFplus development started as a supporting tool that was part of SAP Business ByDesign, an ERP solution targeted at small and medium size companies. By that time, the tool was called "Formula and Derivation Tool" (FDT). Later on, it was decided to maintain BRFplus on those codelines that serve as the basis for SAP Business Suite. With that, business rules that have been created for Business ByDesign can easily be taken over in a full-size SAP system where they are ready for use without any changes. == Overview == BRFplus offers a unified modeling and runtime environment for business rules that addresses both technical users (programmers, system administrators) as well as business users who take care of operational business processes (like procurement, bidding, tax form validation, etc.). The different requirements and usage scenarios of the different target groups can be covered with the help of the SAP authorization system and a user interface that can be individually customized. Being integrated into SAP NetWeaver, BRFplus-based applications can look at, and model, business rules from a strictly business-oriented perspective, rather than starting with the underlying technical artifacts. This is because the integration allows for direct access to the business objects available in the SAP dictionary (like customer, supplier, material, bill, etc.). In addition to the predefined expression types (decision table, decision tree, formula, database access, loops, etc.) and actions (sending e-mails, triggering a workflow, etc.), BRFplus can be extended by custom expression types. Also, direct calls of function modules as well as ABAP OO class methods are supported so that the entire range of the ABAP programming language is available for solving business tasks. BRFplus comes with an optional versioning mechanism. Versioning can be switched on and off for individual objects as well as for entire applications. Versioned business rules are needed in certain use cases for legal reasons, but they also allow for simulating the system behavior as it would have been at a particular point in time. Once the rule objects are in a consistent state and active, the system automatically generates ABAP OO classes that encapsulate the functional scope of the underlying rule object. This is done on an on-demand base and speeds up processing. The execution of functions as well as of single expressions can be simulated. The processing log of the simulation is useful for checking the implementation and for investigating problems. BRFplus applications can be exported and imported as an XML file. This is an easy way of creating a data backup. XML files can also be used for deploying rule applications throughout the company. == Main object types == === Application === The application object serves as a container for all the BRFplus objects that have been assembled to solve a particular business task. It is possible to define certain default settings on application level that are inherited by all objects that are created in the scope of that application. === Function === A function is used to connect a business application with the rule processing framework of BRFplus. The calling business application passes input values to the function which are then processed by the expressions and rulesets that are associated with the called function. The calculated result is then returned to the calling business application. === Expression types and action types === Boolean BRMS Connector Case Database Lookup Decision Table Decision Tree Formula Function Call Loop Procedure Call Random Number Search Tree Step Sequence Value Range1 XSL Transformation === Ruleset === A ruleset is a container for an arbitrary number of rule objects which in turn carry out the necessary calculations with the help of assigned expressions and actions. Instead of assigning an expression to a function, it is also possible to assign any number of rulesets to a function. When the function is called, all assigned rulesets are subsequently processed. === Data objects === BRFplus supports elementary data objects (text, number, boolean, time point, amount, quantity) as well as structures and tables. Structures can be nested. For all types of data objects it is possible to reference data objects that reside in the data dictionary of the backend system. With that, a BRFplus data object does not only inherit the type definition of the referenced object but can also access associated data like domain value lists or object documentation. === Other objects === With catalogs, it is possible to define business-specific subsets of the rule objects that reside in the system. This is helpful for hiding the complexity of a rule system, thus improving usability. Object filters are used by system administrators to ensure that for selected users, only a predefined subset of object types is visible. This is useful to enforce access rights as well as modeling policies. == Other BRM solutions offered by SAP == BRFplus is positioned as the successor product of an older business rule solution known as BRF (Business Rule Framework). For a longer transition phase, both solutions exist in parallel. However, an increasing number of SAP applications that used to be based on BRF are migrating to BRFplus. While BRFplus supports business rules for applications based on the SAP NetWeaver ABAP stack, SAP is offering another product named SAP NetWeaver Business Rules Management (BRM). BRM supports business rule modeling for the SAP NetWeaver Java stack. Both products do not compete. They are available in parallel and can be used in a collaborative approach to deal with use cases where both technology stacks are used in parallel. BRFplus comes with a special expression type that helps bridging the gap between the two different technologies. == Availability == BRFplus has been delivered to the public with SAP NetWeaver 7.0 Enhancement Package 1 for the first time. Being part of SAP NetWeaver, the usage of BRFplus is covered by the "SAP NetWeaver Foundation for Third Party Applications" license, with no additional costs. == Literature == Carsten Ziegler, Thomas Albrecht: BRFplus – Business Rule Management for ABAP Applications. Galileo Press 2011. ISBN 978-1-59229-293-6

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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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