AI Detector Reddit

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

  • Inferential theory of learning

    Inferential theory of learning

    Inferential Theory of Learning (ITL) is an area of machine learning which describes inferential processes performed by learning agents. ITL has been continuously developed by Ryszard S. Michalski, starting in the 1980s. The first known publication of ITL was in 1983. In the ITL learning process is viewed as a search (inference) through hypotheses space guided by a specific goal. The results of learning need to be stored. Stored information will later be used by the learner for future inferences. Inferences are split into multiple categories including conclusive, deduction, and induction. In order for an inference to be considered complete it was required that all categories must be taken into account. This is how the ITL varies from other machine learning theories like Computational Learning Theory and Statistical Learning Theory; which both use singular forms of inference. == Usage == The most relevant published usage of ITL was in scientific journal published in 2012 and used ITL as a way to describe how agent-based learning works. According to the journal "The Inferential Theory of Learning (ITL) provides an elegant way of describing learning processes by agents".

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  • Generative AI Copyright Disclosure Act

    Generative AI Copyright Disclosure Act

    The Generative AI Copyright Disclosure Act is a piece of legislation introduced by California Representative Adam Schiff in the United States Congress on April 9, 2024. It concerns the transparency of companies regarding their use of copyrighted work to train their generative artificial intelligence (AI) models. The legislation requires the submission of a notice regarding the identity and the uniform resource locator (URL) address of the copyrighted works used in the training data to the Register of Copyrights at least 30 days before the public release of the new or updated version of the AI model; it does not ban the use of copyrighted works for AI training. The bill's requirements would apply retroactively to prior AI models. Violation penalties would start at US$5,000. The legislation does not have a maximum penalty assessment that can be charged. The bill by Schiff was introduced a few days after The New York Times published an article regarding the business activities of major tech firms, including Google and Meta, in the training of their generative AI platforms on April 6, 2024. The legislation is supported by the Professional Photographers of America (PPA), SAG-AFTRA, the Writers Guild of America, the International Alliance of Theatrical Stage Employees (IATSE), the Recording Industry Association of America (RIAA), and others.

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  • John Schulman

    John Schulman

    John Schulman (born 1987 or 1988) is an American artificial intelligence researcher and co-founder of OpenAI. In August 2024, he announced he would be joining Anthropic. In February 2025, he announced he was leaving to join Thinking Machines Lab, where he is chief scientist. == Early life and education == Schulman had an interest in science and math from a young age. He enjoyed science fiction, especially the work of Isaac Asimov. When he was in seventh grade, he became deeply interested in the television program BattleBots, which featured combat between remote-controlled robots. In what he said was his first self-directed study, he read extensively in subject areas that would help him design a superior robot, but the robot he and his friends worked on was never built. He attended Great Neck South High School. He was a member of the US Physics olympiad Team in 2005. In 2010, he graduated from Caltech with a degree in physics. He has a PhD in electrical engineering and computer sciences from the University of California, Berkeley, where he was advised by Pieter Abbeel. == Career == In December 2015, shortly before finishing his PhD, Schulman co-founded OpenAI with Sam Altman, Elon Musk, Ilya Sutskever, Greg Brockman, Trevor Blackwell, Vicki Cheung, Andrej Karpathy, Durk Kingma, Pamela Vagata, and Wojciech Zaremba, with Sam Altman and Elon Musk as the co-chairs. There, he led the reinforcement learning team that created ChatGPT. He has been referred to as the "architect" of ChatGPT. In August 2024, Schulman announced he would be joining Anthropic. He stated his move was to allow him to deepen his focus on AI alignment and return to more hands-on technical work. In February 2025, he announced he was leaving to join Thinking Machines Lab, where he is chief scientist. == Awards and honors == In 2025, Schulman received the Mark Bingham Award for Excellence in Achievement by Young Alumni from his alma mater, UC Berkeley.

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  • Sentential decision diagram

    Sentential decision diagram

    In artificial intelligence, a sentential decision diagram (SDD) is a type of knowledge representation used in knowledge compilation to represent Boolean functions. SDDs can be viewed as a generalization of the influential ordered binary decision diagram (OBDD) representation, by allowing decisions on multiple variables at once. Like OBDDs, SDDs allow for tractable Boolean operations, while being exponentially more succinct. For this reason, they have become an important representation in knowledge compilation. == Properties == SDDs are defined with respect to a generalization of variable ordering known as a variable tree (vtree). Provided that they satisfy additional properties known as compression and trimming (which are analogous to ROBDDs), SDDs are a canonical representation of Boolean functions; that is, they are unique given a vtree. Like OBDDs, they allow for operations such as conjunction, disjunction and negation to be computed directly on the representation in polynomial time, while being potentially more compact. They also allow for polynomial-time model counting. SDDs are known to be exponentially more succinct than OBDDs. == Applications == SDDs are used as a compilation target for probabilistic logic programs by the ProbLog 2 system since they support tractable (weighted) model counting as well as tractable negation, conjunction and disjunction while being more succinct than BDDs. SDDs have also been extended to model probability distributions, in which context they are known as probabilistic sentential decision diagrams (PSDD).

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  • BeyondCorp

    BeyondCorp

    BeyondCorp is an implementation of zero-trust computer security concepts creating a zero trust network. It is created by Google. == Background == It was created in response to the 2009 Operation Aurora. An open source implementation inspired by Google's research paper on an access proxy is known as "transcend". Google documented its Zero Trust journey from 2014 to 2018 through a series of articles in the journal ;login:. Google called their ZT network "BeyondCorp". Google implemented a Zero Trust architecture on a large scale, and relied on user and device credentials, regardless of location. Data was encrypted and protected from managed devices. Unmanaged devices, such as BYOD, were not given access to the BeyondCorp resources. == Design and technology == BeyondCorp utilized a zero trust security model, which is a relatively new security model that it assumes that all devices and users are potentially compromised. This is in contrast to traditional security models, which rely on firewalls and other perimeter defenses to protect sensitive data. === Trust === The corporate network grants no inherent trust, and all internal apps are accessed via the BeyondCorp system, regardless of whether the user is in a Google office or working remotely. BeyondCorp is related to Zero Trust architecture as it implements a true Zero Trust network, where all access is granted on identity, device, and authentication, based on robust underlying device and identity data sources. BeyondCorp works by using a number of security policies including authentication, authorization, and access control to ensure that only authorized users can access corporate resources. Authentication verifies the identity of the user, authorization determines whether the user has permission to access the requested resource, and access control policies restrict what the user can do with the resource. ==== Trust Inferrer ==== One of the main components in BeyondCorp's implementation is the Trust Inferrer. The Trust Inferrer is a security component (typically software) that looks at information about a user's device, like a computer or phone, to decide how much it can be trusted to access certain resources like important company documents. The Trust Inferrer checks things like the security of the device, whether it has the right software installed, and if it belongs to an authorized user. Based on all this information, the Trust Inferrer decides what the device can access and what it can't. === Security mechanisms === Unlike traditional VPNs, BeyondCorp's access policies are based on information about a device, its state, and its associated user. BeyondCorp considers both internal networks and external networks to be completely untrusted, and gates access to applications by dynamically asserting and enforcing levels, or “tiers,” of access. === Device Inventory Database === BeyondCorp utilized a Device Inventory Database and Device Identity that uniquely identifies a device through a digital certificate. Any changes to the device are recorded in the Device Inventory Database. The certificate is used to uniquely identify a device; however, additional information is required to grant access privileges to a resource. === Access Control Engine === Another important component of BeyondCorp's implementation is the Access Control Engine. Think of this as the brain of the Zero Trust architecture. The Access Control Engine is like a traffic cop standing at an intersection. Its job is to make sure that only authorized devices and users are allowed to access specific resources (like files or applications) on the network. It checks the access policy (the rules that say who can access what), the device's state (like whether it has the right software updates or security settings), and the resources being requested. Then it makes a decision on whether to grant or deny access based on all of this information. It helps ensure that only the right people and devices are allowed access to the network, which helps keep things secure. The Access Control Engine utilizes the output from the Trust Inferrer and other data that is fed into its system. == Usage == One of the first things Google did to implement a Zero Trust architecture was to capture and analyze network traffic. The purpose of analyzing the traffic was to build a baseline of what typical network traffic looked like. In doing so, BeyondCorp also discovered unusual, unexpected, and unauthorized traffic. This was very useful because it gave the BeyondCorp engineers critical information that assisted them in reengineering the system in a secure manner. Some of the benefits BeyondCorp realized by adopting a Zero Trust architecture include the ability to allow their employees to work securely from any location. It reduces the risk of data breaches since data and applications are protected and users and devices are constantly being verified. The Zero Trust architecture is scalable and can be adapted to the changing needs of the businesses and their users. Especially relevant in today's work-from-home era, BeyondCorp allows employees to access enterprise resources securely from any location, without the need for traditional VPNs.

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  • Kinect

    Kinect

    Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control. Kinect was originally developed as a motion controller peripheral for Xbox video game consoles, distinguished from competitors (such as Nintendo's Wii Remote and Sony's PlayStation Move) by not requiring physical controllers. The first-generation Kinect was based on technology from Israeli company PrimeSense, and unveiled at E3 2009 as a peripheral for Xbox 360 codenamed "Project Natal". It was first released on November 4, 2010, and would go on to sell eight million units in its first 60 days of availability. The majority of the games developed for Kinect were casual, family-oriented titles, which helped to attract new audiences to Xbox 360, but did not result in wide adoption by the console's existing, overall userbase. As part of the 2013 unveiling of Xbox 360's successor, Xbox One, Microsoft unveiled a second-generation version of Kinect with improved tracking capabilities. Microsoft also announced that Kinect would be a required component of the console, and that it would not function unless the peripheral is connected. The requirement proved controversial among users and critics due to privacy concerns, prompting Microsoft to backtrack on the decision. However, Microsoft still bundled the new Kinect with Xbox One consoles upon their launch in November 2013. A market for Kinect-based games still did not emerge after the Xbox One's launch; Microsoft would later offer Xbox One hardware bundles without Kinect included, and later revisions of the console removed the dedicated ports used to connect it (requiring a powered USB adapter instead). Microsoft ended production of Kinect for Xbox One in October 2017. Kinect has also been used as part of non-game applications in academic and commercial environments, as it was cheaper and more robust than other depth-sensing technologies at the time. While Microsoft initially objected to such applications, it later released software development kits (SDKs) for the development of Microsoft Windows applications that use Kinect. In 2020, Microsoft released Azure Kinect as a continuation of the technology integrated with the Microsoft Azure cloud computing platform. Part of the Kinect technology was also used within Microsoft's HoloLens project. Microsoft discontinued the Azure Kinect developer kits in October 2023. == History == === Development === The origins of the Kinect started around 2005, at a point where technology vendors were starting to develop depth-sensing cameras. Microsoft had been interested in a 3D camera for the Xbox line earlier but because the technology had not been refined, had placed it in the "Boneyard", a collection of possible technology they could not immediately work on. In 2005, Israeli company PrimeSense was founded by mathematicians and engineers to develop the "next big thing" for video games, incorporating cameras that were capable of mapping a human body in front of them and sensing hand motions. They showed off their system at the 2006 Game Developers Conference, where Microsoft's Alex Kipman, the general manager of hardware incubation, saw the potential in PrimeSense's technology for the Xbox system. Microsoft began discussions with PrimeSense about what would need to be done to make their product more consumer-friendly: not only improvements in the capabilities of depth-sensing cameras, but a reduction in size and cost, and a means to manufacture the units at scale was required. PrimeSense spent the next few years working at these improvements. Nintendo released the Wii in November 2006. The Wii's central feature was the Wii Remote, a handheld device that was detected by the Wii through a motion sensor bar mounted onto a television screen to enable motion controlled games. Microsoft felt pressure from the Wii, and began looking into depth-sensing in more detail with PrimeSense's hardware, but could not get to the level of motion tracking they desired. While they could determine hand gestures, and sense the general shape of a body, they could not do skeletal tracking. A separate path within Microsoft looked to create an equivalent of the Wii Remote, considering that this type of unit may become standardized similar to how two-thumbstick controllers became a standard feature. However, it was still ultimately Microsoft's goal to remove any device between the player and the Xbox. Kudo Tsunoda and Darren Bennett joined Microsoft in 2008, and began working with Kipman on a new approach to depth-sensing aided by machine learning to improve skeletal tracking. They internally demonstrated this and established where they believed the technology could be in a few years, which led to the strong interest to fund further development of the technology; this has also occurred at a time that Microsoft executives wanted to abandon the Wii-like motion tracking approach, and favored the depth-sensing solution to present a product that went beyond the Wii's capabilities. The project was greenlit by late 2008 with work started in 2009. The project was codenamed "Project Natal" after the Brazilian city Natal, Kipman's birthplace. Additionally, Kipman recognized the Latin origins of the word "natal" to mean "to be born", reflecting the new types of audiences they hoped to draw with the technology. Much of the initial work was related to ethnographic research to see how video game players' home environments were laid out, lit, and how those with Wiis used the system to plan how Kinect units would be used. The Microsoft team discovered from this research that the up-and-down angle of the depth-sensing camera would either need to be adjusted manually, or would require an expensive motor to move automatically. Upper management at Microsoft opted to include the motor despite the increased cost to avoid breaking game immersion. Kinect project work also involved packaging the system for mass production and optimizing its performance. Hardware development took around 22 months. During hardware development, Microsoft engaged with software developers to use Kinect. Microsoft wanted to make games that would be playable by families since Kinect could sense multiple bodies in front of it. One of the first internal titles developed for the device was the pack-in game Kinect Adventures developed by Good Science Studio that was part of Microsoft Studios. One of the game modes of Kinect Adventures was "Reflex Ridge", based on the Japanese Brain Wall game where players attempt to contort their bodies in a short time to match cutouts of a wall moving at them. This type of game was a key example of the type of interactivity they wanted with Kinect, and its development helped feed into the hardware improvements. Another development was Project Milo, a prototype game developed by Lionhead Studios led by Peter Molyneux where the player could interact with a virtual avatar through motion controls and voice recognition. Lionhead had developed the project based on original capabilities of the Kinect, but according to Molyneux, Microsoft had found that a consumer-grade version of the Kinect would cost thousands of dollars, so they scaled back the device and refocused the role of games for the Kinect to be more casual games as seen on the Wii. As a result, Project Milo no longer fit Microsoft's portfolio and was cancelled. Nearing the planned release, there was a problem of widespread testing of Kinect in various room types and different bodies accounting for age, gender, and race among other factors, while keeping the details of the unit confidential. Microsoft engaged in a company-wide program offering employees to take home Kinect units to test them. Microsoft also brought other non-gaming divisions, including its Microsoft Research, Microsoft Windows, and Bing teams to help complete the system. Microsoft established its own large-scale manufacturing facility to bulk product Kinect units and test them. === Introduction === Kinect was first announced to the public as "Project Natal" on June 1, 2009, during Microsoft's press conference at E3 2009; film director Steven Spielberg joined Microsoft's Don Mattrick to introduce the technology and its potential. Three demos were presented during the conference—Microsoft's Ricochet and Paint Party, and Lionhead Studios' Milo & Kate created by Peter Molyneux—while a Project Natal-enabled version of Criterion Games' Burnout Paradise was shown during the E3 exhibition. By E3 2009, the skeletal mapping technology was capable of simultaneously tracking four people, with a feature extraction of 4

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  • SAS Viya

    SAS Viya

    SAS Viya is an artificial intelligence, analytics and data management platform developed by SAS Institute. == History == SAS Viya was released in 2016. The software was containerized with the release of Viya 4 in 2020. Viya has become one of SAS' most widely used platforms during the AI boom, as artificial intelligence becomes more widely used in business and computing. == Technical overview == The platform is cloud-native, and is executed on SAS's Cloud Analytics Services (CAS) engine. It is compatible with open source software, allowing users to build models using open sources tool such as R, Python and Jupyter. It integrates with major large language models like GPT-4 and Gemini Pro. The platform uses econometrics to create predictive models for forecasting scenarios based on complex data. It also has features for detecting algorithmic bias, auditing decisions and monitoring models. It is implemented through a low-code, no-code platform. The software is available on Amazon AWS Marketplace, Google Cloud, Red Hat OpenShift, and on Microsoft Azure Marketplace under a pay-as-you-use model. == Software == SAS Viya has released software as a service (SaaS) modules for creating AI content. These include Viya Workbench, Viya App Factory, Viya Copilot, and SAS Data Maker. The company also develops industry specific models, used by companies including Georgia-Pacific. == Applications == === Banking === The software is also widely used in business, especially in areas such as predictive modelling and fraud detection. === Insurance === SAS Viya is used in insurance for tasks such as actuarial analytics and modelling, as well as regulatory reporting. === Healthcare and life sciences === In 2023, the company introduced SAS Health, a common health data model built on the SAS Viya platform. AstraZeneca has partnered with SAS to use SAS Viya and SAS Life Science Analytics Framework in its delivery and approval processes. In 2024, SAS partnered with the University of Cambridge's Maxwell Center to use SAS Viya for healthcare research and development. === Public sector === SAS Viya is used in partnership with national and local governments to provide services and detect tax fraud. === Education === SAS Viya is used in research and education, particularly studies related to business intelligence, cybersecurity and data management. SAS Institute has partnered with educational institutions such as Appalachian State University, Clemson University, University of Arkansas, Stockholm University, and Marian University, to provide access to and training for using SAS Viya.

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  • New Classification Scheme for Chinese Libraries

    New Classification Scheme for Chinese Libraries

    The New Classification Scheme for Chinese Libraries is a system of library classification developed by Lai Yung-hsiang since 1956. It is modified from "A System of Book Classification for Chinese Libraries" of Liu Guojun, which is based on the Dewey Decimal System. The scheme is developed for Chinese books and commonly used in Taiwan, Hong Kong and Macau. == Main classes == 000 Generalities 100 Philosophy 200 Religion 300 Sciences 400 Applied sciences 500 Social sciences 600 History of China and Geography of China 700 World history and Geography 800 Linguistics and Literature 900 Arts == Outline of the classification tables == 000 Generalities 000 Special collections 010 Bibliography; Literacy (Documentation) 020 Library and information science; Archive management 030 Sinology 040 General encyclopedia 050 Serial publications; Periodicals 060 General organization; Museology 070 General collected essays 080 General series 090 Collected Chinese classics 100 Philosophy 100 Philosophy: general 110 Thought; Learning 120 Chinese philosophy 130 Oriental philosophy 140 Western philosophy 150 Logic 160 Metaphysics 170 Psychology 180 Esthetics (Aesthetics) 190 Ethics 200 Religion 200 Religion: general 210 Science of religion 220 Buddhism 230 Taoism 240 Christianity 250 Islam (Mohammedanism) 260 Judaism 270 Other religions 280 Mythology 290 Astrology; Superstition 300 Sciences 300 Sciences: general 310 Mathematics 320 Astronomy 330 Physics 340 Chemistry 350 Earth science; Geology 360 Biological science 370 Botany 380 Zoology 390 Anthropology 400 Applied sciences 400 Applied sciences: general 410 Medical sciences 420 Home economics 430 Agriculture 440 Engineering 450 Mining and metallurgy 460 Chemical engineering 470 Manufacture 480 Commerce: various business 490 Commerce: administration and management 500 Social sciences 500 Social sciences: general 510 Statistics 520 Education 530 Rite and custom 540 Sociology 550 Economy 560 Finance 570 Political science 580 Law; Jurisprudence 590 Military science 600-700 History and geography 600 History and geography: General History and geography of China 610 General history of China 620 Chinese history by period 630 History of Chinese civilization 640 Diplomatic history of China 650 Historical sources 660 Geography of China 670 Local history 680 Topical topography 690 Chinese travels World history and geography 710 World: general history and geography 720 Oceans and seas 730 Asia: history and geography 740 Europe: history and geography 750 America: history and geography 760 Africa: history and geography 770 Oceania: history and geography 780 Biography 790 Antiquities and archaeology 800 Linguistics and literature 800 Linguistics: general 810 Literature: general 820 Chinese literature 830 Chinese literature: general collections 840 Chinese literature: individual works 850 Various Chinese literature 860 Oriental literature 870 Western literature 880 Other countries literatures 890 Journalism 900 Arts 900 Arts: general 910 Music 920 Architecture 930 Sculpture 940 Drawing and painting; Calligraphy 950 Photography; Computer art 960 Decorative arts 970 Arts and Crafts movement 980 Theatre 990 Recreation and leisure

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  • Network Abstraction Layer

    Network Abstraction Layer

    The Network Abstraction Layer (NAL) is a part of the H.264/AVC and HEVC video coding standards. The main goal of the NAL is the provision of a "network-friendly" video representation addressing "conversational" (video telephony) and "non conversational" (storage, broadcast, or streaming) applications. NAL has achieved a significant improvement in application flexibility relative to prior video coding standards. == Introduction == An increasing number of services and growing popularity of high definition TV are creating greater needs for higher coding efficiency. Moreover, other transmission media such as cable modem, xDSL, or UMTS offer much lower data rates than broadcast channels, and enhanced coding efficiency can enable the transmission of more video channels or higher quality video representations within existing digital transmission capacities. Video coding for telecommunication applications has diversified from ISDN and T1/E1 service to embrace PSTN, mobile wireless networks, and LAN/Internet network delivery. Throughout this evolution, continued efforts have been made to maximize coding efficiency while dealing with the diversification of network types and their characteristic formatting and loss/error robustness requirements. The H.264/AVC and HEVC standards are designed for technical solutions including areas like broadcasting (over cable, satellite, cable modem, DSL, terrestrial, etc.) interactive or serial storage on optical and magnetic devices, conversational services, video-on-demand or multimedia streaming, multimedia messaging services, etc. Moreover, new applications may be deployed over existing and future networks. This raises the question about how to handle this variety of applications and networks. To address this need for flexibility and customizability, the design covers a NAL that formats the Video Coding Layer (VCL) representation of the video and provides header information in a manner appropriate for conveyance by a variety of transport layers or storage media. The NAL is designed in order to provide "network friendliness" to enable simple and effective customization of the use of VCL for a broad variety of systems. The NAL facilitates the ability to map VCL data to transport layers such as: RTP/IP for any kind of real-time wire-line and wireless Internet services. File formats, e.g., ISO MP4 for storage and MMS. H.32X for wireline and wireless conversational services. MPEG-2 systems for broadcasting services, etc. The full degree of customization of the video content to fit the needs of each particular application is outside the scope of the video coding standardization effort, but the design of the NAL anticipates a variety of such mappings. Some key concepts of the NAL are NAL units, byte stream, and packet formats uses of NAL units, parameter sets, and access units. A short description of these concepts is given below. == NAL units == The coded video data is organized into NAL units, each of which is effectively a packet that contains an integer number of bytes. The first byte of each H.264/AVC NAL unit is a header byte that contains an indication of the type of data in the NAL unit. For HEVC the header was extended to two bytes. All the remaining bytes contain payload data of the type indicated by the header. The NAL unit structure definition specifies a generic format for use in both packet-oriented and bitstream-oriented transport systems, and a series of NAL units generated by an encoder is referred to as a NAL unit stream. == NAL Units in Byte-Stream Format Use == Some systems require delivery of the entire or partial NAL unit stream as an ordered stream of bytes or bits within which the locations of NAL unit boundaries need to be identifiable from patterns within the coded data itself. For use in such systems, the H.264/AVC and HEVC specifications define a byte stream format. In the byte stream format, each NAL unit is prefixed by a specific pattern of three bytes called a start code prefix. The boundaries of the NAL unit can then be identified by searching the coded data for the unique start code prefix pattern. The use of emulation prevention bytes guarantees that start code prefixes are unique identifiers of the start of a new NAL unit. A small amount of additional data (one byte per video picture) is also added to allow decoders that operate in systems that provide streams of bits without alignment to byte boundaries to recover the necessary alignment from the data in the stream. Additional data can also be inserted in the byte stream format that allows expansion of the amount of data to be sent and can aid in achieving more rapid byte alignment recovery, if desired. == NAL Units in Packet-Transport System Use == In other systems (e.g., IP/RTP systems), the coded data is carried in packets that are framed by the system transport protocol, and identification of the boundaries of NAL units within the packets can be established without use of start code prefix patterns. In such systems, the inclusion of start code prefixes in the data would be a waste of data carrying capacity, so instead the NAL units can be carried in data packets without start code prefixes. == VCL and Non-VCL NAL Units == NAL units are classified into VCL and non-VCL NAL units. VCL NAL units contain the data that represents the values of the samples in the video pictures. Non-VCL NAL units contain any associated additional information such as parameter sets (important header data that can apply to a large number of VCL NAL units) and supplemental enhancement information (timing information and other supplemental data that may enhance usability of the decoded video signal but are not necessary for decoding the values of the samples in the video pictures). == Parameter Sets == A parameter set contains shared configuration data that is carried in non-VCL NAL units. Parameter sets are typically reused when decoding many coded pictures within a video sequence. Each VCL NAL unit references a picture parameter set (PPS), which in turn references a sequence parameter set (SPS). There are two types of parameter sets: Sequence parameter set (SPS), which specifies mostly constant configuration such as resolution, bit depth, or chroma format. (For a concrete implementation, see FFmpeg's SPS struct.) Picture parameter set (PPS), which applies on top of an SPS, and specifies configuration such as QP offsets. (For a concrete implementation, see FFmpeg's PPS struct.) The sequence and picture parameter-set mechanism decouples the transmission of infrequently changing information from the transmission of coded representations of the values of the samples in the video pictures. Each VCL NAL unit contains an identifier that refers to the content of the relevant picture parameter set and each picture parameter set contains an identifier that refers to the content of the relevant sequence parameter set. In this manner, a small amount of data (the identifier) can be used to refer to a larger amount of information (the parameter set) without repeating that information within each VCL NAL unit. Sequence and picture parameter sets can be sent well ahead of the VCL NAL units that they apply to, and can be repeated to provide robustness against data loss. In some applications, parameter sets may be sent within the channel that carries the VCL NAL units (termed "in-band" transmission). In other applications, it can be advantageous to convey the parameter sets "out-of-band" using a more reliable transport mechanism than the video channel itself. == Access Units == A set of NAL units in a specified form is referred to as an access unit. The decoding of each access unit results in one decoded picture. Each access unit contains a set of VCL NAL units that together compose a primary coded picture. It may also be prefixed with an access unit delimiter to aid in locating the start of the access unit. Some supplemental enhancement information containing data such as picture timing information may also precede the primary coded picture. The primary coded picture consists of a set of VCL NAL units consisting of slices or slice data partitions that represent the samples of the video picture. Following the primary coded picture may be some additional VCL NAL units that contain redundant representations of areas of the same video picture. These are referred to as redundant coded pictures, and are available for use by a decoder in recovering from loss or corruption of the data in the primary coded pictures. Decoders are not required to decode redundant coded pictures if they are present. Finally, if the coded picture is the last picture of a coded video sequence (a sequence of pictures that is independently decodable and uses only one sequence parameter set), an end of sequence NAL unit may be present to indicate the end of the sequence; and if the coded picture is the last coded picture in the entire NAL unit stream, an end of stream NAL unit may be present to

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  • Civitai

    Civitai

    Civitai is an online platform and marketplace for generative artificial intelligence (Gen AI) content, primarily focused on AI-generated images and models, and AI-generated videos. == History == Civitai was founded in 2022 by Justin Maier. By January 2023, the site reached 100,000 registered users and 3 million by November. In November 2023, Civitai secured funding from venture capital firm Andreessen Horowitz. By April 2024, Civitai had 23.2 million monthly accesses. The company is headquartered in Boise, Idaho. == Platform == Civitai allows users to share and download AI models, particularly those used for image generation. The platform supports various AI models, including Stable Diffusion and Flux, and provides a space for users to showcase and monetize their AI-generated content. Users have profile pages and can comment on other users' models and images. The website also features a virtual currency called Buzz that can be used to generate images on Civitai's servers. Buzz can be bought or earned by engaging with the site. The platform is open source. == Controversies == In 2023, 404 Media reported that Civitai began a "Bounties" marketplace where users could commission deepfakes, of real or fake people. Users are rewarded with Buzz for completing Bounties. In December 2023, AI provider OctoML announced it had ended its business relationship with Civitai after concerns were raised users were generating images that “could be categorized as child pornography.”

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  • Linear belief function

    Linear belief function

    Linear belief functions are an extension of the Dempster–Shafer theory of belief functions to the case when variables of interest are continuous. Examples of such variables include financial asset prices, portfolio performance, and other antecedent and consequent variables. The theory was originally proposed by Arthur P. Dempster in the context of Kalman Filters and later was elaborated, refined, and applied to knowledge representation in artificial intelligence and decision making in finance and accounting by Liping Liu. == Concept == A linear belief function intends to represent our belief regarding the location of the true value as follows: We are certain that the truth is on a so-called certainty hyperplane but we do not know its exact location; along some dimensions of the certainty hyperplane, we believe the true value could be anywhere from –∞ to +∞ and the probability of being at a particular location is described by a normal distribution; along other dimensions, our knowledge is vacuous, i.e., the true value is somewhere from –∞ to +∞ but the associated probability is unknown. A belief function in general is defined by a mass function over a class of focal elements, which may have nonempty intersections. A linear belief function is a special type of belief function in the sense that its focal elements are exclusive, parallel sub-hyperplanes over the certainty hyperplane and its mass function is a normal distribution across the sub-hyperplanes. Based on the above geometrical description, Shafer and Liu propose two mathematical representations of a LBF: a wide-sense inner product and a linear functional in the variable space, and as their duals over a hyperplane in the sample space. Monney proposes still another structure called Gaussian hints. Although these representations are mathematically neat, they tend to be unsuitable for knowledge representation in expert systems. == Knowledge representation == A linear belief function can represent both logical and probabilistic knowledge for three types of variables: deterministic such as an observable or controllable, random whose distribution is normal, and vacuous on which no knowledge bears. Logical knowledge is represented by linear equations, or geometrically, a certainty hyperplane. Probabilistic knowledge is represented by a normal distribution across all parallel focal elements. In general, assume X is a vector of multiple normal variables with mean μ and covariance Σ. Then, the multivariate normal distribution can be equivalently represented as a moment matrix: M ( X ) = ( μ Σ ) . {\displaystyle M(X)=\left({\begin{array}{{20}c}\mu \\\Sigma \end{array}}\right).} If the distribution is non-degenerate, i.e., Σ has a full rank and its inverse exists, the moment matrix can be fully swept: M ( X → ) = ( μ Σ − 1 − Σ − 1 ) {\displaystyle M({\vec {X}})=\left({\begin{array}{{20}c}\mu \Sigma ^{-1}\\-\Sigma ^{-1}\end{array}}\right)} Except for normalization constant, the above equation completely determines the normal density function for X. Therefore, M ( X → ) {\displaystyle M({\vec {X}})} represents the probability distribution of X in the potential form. These two simple matrices allow us to represent three special cases of linear belief functions. First, for an ordinary normal probability distribution M(X) represents it. Second, suppose one makes a direct observation on X and obtains a value μ. In this case, since there is no uncertainty, both variance and covariance vanish, i.e., Σ = 0. Thus, a direct observation can be represented as: M ( X ) = ( μ 0 ) {\displaystyle M(X)=\left({\begin{array}{{20}c}\mu \\0\end{array}}\right)} Third, suppose one is completely ignorant about X. This is a very thorny case in Bayesian statistics since the density function does not exist. By using the fully swept moment matrix, we represent the vacuous linear belief functions as a zero matrix in the swept form follows: M ( X → ) = [ 0 0 ] {\displaystyle M({\vec {X}})=\left[{\begin{array}{{20}c}0\\0\end{array}}\right]} One way to understand the representation is to imagine complete ignorance as the limiting case when the variance of X approaches to ∞, where one can show that Σ−1 = 0 and hence M ( X → ) {\displaystyle M({\vec {X}})} vanishes. However, the above equation is not the same as an improper prior or normal distribution with infinite variance. In fact, it does not correspond to any unique probability distribution. For this reason, a better way is to understand the vacuous linear belief functions as the neutral element for combination (see later). To represent the remaining three special cases, we need the concept of partial sweeping. Unlike a full sweeping, a partial sweeping is a transformation on a subset of variables. Suppose X and Y are two vectors of normal variables with the joint moment matrix: M ( X , Y ) = [ μ 1 Σ 11 Σ 21 μ 2 Σ 12 Σ 22 ] {\displaystyle M(X,Y)=\left[{\begin{array}{{20}c}{\begin{array}{{20}c}\mu _{1}\\\Sigma _{11}\\\Sigma _{21}\end{array}}&{\begin{array}{{20}c}\mu _{2}\\\Sigma _{12}\\\Sigma _{22}\end{array}}\end{array}}\right]} Then M(X, Y) may be partially swept. For example, we can define the partial sweeping on X as follows: M ( X → , Y ) = [ μ 1 ( Σ 11 ) − 1 − ( Σ 11 ) − 1 Σ 21 ( Σ 11 ) − 1 μ 2 − μ 1 ( Σ 11 ) − 1 Σ 12 ( Σ 11 ) − 1 Σ 12 Σ 22 − Σ 21 ( Σ 11 ) − 1 Σ 12 ] {\displaystyle M({\vec {X}},Y)=\left[{\begin{array}{{20}c}{\begin{array}{{20}c}\mu _{1}(\Sigma _{11})^{-1}\\-(\Sigma _{11})^{-1}\\\Sigma _{21}(\Sigma _{11})^{-1}\end{array}}&{\begin{array}{{20}c}\mu _{2}-\mu _{1}(\Sigma _{11})^{-1}\Sigma _{12}\\(\Sigma _{11})^{-1}\Sigma _{12}\\\Sigma _{22}-\Sigma _{21}(\Sigma _{11})^{-1}\Sigma _{12}\end{array}}\end{array}}\right]} If X is one-dimensional, a partial sweeping replaces the variance of X by its negative inverse and multiplies the inverse with other elements. If X is multidimensional, the operation involves the inverse of the covariance matrix of X and other multiplications. A swept matrix obtained from a partial sweeping on a subset of variables can be equivalently obtained by a sequence of partial sweepings on each individual variable in the subset and the order of the sequence does not matter. Similarly, a fully swept matrix is the result of partial sweepings on all variables. We can make two observations. First, after the partial sweeping on X, the mean vector and covariance matrix of X are respectively μ 1 ( Σ 11 ) − 1 {\displaystyle \mu _{1}(\Sigma _{11})^{-1}} and − ( Σ 11 ) − 1 {\displaystyle -(\Sigma _{11})^{-1}} , which are the same as that of a full sweeping of the marginal moment matrix of X. Thus, the elements corresponding to X in the above partial sweeping equation represent the marginal distribution of X in potential form. Second, according to statistics, μ 2 − μ 1 ( Σ 11 ) − 1 Σ 12 {\displaystyle \mu _{2}-\mu _{1}(\Sigma _{11})^{-1}\Sigma _{12}} is the conditional mean of Y given X = 0; Σ 22 − Σ 21 ( Σ 11 ) − 1 Σ 12 {\displaystyle \Sigma _{22}-\Sigma _{21}(\Sigma _{11})^{-1}\Sigma _{12}} is the conditional covariance matrix of Y given X = 0; and ( Σ 11 ) − 1 Σ 12 {\displaystyle (\Sigma _{11})^{-1}\Sigma _{12}} is the slope of the regression model of Y on X. Therefore, the elements corresponding to Y indices and the intersection of X and Y in M ( X → , Y ) {\displaystyle M({\vec {X}},Y)} represents the conditional distribution of Y given X = 0. These semantics render the partial sweeping operation a useful method for manipulating multivariate normal distributions. They also form the basis of the moment matrix representations for the three remaining important cases of linear belief functions, including proper belief functions, linear equations, and linear regression models. === Proper linear belief functions === For variables X and Y, assume there exists a piece of evidence justifying a normal distribution for variables Y while bearing no opinions for variables X. Also, assume that X and Y are not perfectly linearly related, i.e., their correlation is less than 1. This case involves a mix of an ordinary normal distribution for Y and a vacuous belief function for X. Thus, we represent it using a partially swept matrix as follows: M ( X → , Y ) = [ 0 0 0 μ 2 0 Σ 22 ] {\displaystyle M({\vec {X}},Y)=\left[{\begin{array}{{20}c}{\begin{array}{{20}c}0\\0\\0\end{array}}&{\begin{array}{{20}c}\mu _{2}\\0\\\Sigma _{22}\\\end{array}}\end{array}}\right]} This is how we could understand the representation. Since we are ignorant on X, we use its swept form and set μ 1 ( Σ 11 ) − 1 = 0 {\displaystyle \mu _{1}(\Sigma _{11})^{-1}=0} and − ( Σ 11 ) − 1 = 0 {\displaystyle -(\Sigma _{11})^{-1}=0} . Since the correlation between X and Y is less than 1, the regression coefficient of X on Y approaches to 0 when the variance of X approaches to ∞. Therefore, ( Σ 11 ) − 1 Σ 12 = 0 {\displaystyle (\Sigma _{11})^{-1}\Sigma _{12}=0} . Similarly, one can prove that μ 1 ( Σ 11 ) − 1 Σ 12 = 0 {\displaystyle \mu _{1}(\Sigma _{11})^{-1}\Sigma _{12}=0} and Σ 21 ( Σ 11 ) −

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  • Safe Superintelligence Inc.

    Safe Superintelligence Inc.

    Safe Superintelligence Inc. (SSI Inc.) is an Israeli-American artificial intelligence company founded by Ilya Sutskever, the former chief scientist of OpenAI; Daniel Gross, former head of Apple’s AI efforts; and Daniel Levy, an investor and AI researcher. The company's mission is to focus on safely developing a superintelligence, a computer-based agent capable of surpassing human intelligence. == History == On May 15, 2024, OpenAI co-founder Ilya Sutskever left OpenAI after a board dispute where he voted to fire Sam Altman amid concerns about communication and trust. Sutskever and others additionally believed that OpenAI was neglecting its original focus on safety in favor of pursuing opportunities for commercialization. On June 19, 2024, Sutskever posted on X that he was starting SSI Inc, with the goal to safely develop superintelligent AI, alongside Daniel Levy, and Daniel Gross. The company, composed of a small team, is split between Palo Alto, California and Tel Aviv, Israel. In September 2024, SSI revealed it had raised $1 billion from venture capital firms including SV Angel, DST Global, Sequoia Capital, and Andreessen Horowitz. The money will be used to build up more computing power and hire top individuals in the field. In March 2025, SSI reached a $30 billion valuation in a funding round led by Greenoaks Capital. This is six times its previous $5 billion valuation from September 2024. Despite not yet generating revenue and having approximately 20 employees, the company has attracted significant investor interest, largely due to co-founder Ilya Sutskever's reputation and its focus on developing safe superintelligence. In April 2025, Google Cloud announced a partnership to provide TPUs for SSI's research. In the first half of 2025, Meta attempted to acquire SSI but was rebuffed by Sutskever. In July 2025, co-founder Gross left the company to join Meta Superintelligence Labs, and Sutskever became the CEO of SSI.

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  • Plum Voice

    Plum Voice

    The Plum Group, Inc. (DBA Plum Voice) is a company. Plum is headquartered in New York City with offices in Boston and Denver. == History == Plum Voice, founded in 2000 as The Plum Group, Inc., was incorporated to create technologies for personalized audio communication. By 2001, Plum had commercialized the open-standard Plum VoiceXML IVR platform which facilitated the creation of dynamic telecom applications. 2001 - Commercial launch of Plum VoiceXML IVR platform for customer-premises deployment 2002 - Launch of Plum Voice Hosting Centers for 24x7x365 managed IVR hosting 2004 - Plum Voice application suite receives a "Product of the Year" award from Customer Interactions magazine 2008 - Plum Survey builder launched, a do-it-yourself IVR survey tool. 2010 - Plum launched QuickFuse, a web-based rapid development platform used to create voice applications. 2013 - Plum launched VoiceTrends, an analytics and reporting toolkit designed specifically for voice applications. Plum achieves PCI-DSS Level 1. 2015 - Plum launched Plum Insight, a multi-channel (voice, web, mobile) survey platform. Plum achieves HIPAA compliance. 2016 - Plum launched a new version of QuickFuse called Fuse+. 2020 - Plum sunsets QuickFuse, rebrands Fuse+ as Plum Fuse.

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  • Hyperion Data Center

    Hyperion Data Center

    The Richland Parish Data Center, nicknamed "Hyperion", is a planned artificial intelligence data center by Meta Platforms under-construction along Highway La. 183 in Richland Parish, Louisiana, just outside of Holly Ridge. It is one of a number of "titan clusters" being built in preparation for the emergence of AI superintelligence. Modern technological researchers disagree as to whether or not superintelligence will ever exist, though Meta CEO Mark Zuckerberg has expressed belief that its creation is inevitable. Current plans allot for the investment of $27 billion, as the structure is built from 2025 to 2030. == History == Meta was considering potential locations for their flagship data center in early 2024. Before being announced later in December, the plan was completely secret; meetings held between involved organisations and even government officials could only refer to it by the codename "Project Sucre" to protect it from potential corporate espionage. The data center was first announced on 04 December 2024, though its full scale was yet to be revealed. At first, Meta would not even claim responsibility for it, channelling all of its investments through the secret shell subsidiary Laidley LLC. We set out looking for a place where we could expand into gigawatts pretty quickly, and really get moving within that community on a large plot of land very quickly. We looked at finding very, very large contiguous plots of land that had access to the infrastructure that we need, the energy that we needed, and could move very, very quickly for us. The Louisiana-based Entergy Corporation, aiming for the facility to be built in its own backyard, negotiated a deal with the government of Louisiana to provide Meta with enormous tax breaks if they agreed to build Hyperion there. The Louisiana legislature responded by passing Act 730, which provides significant tax rebates on the purchase or lease of equipment for building and operating data centers. Meta found the arrangement acceptable, and bought a plot of land from the government. The government also had to further amend its laws to allow Meta to do this, as pre-existing policy forbade purchasing land directly from the government instead of hosting a public auction. The plot of land, originally called Franklin Farms, was purchased from the Franklin family in 2006 by the government, intending for it to be developed into an automotive manufacturing plant. Greater attention was brought to Hyperion it when Zuckerberg posted about the project on 14 July 2025 on Threads. The project subsequently caught media attention for its large size, as Zuckerberg's post portrayed the structure superimposed over Manhattan (pictured). The construction site spans 2,250 acres (9.1 km2) with a planned floor area of 4,000,000 square feet (371612 m2), making it the third largest building in the world by floor area upon completion. Meta initially reported the construction cost to be over $10 billion, but in October 2025, it announced a partnership with Blue Owl Capital providing for at least $27 billion. == Operation == The facility is expected to consume up to 5 gigawatts (GW) of computational power, more electricity than is currently used by the entire State of Louisiana. As part of their deal made with Meta, Entergy plans to be able to produce at least 3.8 GW of electricity for the operation. == Response to the project == Louisiana Governor Jeff Landry thanked Meta for their decision to build Hyperion in Louisiana, stating that it would "create opportunities for Louisiana workers to fill high-paying jobs of the future." and calling it "A New Chapter" for the state. The Louisiana Economic Development (LED) state agency further praised the project, citing Meta's estimate that it would create 1,500 jobs. Additionally, Richland Parish Supervisor Joey Evans stated that he was excited about the project. As part of their agreement with Meta, Energy announced their plan to increase electricity production state-wide. They say that this will result in the cost of energy reducing, though Entergy filings revealed in June 2025 that the cost of electricity would rise and be passed onto consumers. Meta also pledged to match all of Hyperion's power consumption with 100% environmentally friendly electricity production. So far, Entergy has begun building three gas-powered combined-cycle power plants and a substation in response to the project. Delta Community College announced in response to Hyperion's construction that it would expand its construction and trade programs. In January 2025, Business Facilities Magazine selected Hyperion for its annual Deal of the Year Platinum Award for 2024. Much of the initial backlash following Hyperion's announcement centered around the fast-tracked approval of the project by the state government, and scepticism around Meta's various claims (environmental friendliness, 100% renewable energy, local economic stimulation, price reductions). The Sierra Club criticised Meta for gentrifying the surrounding area, and was highly sceptical of their promise to keep it environmentally friendly. Environmental activist group Earthjustice attempted to have a subpoena of Meta approved to determine if they were compliant with environmental protection laws, though they were unsuccessful. Many residents of Holy Ridge have been critical of the construction, complaining about the increased construction vehicle traffic and intense gentrification. Another point of contention is Meta's continued reliance on out-of-state contractors in the facility's construction in spite of their previous commitment to "hire as many local folk as [we] possibly can." In spite of Entergy's continual denial that the facility's construction will not adversely affect the power grid, numerous electrical outages have been reported since construction began.

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  • Ethics of artificial intelligence

    Ethics of artificial intelligence

    The ethics of artificial intelligence covers a broad range of topics within AI that are considered to have particular ethical stakes. This includes algorithmic biases, fairness, accountability, transparency, privacy, and regulation, particularly where systems influence or automate human decision-making. It also covers various emerging or potential future challenges such as machine ethics (how to make machines that behave ethically), lethal autonomous weapon systems, arms race dynamics, AI safety and alignment, technological unemployment, AI-enabled misinformation, how to treat certain AI systems if they have a moral status (AI welfare and rights), artificial superintelligence and existential risks. Some application areas may also have particularly important ethical implications, like healthcare, education, criminal justice, or the military. == Machine ethics == Machine ethics (or machine morality) is the field of research concerned with designing Artificial Moral Agents (AMAs), robots or artificially intelligent computers that behave morally or as though moral. To account for the nature of these agents, it has been suggested to consider certain philosophical ideas, like the standard characterizations of agency, rational agency, moral agency, and artificial agency, which are related to the concept of AMAs. There are discussions on creating tests to see if an AI is capable of making ethical decisions. Alan Winfield concludes that the Turing test is flawed and the requirement for an AI to pass the test is too low. A proposed alternative test is one called the Ethical Turing Test, which would improve on the current test by having multiple judges decide if the AI's decision is ethical or unethical. Neuromorphic AI could be one way to create morally capable robots, as it aims to process information similarly to humans, nonlinearly and with millions of interconnected artificial neurons. Similarly, whole-brain emulation (scanning a brain and simulating it on digital hardware) could also in principle lead to human-like robots, thus capable of moral actions. And large language models are capable of approximating human moral judgments. Inevitably, this raises the question of the environment in which such robots would learn about the world and whose morality they would inherit – or if they end up developing human 'weaknesses' as well: selfishness, pro-survival attitudes, inconsistency, scale insensitivity, etc. In Moral Machines: Teaching Robots Right from Wrong, Wendell Wallach and Colin Allen conclude that attempts to teach robots right from wrong will likely advance understanding of human ethics by motivating humans to address gaps in modern normative theory and by providing a platform for experimental investigation. As one example, it has introduced normative ethicists to the controversial issue of which specific learning algorithms to use in machines. For simple decisions, Nick Bostrom and Eliezer Yudkowsky have argued that decision trees (such as ID3) are more transparent than neural networks and genetic algorithms, while Chris Santos-Lang argued in favor of machine learning on the grounds that the norms of any age must be allowed to change and that natural failure to fully satisfy these particular norms has been essential in making humans less vulnerable to criminal "hackers". Some researchers frame machine ethics as part of the broader AI control or value alignment problem: the difficulty of ensuring that increasingly capable systems pursue objectives that remain compatible with human values and oversight. Stuart Russell has argued that beneficial systems should be designed to (1) aim at realizing human preferences, (2) remain uncertain about what those preferences are, and (3) learn about them from human behaviour and feedback, rather than optimizing a fixed, fully specified goal. Some authors argue that apparent compliance with human values may reflect optimization for evaluation contexts rather than stable internal norms, complicating the assessment of alignment in advanced language models. == Challenges == === Algorithmic biases === AI has become increasingly inherent in facial and voice recognition systems. These systems may be vulnerable to biases and errors introduced by their human creators. Notably, the data used to train them can have biases. According to Allison Powell, associate professor at LSE and director of the Data and Society programme, data collection is never neutral and always involves storytelling. She argues that the dominant narrative is that governing with technology is inherently better, faster and cheaper, but proposes instead to make data expensive, and to use it both minimally and valuably, with the cost of its creation factored in. Friedman and Nissenbaum identify three categories of bias in computer systems: existing bias, technical bias, and emergent bias. In natural language processing, problems can arise from the text corpus—the source material the algorithm uses to learn about the relationships between different words. Large companies such as IBM, Google, etc. that provide significant funding for research and development have made efforts to research and address these biases. One potential solution is to create documentation for the data used to train AI systems. Process mining can be an important tool for organizations to achieve compliance with proposed AI regulations by identifying errors, monitoring processes, identifying potential root causes for improper execution, and other functions. However, there are also limitations to the current landscape of fairness in AI, due to the intrinsic ambiguities in the concept of discrimination, both at the philosophical and legal level. ==== Racial and gender biases ==== Bias can be introduced through historical data used to train AI systems. For instance, Amazon terminated their use of AI hiring and recruitment because the algorithm favored male candidates over female ones. This was because Amazon's system was trained with data collected over a 10-year period that included mostly male candidates. The algorithms learned the biased pattern from the historical data, and generated predictions where these types of candidates were most likely to succeed in getting the job. Therefore, the recruitment decisions made by the AI system turned out to be biased against female and minority candidates. The performance of facial recognition and computer vision models may vary based on race and gender. Facial recognition algorithms made by Microsoft, IBM and Face++ all performed significantly worse on darker-skinned women. Facial recognition was shown to be biased against those with darker skin tones. AI systems may be less accurate for black people, as was the case in the development of an AI-based pulse oximeter that overestimated blood oxygen levels in patients with darker skin, causing issues with their hypoxia treatment. In 2015, controversy erupted after a Black couple were labeled "Gorillas" by Google Photos. Oftentimes the systems are able to easily detect the faces of white people while being unable to register the faces of people who are black. This has led to the ban of police usage of AI materials or software in some U.S. states. The reason for these biases is that AI pulls information from across the internet to influence its responses in each situation. For example, if a facial recognition system was only tested on people who were white, it would make it much harder for it to interpret the facial structure and tones of other races and ethnicities. Biases often stem from the training data rather than the algorithm itself, notably when the data represents past human decisions. A 2020 study that reviewed voice recognition systems from Amazon, Apple, Google, IBM, and Microsoft found that they have higher error rates when transcribing black people's voices than white people's. Injustice in the use of AI is much harder to eliminate within healthcare systems, as oftentimes diseases and conditions can affect different races and genders differently. This can lead to confusion as the AI may be making decisions based on statistics showing that one patient is more likely to have problems due to their gender or race. This can be perceived as a bias because each patient is a different case, and AI is making decisions based on what it is programmed to group that individual into. This leads to a discussion about what should be considered a biased decision in the distribution of treatment. While it is known that there are differences in how diseases and injuries affect different genders and races, there is a discussion on whether it is fairer to incorporate this into healthcare treatments, or to examine each patient without this knowledge. In modern society there are certain tests for diseases, such as breast cancer, that are recommended to certain groups of people over others because they are more likely to contract the disease in question. If AI implements these statistics

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