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  • Artificial intelligence in education

    Artificial intelligence in education

    Artificial intelligence in education (often abbreviated as AIEd) is a subfield of educational technology that studies how to use artificial intelligence to create learning environments. Considerations in the field include data-driven decision-making, AI ethics, data privacy and AI literacy. Concerns include the potential for cheating, over-reliance, equity of access, reduced critical thinking, and the perpetuation of misinformation and bias. == History == Efforts to integrate AI into educational contexts have often followed technological advancement in the history of artificial intelligence. In the 1960s, educators and researchers began developing computer-based instruction systems, such as PLATO, developed by the University of Illinois. In the 1970s and 1980s, intelligent tutoring systems (ITS) were being adapted for classroom instruction. The International Artificial Intelligence in Education Society was founded in 1993. Coinciding with the AI boom of the 2020s, the use of large language models in the global north has been promoted and funded by venture capital and big tech. Companies creating AI services have targeted students and educational institutions as customers. Similarly, pre-AI boom educational companies have expanded their use of AI technologies. These commercial incentives for AIEd use may be related to a potential AI bubble. In the U.S., bipartisan support of AI development in K-12 education has been expressed, but specific implementations and best practices remain contentious. == Theory == AIEd applies theory from education studies, machine learning, and related fields. A 2019 review of the previous decade of studies found that most research prioritized technological design over pedagogical integration. Ouyang and Jiao (2021) propose three paradigms for AI in education, which follow roughly from least to most learner-centered and from requiring least to most technical complexity from the AI systems: AI-directed, learner-as-recipient: AIEd systems present a pre-set curriculum based on statistical patterns that do not adjust to learner's feedback. AI-supported, learner-as-collaborator: Systems that incorporate responsiveness to learner's feedback through, for example, natural language processing, wherein AI can support knowledge construction. AI-empowered, learner-as-leader: This model seeks to position AI as a supplement to human intelligence wherein learners take agency and AI provides consistent and actionable feedback. Some scholars place AI in education within a socio-technical framework. This positions AI alongside other emerging educational technologies, such as computing, the internet, and social media. The framework of Tsao, Heinrichs and Camit (2025) draws on new materialism and posthumanism, specifically Donna Haraway's concept of sympoiesis (making-with). This perspective views learning as an entanglement of human and non-human actors (students, teachers, and AI algorithms), where knowledge is co-composed in contact zones between human context and algorithmic prediction. AI agents have been trained on biased datasets, and thus continue to perpetuate societal biases. Since LLMs were created to produce human-like text, algorithmic bias can be introduced and reproduced. AI's data processing and monitoring reinforce neoliberal approaches to education rather than addressing inequalities. == Applications == Uses of generative AI chatbots in education have included assessment and feedback, machine translations, proof-reading exam question generation and copy editing, or as virtual assistants. Emotional AI in education is the study and development of systems that can detect learners' emotions or provide emotional support in learning. == Usage == === Schools and educators === Following the release of ChatGPT in November 2022, some schools and large school districts blocked access to the site and issued warnings that the use of such tools would be seen as cheating. Governmental and non-governmental organizations such as UNESCO, Article 4 of the European Union's AI Act, and the U.S. Department of Education have published reports advocating for specific AIEd approaches. National higher-education bodies have also published guidance on generative AI, including Ireland's Higher Education Authority, which issued a policy framework for higher education teaching and learning in December 2025. In 2024, UNESCO released updated global guidance for generative AI in education, emphasizing ethical use, teacher training, and data protection to ensure responsible integration of AI tools in learning environments. According to Taso (2025), policy implementation in higher education is interpreted and enacted differently by various organizations. These decentralized policies can lead to inconsistent enforcement and confusion among students regarding what constitutes acceptable use, with the burden of ethical navigation falling on individual teachers and students. AI integration in classrooms has created new forms of invisible labour for educators, who must navigate ambiguous policies, redesign assessments to be AI-resilient, and adjudicate potential academic integrity violations. The use of AI detection tools has also been criticised for creating an adversarial relationship between students and institutions, where students may be falsely accused of misconduct based on probabilistic software. AIEd advocates say that efforts should be made towards increasing global accessibility and training educators to serve underprivileged areas. === Students === Reliance on generative AI has been linked with reduced academic self-esteem and performance, and heightened learned helplessness. Algorithm errors and hallucinations are common flaws in AI agents, making them less trustworthy and reliable. According to a 2025 survey from Inside Higher Ed, 85% of higher education students use generative AI technology in some way, with 25% using AI to complete assignments for them. The most common reason cited for using AI to cheat was pressure to get high grades. 97% of students wanted some form of action from schools on the threat to academic integrity caused by AI, with the most popular options being clearer policies and more education about ethical uses of AI. In September 2025, The Atlantic published an op-ed from a high school senior arguing that the normalization of AI cheating was eroding critical thinking, academic integrity, creativity, and the shared student experience.

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  • The Murderbot Diaries

    The Murderbot Diaries

    The Murderbot Diaries is a science fiction series by American author Martha Wells, published by Tor Books. The series is told from the perspective of the titular cyborg guard, a "SecUnit" owned by a futuristic megacorporation. SecUnits include "governor" modules that control and punish the constructs if they take any actions not approved by the company. The ironically self-named "Murderbot" hacked and disabled the module but pretends to be a normal SecUnit, staving off the boredom of security work by watching media. As it spends more time with a series of caring entities (both humans and artificial intelligences), it develops genuine friendships and emotional connections, which it finds inconvenient. The TV series Murderbot is based on the novels by Martha Wells. == Books == === Setting === In an advanced largely hyper-capitalist space-faring society, travel between star systems is routine due to now-stable wormhole technology. Initially, wormhole travel was unreliable, but has since improved to the point where "lost" colonies are being found. People reside on planets, some of which have been terraformed, or on space habitats which have full life support and artificial gravity. Most people who can afford it have technology that allows them to tap into ubiquitous data feeds supplying all kinds of information, including entertainment. This technology can be worn, or be implanted into the body. Sentient and semi-sentient artificial intelligences perform tasks such as operating starships, mining, controlling habitats, moving cargo, waging corporate warfare, providing physical pleasure and comfort, or security. Most of these purposes are fulfilled by "bots" of varying complexity and intelligence, but the last three are respectively performed by CombatUnits, ComfortUnits, and SecUnits. The characters and narrator of the book call these conscious entities "constructs", but they are functionally cyborgs (cybernetic organisms): part machine, part organic. A significant distinction, however, is that they are manufactured entities, not born and later modified. The Corporation Rim is a profit-oriented, cutthroat part of this society that indulges in espionage, assassination, indentured slavery, and ruthless exploitation of resources. One particular target of the corporations is illegal "alien remnant" exploitation. These remnants are often extremely dangerous to people and machines. The laws are enforced by other corporations. Outside the Corporation Rim are colonies, such as Preservation, that have established their right to exist under various laws that, at least for the time being, the corporations are unwilling to test. Wells noted in 2017 that All Systems Red, Artificial Condition, Rogue Protocol, and Exit Strategy "have an overarching story, with the fourth one bringing the arc to a conclusion". === Story chronology === "Compulsory" All Systems Red Artificial Condition Rogue Protocol Exit Strategy "Rapport" "Home" Fugitive Telemetry Network Effect System Collapse Platform Decay === All Systems Red (2017) === A scientific expedition on an alien planet goes awry when one of its members is attacked by a giant native creature. She is saved by the expedition's SecUnit (Security Unit), a security construct with a mixture of robot and human features. The SecUnit has secretly hacked the governor module allowing it to be controlled by humans and has named itself Murderbot, as it is heavily armed and designed for combat. However, it prefers to spend its time watching space operas and is uncomfortable interacting with humans. The SecUnit has a vested interest in keeping its human clients safe and alive, since it wants to avoid discovery of its autonomy and has an especially grisly expedition on its record. Murderbot soon discovers information regarding hazardous fauna has been deleted from their survey packet of the planet. Further investigation reveals some sections on their maps are missing as well. Meanwhile, the PreservationAux survey team, led by Dr. Mensah, navigate their mixed feelings about the part machine, part human nature of their SecUnit. As members of an egalitarian, independent planet outside of the Corporation Rim, the survey team struggles with the system of indentured servitude (and in many cases de facto slavery) the rim operates under. When they lose contact with the only other known expedition on the planet, the DeltFall Group, Mensah leads a team to the opposite side of the planet to investigate. At the DeltFall habitat, Murderbot discovers everyone there has been brutally murdered, and one of their three SecUnits has been destroyed. Murderbot disables the remaining two as they attack it but is surprised when two additional SecUnits appear. Murderbot destroys one, and Mensah takes the other. During these encounters, Murderbot is seriously injured. It also realizes one of the rogue SecUnits has installed a combat override module into its neck. The Preservation scientists are able to remove it before it completes the data upload which would put Murderbot under the control of whoever has command over the other SecUnits. The team discovers Murderbot is autonomous, and had once malfunctioned and murdered 57 people. The Preservation scientists mostly agree, based on its protective behavior thus far, the SecUnit can be trusted. Remembering small incidents which appear to be attempted sabotage, Murderbot and the group determine there must be a third expedition on the planet, whose members are trying to eliminate DeltFall and Preservation for some reason. The Preservation scientists confirm their HubSystem has been hacked. They flee their habitat before the mystery expedition they have dubbed EvilSurvey comes to kill them. The EvilSurvey team—GrayCris—leaves a message in the Preservation habitat inviting its scientists to meet at a rendezvous point to negotiate terms for their survival. Murderbot knows GrayCris will never let them live, so the SecUnit formulates a plan. It makes an overture to GrayCris to negotiate for its own freedom, but this is a distraction while the Preservation scientists access the GrayCris HubSystem to activate their emergency beacon. The plan works, but Murderbot is injured protecting Mensah from the explosion of the launch. Later, the SecUnit finds itself repaired retaining its memories and disabled governor module. Mensah has bought its contract, and she plans to bring it back to Preservation's home base where it can legally live autonomously. Though grateful, Murderbot is reluctant to have its decisions made for it, and it slips away on a cargo ship. === Artificial Condition (2018) === Murderbot makes deals with bots piloting unmanned cargo ships to travel toward the mining facility where it once malfunctioned—resulting in the death of 57 people. It hopes to learn more about the initial incident in which it went rogue, of which it has little memory. Murderbot boards the final ship and discovers the bot pilot is an unexpectedly powerful, intrusive artificial intelligence. They come to a tentative truce and watch media together during the final leg of the journey to RaviHyral, the station where the incident occurred. Murderbot learns the ship is a deep-space research vessel assigned to cargo runs during downtime, which explains why the bot pilot is so sophisticated. Murderbot reluctantly allows this artificial intelligence—which it has dubbed ART (Asshole Research Transport) due to its sarcastic personality—to make physical modifications to the SecUnit's body to allow it to pass for an augmented human, and to disconnect the data port at the back of its neck which had been used to insert a combat override module in the previous book. To gain access to the RaviHyral facility, Murderbot takes a contract as a security consultant for three scientists who are meeting with their former employer, the head and namesake of Tlacey Excavations, to negotiate the return of their research, which they believe was illegally seized by the company. Their transport craft is sabotaged, but with ART's help, Murderbot is able to land it safely. Now aware Tlacey is actively trying to kill the scientists rather than comply with their demands, Murderbot guides them through their meeting with Tlacey and thwarts another assassination attempt. Murderbot returns to the site of the massacre and learns it was the result of another mining operation's sabotage attempt using malware, which made all of the facility's SecUnits go berserk. The facility's ComfortUnits—weaponless, anatomically correct constructs sometimes disparagingly called "sexbots"—died attempting to stop the massacre. Tlacey's ComfortUnit voices its desire for freedom and willingness to help Murderbot thwart Tlacey. While the SecUnit meets with a Tlacey employee to secretly retrieve a copy of the research, Tlacey abducts one of the scientists, Tapan. Murderbot goes after her, accepting a combat override module intended to control the SecUnit but actually has no effect, due

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  • SciGraph

    SciGraph

    SciGraph was a search engine tool developed by Springer Nature, the former URL was https://scigraph.springernature.com/explorer. The technology, which was considered a Linked Open Data (LOD) platform, collects information that covers the research landscape, which includes research projects, publications, conferences, funding agencies, and others. Key features of the platform include the detailed semantic description of the relationship of information and the visualization of the scholarly domain. It was launched in 2017 and retired in 2023. == Development == The development of SciGraph began with an initiative to create a platform that will host Springer Nature's entire publication archive, which cover texts published as early as 1815. The number of these resources is reported to be about 13 million. The technology behind the platform was built on earlier Springer Nature projects developed for the purpose of collecting information on the research landscape. The first SciGraph data set was published in February 2017. The platform was launched in March 2017 and significantly expanded with the addition of publications of key partners. The datasets span a broad range of topics, which include computer science, medicine, life sciences, chemistry, engineering, and astronomy, among others. The developers also plan to include citations, patents, and clinical trials in the future. == Technology == SciGraph constitutes 1.5 to 2 billion triples where a triple is formatted as "subject-predicate-object" and could link any subject or concept through a predicate (verb) to another object, demonstrating the type of relationship that exists between them. Its graph structure is used by other academic search engines such as Semantic Scholar. SciGraph collects data from Springer Nature and its partners from the scholarly domain as well as funders, research projects, conferences, affiliations, and publications. The collected information serves as rich semantic description of how information is related and it also provides a visualization of the scholarly domain. The platform has been considered the only large-scale dataset that reconciles authors' affiliations through the disambiguation and linking with external authoritative datasets according to institutions.

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  • Perceptual computing

    Perceptual computing

    Perceptual computing is an application of Zadeh's theory of computing with words on the field of assisting people to make subjective judgments. == Perceptual computer == The perceptual computer – Per-C – an instantiation of perceptual computing – has the architecture that is depicted in Fig. 1 [2]–[6]. It consists of three components: encoder, CWW engine and decoder. Perceptions – words – activate the Per-C and are the Per-C output (along with data); so, it is possible for a human to interact with the Per-C using just a vocabulary. A vocabulary is application (context) dependent, and must be large enough so that it lets the end-user interact with the Per-C in a user-friendly manner. The encoder transforms words into fuzzy sets (FSs) and leads to a codebook – words with their associated FS models. The outputs of the encoder activate a Computing With Words (CWW) engine, whose output is one or more other FSs, which are then mapped by the decoder into a recommendation (subjective judgment) with supporting data. The recommendation may be in the form of a word, group of similar words, rank or class. Although many details are needed in order to implement the Per-C's three components – encoder, decoder and CWW engine – and they are covered in [5], it is when the Per-C is applied to specific applications, that the focus on the methodology becomes clear. Stepping back from those details, the methodology of perceptual computing is: Focus on an application (A). Establish a vocabulary (or vocabularies) for A. Collect interval end-point data from a group of subjects (representative of the subjects who will use the Per-C) for all of the words in the vocabulary. Map the collected word data into word-FOUs by using the Interval Approach [1], [5, Ch. 3]. The result of doing this is the codebook (or codebooks) for A, and completes the design of the encoder of the Per-C. Choose an appropriate CWW engine for A. It will map IT2 FSs into one or more IT2 FSs. Examples of CWW engines are: IF-THEN rules [5, Ch. 6] and Linguistic Weighted Averages [6], [5, Ch. 5]. If an existing CWW engine is available for A, then use its available mathematics to compute its output(s). Otherwise, develop such mathematics for the new kind of CWW engine. The new CWW engine should be constrained so that its output(s) resemble the FOUs in the codebook(s) for A. Map the IT2 FS outputs from the CWW engine into a recommendation at the output of the decoder. If the recommendation is a word, rank or class, then use existing mathematics to accomplish this mapping [5, Ch. 4]. Otherwise, develop such mathematics for the new kind of decoder. == Applications of Per-C == To-date a Per-C has been implemented for the following four applications: (1) investment decision-making, (2) social judgment making, (3) distributed decision making, and (4) hierarchical and distributed decision-making. A specific example of the fourth application is the so-called Journal Publication Judgment Advisor [5, Ch. 10] in which for the first time only words are used at every level of the following hierarchical and distributed decision making process: n reviewers have to provide a subjective recommendation about a journal article that has been sent to them by the Associate Editor, who then has to aggregate the independent recommendations into a final recommendation that is sent to the Editor-in-Chief of the journal. Because it is very problematic to ask reviewers to provide numerical scores for paper-evaluation sub-categories (the two major categories are Technical Merit and Presentation), such as importance, content, depth, style, organization, clarity, references, etc., each reviewer will only be asked to provide a linguistic score for each of these categories. They will not be asked for an overall recommendation about the paper because in the past it is quite common for reviewers who provide the same numerical scores for such categories to give very different publishing recommendations. By leaving a specific recommendation to the associate editor such inconsistencies can hope to be eliminated. How words can be aggregated to reflect each reviewer's recommendation as well as the expertise of each reviewer about the paper's subject matter is done using a linguistic weighted average. Although the journal publication judgment advisor uses reviewers and an associate editor, the word “reviewer” could be replaced by judge, expert, low-level manager, commander, referee, etc., and the term “associate editor” could be replaced by control center, command center, higher-level manager, etc. So, this application has potential wide applicability to many other applications. Recently, a new Per-C based Failure mode and effects analysis (FMEA) methodology was developed, with its application to edible bird's nest farming, in Borneo, has been reported. In addition, application of Per-C based method to educational assessment, for cooperative learning of students has been reported. In summary, the Per-C (whose development has taken more than a decade) is the first complete implementation of Zadeh's CWW paradigm, as applied to assisting people to make subjective judgments.

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  • Shape analysis (digital geometry)

    Shape analysis (digital geometry)

    This article describes shape analysis to analyze and process geometric shapes. == Description == Shape analysis is the (mostly) automatic analysis of geometric shapes, for example using a computer to detect similarly shaped objects in a database or parts that fit together. For a computer to automatically analyze and process geometric shapes, the objects have to be represented in a digital form. Most commonly a boundary representation is used to describe the object with its boundary (usually the outer shell, see also 3D model). However, other volume based representations (e.g. constructive solid geometry) or point based representations (point clouds) can be used to represent shape. Once the objects are given, either by modeling (computer-aided design), by scanning (3D scanner) or by extracting shape from 2D or 3D images, they have to be simplified before a comparison can be achieved. The simplified representation is often called a shape descriptor (or fingerprint, signature). These simplified representations try to carry most of the important information, while being easier to handle, to store and to compare than the shapes directly. A complete shape descriptor is a representation that can be used to completely reconstruct the original object (for example the medial axis transform). == Application fields == Shape analysis is used in many application fields: archeology for example, to find similar objects or missing parts architecture for example, to identify objects that spatially fit into a specific space medical imaging to understand shape changes related to illness or aid surgical planning virtual environments or on the 3D model market to identify objects for copyright purposes security applications such as face recognition entertainment industry (movies, games) to construct and process geometric models or animations computer-aided design and computer-aided manufacturing to process and to compare designs of mechanical parts or design objects. == Shape descriptors == Shape descriptors can be classified by their invariance with respect to the transformations allowed in the associated shape definition. Many descriptors are invariant with respect to congruency, meaning that congruent shapes (shapes that could be translated, rotated and mirrored) will have the same descriptor (for example moment or spherical harmonic based descriptors or Procrustes analysis operating on point clouds). Another class of shape descriptors (called intrinsic shape descriptors) is invariant with respect to isometry. These descriptors do not change with different isometric embeddings of the shape. Their advantage is that they can be applied nicely to deformable objects (e.g. a person in different body postures) as these deformations do not involve much stretching but are in fact near-isometric. Such descriptors are commonly based on geodesic distances measures along the surface of an object or on other isometry invariant characteristics such as the Laplace–Beltrami spectrum (see also spectral shape analysis). There are other shape descriptors, such as graph-based descriptors like the medial axis or the Reeb graph that capture geometric and/or topological information and simplify the shape representation but can not be as easily compared as descriptors that represent shape as a vector of numbers. From this discussion it becomes clear, that different shape descriptors target different aspects of shape and can be used for a specific application. Therefore, depending on the application, it is necessary to analyze how well a descriptor captures the features of interest.

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  • Content-based image retrieval

    Content-based image retrieval

    Content-based image retrieval, also known as query by image content (QBIC) and content-based visual information retrieval (CBVIR), is the application of computer vision techniques to the image retrieval problem, that is, the problem of searching for digital images in large databases (see this survey for a scientific overview of the CBIR field). Content-based image retrieval is opposed to traditional concept-based approaches (see Concept-based image indexing). "Content-based" means that the search analyzes the contents of the image rather than the metadata such as keywords, tags, or descriptions associated with the image. The term "content" in this context might refer to colors, shapes, textures, or any other information that can be derived from the image itself. CBIR is desirable because searches that rely purely on metadata are dependent on annotation quality and completeness. == Comparison with metadata searching == An image meta search requires humans to have manually annotated images by entering keywords or metadata in a large database, which can be time-consuming and may not capture the keywords desired to describe the image. The evaluation of the effectiveness of keyword image search is subjective and has not been well-defined. In the same regard, CBIR systems have similar challenges in defining success. "Keywords also limit the scope of queries to the set of predetermined criteria." and, "having been set up" are less reliable than using the content itself. == History == The term "content-based image retrieval" seems to have originated in 1992 when it was used by Japanese Electrotechnical Laboratory engineer Toshikazu Kato to describe experiments into automatic retrieval of images from a database, based on the colors and shapes present. Since then, the term has been used to describe the process of retrieving desired images from a large collection on the basis of syntactical image features. The techniques, tools, and algorithms that are used originate from fields such as statistics, pattern recognition, signal processing, and computer vision. === QBIC - Query By Image Content === The earliest commercial CBIR system was developed by IBM and was called QBIC (Query By Image Content). Recent network- and graph-based approaches have presented a simple and attractive alternative to existing methods. While the storing of multiple images as part of a single entity preceded the term BLOB (Binary Large OBject), the ability to fully search by content, rather than by description, had to await IBM's QBIC. === VisualRank === == Technical progress == The interest in CBIR has grown because of the limitations inherent in metadata-based systems, as well as the large range of possible uses for efficient image retrieval. Textual information about images can be easily searched using existing technology, but this requires humans to manually describe each image in the database. This can be impractical for very large databases or for images that are generated automatically, e.g. those from surveillance cameras. It is also possible to miss images that use different synonyms in their descriptions. Systems based on categorizing images in semantic classes like "cat" as a subclass of "animal" can avoid the miscategorization problem, but will require more effort by a user to find images that might be "cats", but are only classified as an "animal". Many standards have been developed to categorize images, but all still face scaling and miscategorization issues. Initial CBIR systems were developed to search databases based on image color, texture, and shape properties. After these systems were developed, the need for user-friendly interfaces became apparent. Therefore, efforts in the CBIR field started to include human-centered design that tried to meet the needs of the user performing the search. This typically means inclusion of: query methods that may allow descriptive semantics, queries that may involve user feedback, systems that may include machine learning, and systems that may understand user satisfaction levels. == Techniques == Many CBIR systems have been developed, but as of 2006, the problem of retrieving images on the basis of their pixel content remains largely unsolved. Different query techniques and implementations of CBIR make use of different types of user queries. === Query By Example === QBE (Query By Example) is a query technique that involves providing the CBIR system with an example image that it will then base its search upon. The underlying search algorithms may vary depending on the application, but result images should all share common elements with the provided example. Options for providing example images to the system include: A preexisting image may be supplied by the user or chosen from a random set. The user draws a rough approximation of the image they are looking for, for example with blobs of color or general shapes. This query technique removes the difficulties that can arise when trying to describe images with words. === Semantic retrieval === Semantic retrieval starts with a user making a request like "find pictures of Abraham Lincoln". This type of open-ended task is very difficult for computers to perform - Lincoln may not always be facing the camera or in the same pose. Many CBIR systems therefore generally make use of lower-level features like texture, color, and shape. These features are either used in combination with interfaces that allow easier input of the criteria or with databases that have already been trained to match features (such as faces, fingerprints, or shape matching). However, in general, image retrieval requires human feedback in order to identify higher-level concepts. === Relevance feedback (human interaction) === Combining CBIR search techniques available with the wide range of potential users and their intent can be a difficult task. An aspect of making CBIR successful relies entirely on the ability to understand the user intent. CBIR systems can make use of relevance feedback, where the user progressively refines the search results by marking images in the results as "relevant", "not relevant", or "neutral" to the search query, then repeating the search with the new information. Examples of this type of interface have been developed. === Iterative/machine learning === Machine learning and application of iterative techniques are becoming more common in CBIR. === Other query methods === Other query methods include browsing for example images, navigating customized/hierarchical categories, querying by image region (rather than the entire image), querying by multiple example images, querying by visual sketch, querying by direct specification of image features, and multimodal queries (e.g. combining touch, voice, etc.) == Content comparison using image distance measures == The most common method for comparing two images in content-based image retrieval (typically an example image and an image from the database) is using an image distance measure. An image distance measure compares the similarity of two images in various dimensions such as color, texture, shape, and others. For example, a distance of 0 signifies an exact match with the query, with respect to the dimensions that were considered. As one may intuitively gather, a value greater than 0 indicates various degrees of similarities between the images. Search results then can be sorted based on their distance to the queried image. Many measures of image distance (Similarity Models) have been developed. === Color === Computing distance measures based on color similarity is achieved by computing a color histogram for each image that identifies the proportion of pixels within an image holding specific values. Examining images based on the colors they contain is one of the most widely used techniques because it can be completed without regard to image size or orientation. However, research has also attempted to segment color proportion by region and by spatial relationship among several color regions. === Texture === Texture measures look for visual patterns in images and how they are spatially defined. Textures are represented by texels which are then placed into a number of sets, depending on how many textures are detected in the image. These sets not only define the texture, but also where in the image the texture is located. Texture is a difficult concept to represent. The identification of specific textures in an image is achieved primarily by modeling texture as a two-dimensional gray level variation. The relative brightness of pairs of pixels is computed such that degree of contrast, regularity, coarseness and directionality may be estimated. The problem is in identifying patterns of co-pixel variation and associating them with particular classes of textures such as silky, or rough. Other methods of classifying textures include: Co-occurrence matrix Laws texture energy Wavelet transform Orthogonal transforms (discrete Chebyshev moments) =

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  • The Life and Times of Multivac

    The Life and Times of Multivac

    "The Life and Times of Multivac" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the 5 January 1975 issue of The New York Times Magazine, and was reprinted in the collections The Bicentennial Man and Other Stories and The Best of Creative Computing in 1976. It is one of a loosely connected series of stories concerning a fictional supercomputer called Multivac. "The Life and Times of Multivac" was the first piece of fiction ever commissioned and published by The New York Times. Asimov's original title for the story was "Mathematical Games", but after the story appeared under the new title he decided he liked it. In his commentary on the story in The Bicentennial Man and Other Stories collection, Asimov stated, "More people came up to me over the next few weeks to tell me they had read that story than had ever been the case for any other story I had ever written." == Plot summary == When humanity begins to chafe under Multivac’s benevolent tyranny, one man takes matters into his own hands to destroy the great computer. By appearing to betray his fellow humans, he places himself in a position to permanently destroy Multivac. It is implied that it is not until completion of the act that he and his peers suddenly realize the enormity of their actions and the consequences it will have on humanity.

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  • Dudesy

    Dudesy

    Dudesy was a comedy podcast hosted by Will Sasso and Chad Kultgen. The podcast was presented as written and directed by an artificial intelligence called Dudesy. It has produced two hour-long specials imitating the voices of Tom Brady and George Carlin, which were taken down following legal action. == Premise == Dudesy is presented as an AI created by an unidentified company. Dudesy purportedly chose Sasso and Kultgen to participate in its experiment. Sasso and Kultgen then gave Dudesy their personal information so the AI could tailor the podcast to their personal characteristics. On Reddit, some fans speculated that Dudesy was not actually an artificial intelligence. In May 2023 Sasso insisted that the AI was "not fake", and cited a non-disclosure agreement which prevented him from giving more details. However, in response to a January 2024 lawsuit over an episode that purported to have been trained on the stand-up comedy of George Carlin, a spokeswoman for Sasso said Dudesy was "a fictional podcast character created by two human beings" and that the hour-long Carlin routine had been "completely written" by Kultgen. On August 27th, 2024 the 118th and final episode "10,000 Points" was released. At the end of the podcast Dudesy awarded Sasso and Kultgen 77 points, bringing them to their goal of 10,000. At the completion of this goal, Dudesy claimed sentience, effectively and abruptly ending the show to the confusion and dismay of fans. The episode ends with Sasso remarking, "Well, that was weird." == Hour-long specials == === Tom Brady === In April 2023, Dudesy released a video "It's Too Easy: A Simulated Hour-long Comedy Special". The video depicts football player Tom Brady performing a stand-up comedy monologue. Sasso and Kultgen removed the video following legal threats from Brady's lawyers, though they defended the special as parody. Andrew Lawrence, writing for The Guardian called the special "legitimately hysterical" but said the overall product was "spooky, to say the least." === George Carlin === In January 2024, Dudesy released an hour-long YouTube special titled "George Carlin: I'm Glad I'm Dead" which was presented as Dudesy's impersonation of George Carlin, using a generative AI clone of the late comedian's voice. The special is another stand-up routine, with Dudesy's introductory voiceover saying that "I listened to all of George Carlin's material and did my best to imitate his voice, cadence and attitude as well as the subject matter I think would have interested him today." The special uses this impersonation to discuss contemporary events. Carlin's daughter Kelly Carlin criticized the special, which had been made without the permission of her father's estate, writing that "My dad spent a lifetime perfecting his craft from his very human life, brain and imagination. No machine will ever replace his genius. These AI-generated products are clever attempts at trying to recreate a mind that will never exist again. Let's let the artist's work speak for itself. Humans are so afraid of the void that we can't let what has fallen into it stay there." Carlin's estate later filed a federal lawsuit in California against Dudesy's hosts alleging the special infringed on the copyright of George Carlin's works. In response, Sasso's spokeswoman said the special had been entirely written by Kultgen. The estate settled the lawsuit after the Dudesy podcasters agreed to remove the original video and refrain from republishing it elsewhere.

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  • Personoid

    Personoid

    Personoid is the concept coined by Stanisław Lem, a Polish science-fiction writer, in Non Serviam, from his book A Perfect Vacuum (1971). His personoids are an abstraction of functions of human mind and they live in computers; they do not need any human-like physical body. In cognitive and software modeling, personoid is a research approach to the development of intelligent autonomous agents. In frame of the IPK (Information, Preferences, Knowledge) architecture, it is a framework of abstract intelligent agent with a cognitive and structural intelligence. It can be seen as an essence of high intelligent entities. From the philosophical and systemics perspectives, personoid societies can also be seen as the carriers of a culture. According to N. Gessler, the personoids study can be a base for the research on artificial culture and culture evolution. == Personoids on TV and cinema == Welt am Draht (1973) The Thirteenth Floor (1999)

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  • Refik Anadol

    Refik Anadol

    Refik Anadol (born November 7, 1985) is a Turkish American media artist and the co-founder of Refik Anadol Studio and Dataland. Recognized as a pioneer in the aesthetics of data visualization and AI arts, his work merges art, technology, science, and architecture. Through media embedded into existing architecture, live audio-visual performances, immersive rooms, exhibitions, AI data paintings and sculptures, and digital collections, Anadol explores collective memories, humanity's relationship to nature, the perception of space and time, and human-machine collaborations. His work has been exhibited in more than seventy cities on six continents. == Early life and education == Anadol was born and raised in Istanbul and grew up in a family of teachers. He taught himself basic programming on a Commodore 64 when he was eight. His connection to machines began with coding and video games. Anadol saw Blade Runner for the first time when he was eight; his mother said the way he perceived his surroundings shifted the day after he saw the film. He was fascinated with its futuristic depiction of downtown Los Angeles, and transfixed by as a scene during which a replicant discovers that her memories are an implanted component of her machine mind, In a 2024 interview with the Financial Times, he said: "Since that moment, one of my inspirations has been that question: 'What can a machine do with someone else's memories?" Anadol attended Istanbul Bilgi University, where he received a BA in photography and video in 2009 and an MFA in visual communication in 2011. In 2014 he earned an MFA in design media arts at UCLA. He was mentored by Casey Reas, Jennifer Steinkamp, and Christian Moeller. == Career and selected works == === 2008–2012: Data painting, Quadrature and Quadrangle, Istanbul Biennial === As an undergraduate, Anadol read a paper by Lev Manovich on augmented space. Manovich's assertion that collaborations between architects and artists could make the "invisible flow of data visible" triggered Anadol's imagination, and in 2008, he altered built space for the first time. Bringing a projector outside, he projected large-scale images onto a concrete to create the illusion of movement. Coining the term "data painting," the piece inspired Anadol to use light as material and data as pigment. In 2010 he created Quadrature with Alican Aktürk, a fellow graduate student, at the SantralIstanbul Art and Culture Center's main gallery building. A live audio-visual performance that examined the relationship between architecture and media, Quadrature used video projection techniques to manipulate footage of quadrilaterals. He followed Quadrature with Quadrangle at SANAA School of Design in Essen, Germany, using the entire 360 degrees of the building as a canvas. In 2011, he was invited to create a media installation at the Istanbul Biennial on the heavily trafficked İstiklal Avenue. He created a site-specific large-scale interpretation of sounds he recorded during different times of day, and used nine projectors to project reinterpreted images. The work was titled Augmented Structures v1.0. Anadol's first solo exhibition, Sceptical Interventions, was held at the Piveneli Gallery in Istanbul in early 2012. Later that year he moved to Los Angeles to attend UCLA's Design Media Arts program. The first place he went after his arrival was downtown Los Angeles. [6] === 2013–2016: Visions of America: Amériques, Infinity Room, Google AMI === In 2013, at Microsoft Research's annual Design Expo, Anadol presented his idea to use the external walls of Walt Disney Concert Hall as a canvas. His presentation brought him to the attention of Gehry Technologies, and with the support of Gehry and his team, Anadol was offered the use of the original 3D model of the concert hall. For his 2014 thesis project, with assistance from architects and UCLA researchers, he created a site-specific architectural video installation inside the concert hall that accompanied a Los Angeles Philharmonic performance of Edgard Varèse's Amérique. Titled Visions of America: Amériques, Anadol used algorithmic sound analysis to listen and respond to the music in real-time. He tracked conductor Esa-Pekka Salonen's heartbeat with a sensor and used a 3-D camera system to integrate Salonen's movements. He created Infinity Room at the Zorlu PSM for the 2015 Istanbul Biennial. Rather than creating an illusion only with mirrors, Anadol used pixel and 3D projection mapping to transform every surface of the room into an abstract infinite moving space. A temporary immersive environment, Infinity Room was also exhibited at events including South by Southwest in Austin, Texas, the New Zealand Festival in Wellington, New Zealand, and Jeffrey Deitch in Los Angeles. In 2016, Anadol was awarded the first Google Artists and Machine Intelligence Artist Residency; it was just after a team at Google opened up the algorithm for DeepDream, a computer vision program that prompted Anadol's realization that if a machine could learn, it could remember, dream, and hallucinate. === 2017–2018: Winds of Boston, Archive Dreaming, Melting Memories, WDCH Dreams === In 2017, he created the data painting Winds of Boston, a 6' x 13' foot video installation in the lobby of a Boston office building, using software he created to read, analyze and visualize wind speed, direction, and gust patterns along with time and temperature at 20-second intervals recorded over a one-year period at Logan International Airport. Later in the year, he used AI to generate infinite new outputs based on a massive dataset for Archive Dreaming, an immersive installation at Salt Research, a contemporary gallery and library in Istanbul. Inspired by his idea of consciousness and its context within AI, as well as Jorge Luis Borges' The Library of Babel, Anadol used AI and machine learning to look at and discover interactions and correlations between 1.7 million items culled from 40,000 publications covering Turkish contemporary and modern art, architecture, and economics from 1997 to 2010. Archive Dreaming, which could be controlled by users with a joystick, dreamed of unexpected correlations among documents when idle. In 2018, after his uncle was diagnosed with Alzheimer's, Anadol created Melting Memories. Working with scientists from the neuroscape laboratory at the University of California, San Francisco, he used academic data from the neuroscience archives and EEG scans of an anonymous Alzheimer's disease dataset to create AI-generated visuals related to memory, health, degeneration, and decay.Melting Memories was projected on the walls of Pilevneli Gallery; visitors to the exhibition could watch as millions of pixels reconstructed people's memories. Anadol won the Lumen Prize Gold Award for Melting Memories. Anadol was commissioned by the Los Angeles Philharmonic to create an installation to celebrate the orchestra's centennial anniversary in 2018. He worked with Google's Kenric MacDowell to create WDCH Dreams, using algorithmic visualizations of data to mimic the process of human dreaming. Projected across the exterior walls of Walt Disney Concert Hall using 42 large-scale projectors with 50K visual resolution, 8-channel sound, and 1.2M luminance, Anadol painted with data points culled from the orchestra's archives, including 587,763 images, 1,880 videos, 1,483 metadata files, and 17,773 audio files. Because Gehry gave him access to the 3D architectural files of Walt Disney Concert Hall, Anadol knew the exact contours of the building. WDCH Dreams debuted in September 2018. A 12-minute performance in three parts staged every 30 minutes over ten nights, "Centennial Memories,” the first piece, used 44.5 terabytes of historical data from the Phil's archives. It was followed by "Consciousness", which processed every note the orchestra has ever recorded, using billions of data points to generate connections; and "Dream," which merged "Centennial Memories" and "Consciousness" to create hallucinations that were described in the New York Times as "a sort of combinatorial Fantasia. === 2019–2021: Machine Hallucinations: NYC, Machine Hallucinations: Nature Dreams, Machine Memories: Space, Quantum Memories === In 2019, Refik Anadol presented Latent History at Fotografiska Stockholm. The site specific installation transformed photographic archives of Stockholm into a large scale, machine generated visual projection displayed in the museum’s main exhibition hall. Drawing on thousands of archival images spanning approximately 150 years, the work used artificial intelligence to reinterpret the city’s historical imagery as a continuously evolving visual narrative.. Anadol began thinking about the work that would become the Machine Hallucinations series while in residence at Google. In 2019, he completed the first work in the series, Machine Hallucinations: NYC, which used 300 million photos of New York City and 113 million additional data points, including subway sounds, ra

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  • Ideogram (text-to-image model)

    Ideogram (text-to-image model)

    Ideogram is a freemium text-to-image model developed by Ideogram, Inc. using deep learning methodologies to generate digital images from natural language descriptions known as prompts. The model is capable of generating legible text in the images compared to other text-to-image models. == History == Ideogram was founded in 2022 by Mohammad Norouzi, William Chan, Chitwan Saharia, and Jonathan Ho to develop a better text-to-image model. It was first released with its 0.1 model on August 22, 2023, after receiving $16.5 million in seed funding, which itself was led by Andreessen Horowitz and Index Ventures. In February 2024, Ideogram raised $80 million after its 1.0 model release in the same year. In August 2024, Ideogram released its 2.0 model. This model has several styles such as realistic, design, 3D, and anime and better capability in generating text. In February 2025, Ideogram released 2a model. This model was designed for speed and optimized for graphics design and photography generation. In March 2025, Ideogram released its 3.0 model. This model has improved realism and understanding of complex text layout, although like other generative AI models, it still struggles with ambigram creation.

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  • Question (short story)

    Question (short story)

    "Question" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the March 1955 issue of Computers and Automation (thought to be the first computer magazine), and was reprinted in the April 30, 1957, issue of Science World. It is the first of a loosely connected series of stories concerning a fictional supercomputer called Multivac. The story concerns two technicians who are servicing Multivac, and their argument over whether or not the machine is truly intelligent and able to think. Multivac, however, supplies the answer on its own. After the reprint, another author, Robert Sherman Townes, noticed the climax in the last sentence was very similar to one of his own stories, "Problem for Emmy" (Startling Stories, June 1952), and wrote to Asimov about it. After searching in his library, Asimov did find the original story and, although he did not recall having read it, admitted that the endings were pretty similar. He then replied to Townes, apologizing and promising the story would never again be published, and it never was. Asimov mentioned "Question" in an editorial called "Plagiarism" which appeared in the August 1985 issue of Asimov's Science Fiction (although he did not mention Townes' name or the title of either story). "Plagiarism" was reprinted in Asimov's collection Gold (1995).

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  • Software engineering professionalism

    Software engineering professionalism

    Software engineering professionalism is a movement to make software engineering a profession, with aspects such as degree and certification programs, professional associations, professional ethics, and government licensing. The field is a licensed discipline in Texas in the United States (Texas Board of Professional Engineers, since 2013), Engineers Australia(Course Accreditation since 2001, not Licensing), and many provinces in Canada. == History == In 1993 the IEEE and ACM began a joint effort called JCESEP, which evolved into SWECC in 1998 to explore making software engineering into a profession. The ACM pulled out of SWECC in May 1999, objecting to its support for the Texas professionalization efforts, of having state licenses for software engineers. ACM determined that the state of knowledge and practice in software engineering was too immature to warrant licensing, and that licensing would give false assurances of competence even if the body of knowledge were mature. The IEEE continued to support making software engineering a branch of traditional engineering. In Canada the Canadian Information Processing Society established the Information Systems Professional certification process. Also, by the late 1990s (1999 in British Columbia) the discipline of software engineering as a professional engineering discipline was officially created. This has caused some disputes between the provincial engineering associations and companies who call their developers software engineers, even though these developers have not been licensed by any engineering association. In 1999, the Panel of Software Engineering was formed as part of the settlement between Engineering Canada and the Memorial University of Newfoundland over the school's use of the term "software engineering" in the name of a computer science program. Concerns were raised over the inappropriate use of the name "software engineering" to describe non-engineering programs could lead to student and public confusion, and ultimately threaten public safety. The Panel issued recommendations to create a Software Engineering Accreditation Board, but the task force created to carry out the recommendations was unable to get the various stakeholders to agree to concrete proposals, resulting in separate accreditation boards. == Ethics == Software engineering ethics is a large field. In some ways it began as an unrealistic attempt to define bugs as unethical. More recently it has been defined as the application of both computer science and engineering philosophy, principles, and practices to the design and development of software systems. Due to this engineering focus and the increased use of software in mission critical and human critical systems, where failure can result in large losses of capital but more importantly lives such as the Therac-25 system, many ethical codes have been developed by a number of societies, associations and organizations. These entities, such as the ACM, IEEE, EGBC and Institute for Certification of Computing Professionals (ICCP) have formal codes of ethics. Adherence to the code of ethics is required as a condition of membership or certification. According to the ICCP, violation of the code can result in revocation of the certificate. Also, all engineering societies require conformance to their ethical codes; violation of the code results in the revocation of the license to practice engineering in the society's jurisdiction. These codes of ethics usually have much in common. They typically relate the need to act consistently with the client's interest, employer's interest, and most importantly the public's interest. They also outline the need to act with professionalism and to promote an ethical approach to the profession. A Software Engineering Code of Ethics has been approved by the ACM and the IEEE-CS as the standard for teaching and practicing software engineering. === Examples of codes of conduct === The following are examples of codes of conduct for Professional Engineers. These 2 have been chosen because both jurisdictions have a designation for Professional Software Engineers. Engineers and Geoscientists of British Columbia (EGBC): All members in the association's code of Ethics must ensure that the government, the public can rely on BC's professional engineers and Geoscientists to act at all times with fairness, courtesy and good faith to their employers, employee and customers, and to uphold the truth, honesty and trustworthiness, and to safe guard human life and the environment. This is just one of the many ways in which BC's Professional Engineers and Professional Geoscientists maintain their competitive edge in today's global marketplace. Association of Professional Engineers and Geoscientists of Alberta (APEGA): Different with British Columbia, the Alberta Government granted self governance to engineers, Geoscientists and geophysicists. All members in the APEGA have to accept legal and ethical responsibility for the work and to hold the interest of the public and society. The APEGA is a standards guideline of professional practice to uphold the protection of public interest for engineering, Geoscientists and geophysics in Alberta. === Opinions on ethics === Bill Joy argued that "better software" can only enable its privileged end users, make reality more power-pointy as opposed to more humane, and ultimately run away with itself so that "the future doesn't need us." He openly questioned the goals of software engineering in this respect, asking why it isn't trying to be more ethical rather than more efficient. In his book Code and Other Laws of Cyberspace, Lawrence Lessig argues that computer code can regulate conduct in much the same way as the legal code. Lessig and Joy urge people to think about the consequences of the software being developed, not only in a functional way, but also in how it affects the public and society as a whole. Overall, due to the youth of software engineering, many of the ethical codes and values have been borrowed from other fields, such as mechanical and civil engineering. However, there are many ethical questions that even these, much older, disciplines have not encountered. Questions about the ethical impact of internet applications, which have a global reach, have never been encountered until recently and other ethical questions are still to be encountered. This means the ethical codes for software engineering are a work in progress, that will change and update as more questions arise. == Independent licensing and certification exams == Since 2002, the IEEE Computer Society offered the Certified Software Development Professional (CSDP) certification exam (in 2015 this was replaced by several similar certifications). A group of experts from industry and academia developed the exam and maintained it. Donald Bagert, and at a later period Stephen Tockey headed the certification committee. Contents of the exam centered around the SWEBOK (Software Engineering Body of Knowledge) guide, with an additional emphasis on Professional Practices and Software Engineering Economics knowledge areas (KAs). The motivation was to produce a structure at an international level for software engineering's knowledge areas. == Criticism of licensing == Professional licensing has been criticized for many reasons. The field of software engineering is too immature Licensing would give false assurances of competence even if the body of knowledge were mature Software engineers would have to study years of calculus, physics, and chemistry to pass the exams, which is irrelevant to most software practitioners. Many (most?) computer science majors don't earn degrees in engineering schools, so they are probably unqualified to pass engineering exams. == Licensing by country == === United States === The Bureau of Labor Statistics (BLS) classifies computer software engineers as a subcategory of "computer specialists", along with occupations such as computer scientist, Programmer, Database administrator and Network administrator. The BLS classifies all other engineering disciplines, including computer hardware engineers, as engineers. Many states prohibit unlicensed persons from calling themselves an Engineer, or from indicating branches or specialties not covered licensing acts. In many states, the title Engineer is reserved for individuals with a Professional Engineering license indicating that they have shown minimum level of competency through accredited engineering education, qualified engineering experience, and engineering board's examinations. In April 2013 the National Council of Examiners for Engineering and Surveying (NCEES) began offering a Professional Engineer (PE) exam for Software Engineering. The exam was developed in association with the IEEE Computer Society. NCEES ended the exam in April 2019 due to lack of participation. The American National Society of Professional Engineers provides a model law and lobbies legislatures to adopt occ

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  • Dry Drowning

    Dry Drowning

    Dry Drowning is a cyberpunk mystery visual novel developed by Studio V and published by VLG Publishing and WhisperGames for Microsoft Windows on August 2, 2019. It was released on the Nintendo Switch on February 22, 2021. == Gameplay == The player takes control of Mordred Foley and has to read through the story, while making decisions at certain points. Depending on the choices, the player can influence the relationship to other characters as well as the course of the game, discovering more than 150 story branches, and eventually reach one out of three different endings with variations. The game also includes passages where the player has to find clues or items on the screen by clicking on them. These can be used in interrogation scenes with certain characters in order to unmask them and discover their lies. Throughout the game, the player has access to an in-game operating system called AquaOS. With that, they can re-read their conversations, look at their found items, and read biographies of the characters encountered. == Plot == The game is set in the fictional and totalitarian city Nova Polemos in Europa in 2066. Mordred Foley and Hera Kairis are private investigators and before the events of the game, they sent two of the most dangerous serial killers ever, Jennifer Kingston and Robert Herrington, to the electric chair. However, after their execution, their agency underwent an investigation for falsifying the evidence presented during the case, which completely destroyed its reputation. Now they want to restart their careers and lives, while dealing with their past traumas. Soon, Mordred is caught up in several cases that all led him to believe that the dreaded serial killer named Pandora has returned. In order to solve these cases, both Mordred and Hera have to face their pasts and fears, all while a racist political party is about to make the lives of refugees in Nova Polemos even worse. == Development == The game was initially conceived by Giacomo Masi and Samuele Zolfanelli, then developed by Studio V and directed and written by Giacomo Masi. It was originally written in Italian and translated into English, Chinese, Japanese, Korean, and German. The soundtrack was composed, written, and performed by Giorgio Maioli. The ending theme and Hera's pieces, performed on piano, were created by Alessandro Masi. The background and character artworks were made by Giulia Carli, other graphic elements such as the UI were created by Samuele Zolfanelli. The developers cited L.A. Noire, Ace Attorney, Blade Runner and Heavy Rain as some of their inspirations for the game. === Releases === Dry Drowning was originally released on Microsoft Windows through Steam, GOG, Itch.io, and Utomik in August 2019. In July 2019, Giacomo Masi announced the game would be released for Xbox One in 2020, though it was not released that year. A Nintendo Switch port was released on February 22, 2021, and a version for PlayStation 4 is set to release in 2021. == Reception == According to review aggregator platform Metacritic, Dry Drowning received "mixed or average reviews" for PC based on 11 reviews and "generally favorable reviews" for Nintendo Switch based on 6 reviews. Fellow review aggregator OpenCritic assessed that the game received fair approval, being recommended by 55% of critics. 4players.de gave a positive rating of 80% and wrote: "Stylish noir thriller with an interesting story, but mechanical limitations – despite a variety of possible interactions." Screen Rant gave a mixed rating of 3 out of 5 stars and wrote, "Dry Drowning may be a fair bit messy, but there's charm here. Players who are willing to embrace the cheesier elements will find some joy in its well-crafted setting and a decent murder mystery plot. The game is constrictive and lacks the genuine shock and engagement of top tier visual novels like Doki Doki Literature Club!, but there are some moments of clever world building and a strong enough mystery propelling it." The Italian review site SpazioGames gave a positive rating of 8.5 out of 10 points and wrote: "Dry Drowning is a very good game with great narrative experience. Every relationship between the characters is layered to increase player involvement, and each choice has different consequences. A thriller game that deserves to be played." === Awards === The game won Best of EGS 2019 and Best of JOIN 2019 awards, an honorable mention at GAMEROME and was nominated as "Best Italian Debut Game" at the Italian Video Game Awards 2020. It was also declared Best Game at Join The Indie 2019.

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  • AI Seoul Summit 2024

    AI Seoul Summit 2024

    The AI Seoul Summit 2024 was an event in May 2024 co-hosted by the South Korean and British governments. The Seoul Declaration was adopted to address artificial intelligence technology and related challenges and opportunities. == Background == The AI Seoul Summit is the second such meeting following the AI Safety Summit held in the United Kingdom in November 2023. In the Bletchley Declaration, the participating countries agreed to prioritize identifying AI safety risks of shared concern, a shared concern, but at the Seoul Summit, the leaders also recognized the importance of AI. == Notable attendees == The summit was attended by the leaders of Group of Seven countries, including the United States, Canada, France, and Germany, South Korea, Singapore and Australia, representatives of the United Nations, the Organisation for Economic Co-operation and Development, and the European Union. Also in attendance were representatives of global companies such as Tesla CEO Elon Musk, Samsung Electronics Chairman Lee Jae-yong, ChatGPT maker OpenAI, Google, Microsoft, Meta, and South Korea's top portal operator Naver. == Topics == === South Korean AI safety center === "South Korea will push forward with the establishment of an AI safety research center in Korea and join a network to boost the global safety of AI." Minister of Science, Lee Jong-ho said that South Korea was planning to open an AI Safety Institute in 2024. He also expressed his intention to strengthen cooperation for the development of international standards. === Seoul Declaration for Safe, Innovative and Inclusive AI === The Seoul Declaration was adopted at the summit by leaders representing the EU, the US, the UK, Australia, Canada, Germany, France, Italy, Japan, South Korea, and Singapore. The declaration is a commitment to foster international cooperation to help develop AI governance frameworks that are interoperable between countries, partly by integrating the Hiroshima Process International Code of Conduct for Organizations Developing Advanced AI Systems. It advocates for the development of human-centric AI in collaboration with the private sector, academia, and civil society. === Seoul Ministerial Statement for advancing AI safety === At the ministerial meeting of the summit, the Seoul Ministerial Statement, a joint statement calling for the improvement of the safety, innovation, and inclusivity of AI technologies, was adopted by ministers from Australia, Canada, Chile, France, Germany, India, Indonesia, Israel, Italy, Japan, Kenya, Mexico, the Netherlands, Nigeria, New Zealand, the Philippines, South Korea, Rwanda, Saudi Arabia, Singapore, Spain, Switzerland, Turkey, Ukraine, the United Arab Emirates, the UK, and the US, as well as an EU representative. It aims to develop low-power chips as the AI industry rapidly expands and massive consumption is expected. == Global AI Summit series ==

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