AI For Kids Dubai

AI For Kids Dubai — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Fragment (computer graphics)

    Fragment (computer graphics)

    In computer graphics, a fragment is the data necessary to generate a single pixel's worth of a drawing primitive in the frame buffer. These data may include, but are not limited to: raster position depth interpolated attributes (color, texture coordinates, etc.) stencil alpha window ID As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc.) are rasterized into fragments which are textured and combined with the existing frame buffer. How a fragment is combined with the data already in the frame buffer depends on various settings. In a typical case, a fragment may be discarded if it is further away than the pixel which is already at that location (according to the depth buffer). If it is nearer than the existing pixel, it may replace what is already there, or, if alpha blending is in use, the pixel's color may be replaced with a mixture of the fragment's color and the pixel's existing color, as in the case of drawing a translucent object. In general, a fragment can be thought of as the data needed to shade the pixel, plus the data needed to test whether the fragment survives to become a pixel (depth, alpha, stencil, scissor, window ID, etc.). Shading a fragment is done through a fragment shader (or pixel shaders in Direct3D). In computer graphics, a fragment is not necessarily opaque, and could contain an alpha value specifying its degree of transparency. The alpha is typically normalized to the range of [0, 1], with 0 denotes totally transparent and 1 denotes totally opaque. If the fragment is not totally opaque, then part of its background object could show through, which is known as alpha blending.

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  • Modular Audio Recognition Framework

    Modular Audio Recognition Framework

    Modular Audio Recognition Framework (MARF) is an open-source research platform and a collection of voice, sound, speech, text and natural language processing (NLP) algorithms written in Java and arranged into a modular and extensible framework that attempts to facilitate addition of new algorithms. MARF may act as a library in applications or be used as a source for learning and extension. A few example applications are provided to show how to use the framework. There is also a detailed manual and the API reference in the javadoc format as the project tends to be well documented. MARF, its applications, and the corresponding source code and documentation are released under the BSD-style license.

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  • WYSIWYM (interaction technique)

    WYSIWYM (interaction technique)

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

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  • Tabnine

    Tabnine

    Tabnine is a code completion tool which uses generative artificial intelligence to assist users by autocompleting code. It was created in 2018 by Jacob Jackson, a student at the University of Waterloo. It is now developed by Tabnine, a software company founded under the name Codota by Dror Weiss and Eran Yahav in Tel Aviv, Israel, in 2013, and renamed to Tabnine in 2021. Initially established under the name Codota, the company underwent a rebranding in May 2021 following the release of the company’s first large language model based AI coding assistant, adopting the name Tabnine. == History == Tabnine was established as Codota in 2013 by Dror Weiss and Eran Yahav in Tel Aviv, Israel. Tabnine, initially founded under the name Codota, was created to develop tools based on over a decade of academic research at the Technion. Codota, the predecessor of Tabnine, secured $2 million in seed investment in June 2017. Following this, in June 2018, the company introduced the first AI-based code completion for Java IDE. In 2019, Codota acquired a product called Tabnine, which used the newly available large-language model technology to provide generative AI for software code across a broader range of programming languages across five IDEs. Codota replaced its earlier approach to code generation with this new approach to generative AI. The company secured a Series A round of funding in April 2020, raising $12 million. On May 26, 2021, Codota changed its name to Tabnine and underwent a corresponding rebranding. By April 2022, Tabnine reached over one million users. In June of the same year, Tabnine launched models that could predict full lines and snippets of code. The same year it raised $15.5 mln in a funding round led co-led by Qualcomm Ventures. In June 2023, Tabnine introduced an AI-powered chat agent, enabling developers to use natural language to generate code, to explain code, to generate tests and documentation, and to propose fixes to code. In November 2023, Tabnine closed a Series B round of funding, raising $25 million to scale the company’s operations. == Operations == Tabnine's headquarters is located in Tel Aviv, Israel, with an additional corporate entity in the United States. As of November 2023, Tabnine generative AI for software development is used by a million developers. It has 10 million installations across VS Code and JetBrains. Since its founding, Dror Weiss has served as CEO, with Eran Yahav as CTO.

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  • ImHex

    ImHex

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

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  • Liveness test

    Liveness test

    A liveness test, liveness check or liveness detection is an automated method for determining whether a subject is a real person or part of a spoofing attack. The technique is used as part of know your customer checks in financial services and during facial age estimation. Liveness detection is a cornerstone of digital safety. == Test process == The threat in face spoofing attacks is that "the attacker only needs to find a good face swap library on Github and understand how to inject the model into the camera feed during the KYC process". Fraudsters usually buy stolen IDs on the dark web to start a deepfake attack. An AI-powered generative adversarial network (GAN) can then generate the face swapping model that many online verification services fail to detect. Low level hackers may use face swapping apps such as SwapFace, DeepFaceLive, and Swapstream (increasing interest for those apps in 2023 according to Google Trends). In a video liveness test, users are typically asked to look into a camera and to move, smile or blink, and features of their moving face may then be compared to that of a still image. Artificial intelligence is used to counter presentation attacks such as deepfakes or users wearing hyperrealistic masks, or video injection attacks. Other forms of liveness test include checking for a pulse when using a fingerprint scanner or checking that a person's voice is not a recording or artificially generated during speaker recognition. == Adoption and certification == In a 2022 report published by the security firm Sensity, it was demonstrated that the liveness test of most US banks was easily cheated with new and publicly-available AI-powered techniques. Many of these banks disregarded the results of the report. In the first half of 2023, the security firm iProov detected a 704% increase in face-swap attacks. In 2023, in the UK, many customers of Ryanair were upset to have to go through many ID verification checks, including liveness tests, before boarding, as the airline was using it as a mean to deter customers to buy tickets through third-party websites. In the first half of 2024 iBeta Quality Assurance issued 18 new ISO/IEC 30107-3 Presentation Attack Detection certificates, raising the cumulative total to 85 since 2018. In January 2024, the Department of Homeland Security (DHS) opened applications from vendors to test their Liveness test. Identity frauds peaked during the COVID-19 lockdown, leading government agencies to take reinforced measures to secure their digital applications.

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  • Moral Machine

    Moral Machine

    Moral Machine is an online platform, developed by Iyad Rahwan's Scalable Cooperation group at the Massachusetts Institute of Technology, that generates moral dilemmas and collects information on the decisions that people make between two destructive outcomes. The platform is the idea of Iyad Rahwan and social psychologists Azim Shariff and Jean-François Bonnefon, who conceived of the idea ahead of the publication of their article about the ethics of self-driving cars. The key contributors to building the platform were MIT Media Lab graduate students Edmond Awad and Sohan Dsouza. The presented scenarios are often variations of the trolley problem, and the information collected would be used for further research regarding the decisions that machine intelligence must make in the future. For example, as artificial intelligence plays an increasingly significant role in autonomous driving technology, research projects like Moral Machine help to find solutions for challenging life-and-death decisions that will face self-driving vehicles. Moral Machine was active from January 2016 to July 2020. The Moral Machine continues to be available on their website for people to experience. == The experiment == The Moral Machine was an ambitious project; it was the first attempt at using such an experimental design to test a large number of humans in over 200 countries worldwide. The study was approved by the Institute Review Board (IRB) at Massachusetts Institute of Technology (MIT). The setup of the experiment asks the viewer to make a decision on a single scenario in which a self-driving car is about to hit pedestrians. The user can decide to have the car either swerve to avoid hitting the pedestrians or keep going straight to preserve the lives it is transporting. Participants can complete as many scenarios as they want to, however the scenarios themselves are generated in groups of thirteen. Within this thirteen, a single scenario is entirely random while the other twelve are generated from a space in a database of 26 million different possibilities. They are chosen with two dilemmas focused on each of six dimensions of moral preferences: character gender, character age, character physical fitness, character social status, character species, and character number. The experiment setup remains the same throughout multiple scenarios but each scenario tests a different set of factors. Most notably, the characters involved in the scenario are different in each one. Characters may include ones such as: Stroller, girl, boy, pregnant, Male Doctor, Female Doctor, Female Athlete, Executive Female, Male Athlete, Executive Male, Large Woman, Large Man, homeless, old man, old woman, dog, criminal, and a cat. Through these different characters researchers were able to understand how a wide variety of people will judge scenarios based on those involved. == Analysis == The Moral Machine collected 40 million moral decisions from 4 million participants in 233 countries, analysis of which revealed trends within individual countries and humanity as a whole. It tested for nine factors: preference for sparing humans versus pets, passengers versus pedestrians, men versus women, young versus elderly, fit versus overweight, higher versus lower social status, jaywalkers versus law abiders, larger versus smaller groups, and inaction (i.e. staying on course) versus swerving. Globally, participants favored human lives over lives of animals like dogs and cats. They preferred to spare more lives if possible, and younger lives as opposed to older. Babies were most often spared with cats being the least spared. In terms of gender variations, people tended to spare men over women for doctors and the elderly. All countries generally shared the preference to spare pedestrians over passengers and law-abiders over criminals. Participants from less wealthy countries showed a higher tendency of sparing pedestrians who crossed illegally compared to those from more wealthy and developed countries. This is most likely due to their experience living in a society where individuals are more likely to deviate from rules due to less stringent enforcement of laws. Countries of higher economic inequality overwhelmingly prefer to save wealthier individuals over poorer ones. === Cultural differences === Researchers subdivided 130 countries with similar results into three ‘cultural clusters’. North America and European countries with significant Christian populations had a higher preference for inaction on the part of the driver and thus had less of a preference for sparing pedestrians as compared to other clusters. East Asian and Islamic countries, together constituting the second cluster, did not have as much preference to spare younger humans compared to the other two clusters and had a higher preference for sparing law-abiding humans. Latin America and Francophone countries had a higher preference for sparing women, the young, the fit, and those of higher status, but a lower preference for sparing humans over pets or other animals. Individualistic cultures tended to spare larger groups, and collectivist cultures had a stronger preference for sparing the lives of older people. For instance, China ranked far below the world average for preference to spare the younger over elderly, while the average respondent from the US exhibited a much higher tendency to save younger lives and larger groups. == Applications of the data == The findings from the moral machine can help decision makers when designing self-driving automotive systems. Designers must make sure that these vehicles are able to solve problems on the road that aligns with the moral values of humans around it. This is a challenge because of the complex nature of humans who may all make different decisions based on their personal values. However, by collecting a large amount of decisions from humans all over the world, researchers can begin to understand patterns in the context of a particular culture, community, and people. == Other features == The Moral Machine was deployed in June 2016. In October 2016, a feature was added that offered users the option to fill a survey about their demographics, political views, and religious beliefs. Between November 2016 and March 2017, the website was progressively translated into nine languages in addition to English (Arabic, Chinese, French, German, Japanese, Korean, Portuguese, Russian, and Spanish). Overall, the Moral Machine offers four different modes, with the focus being on the data-gathering feature of the website, called the Judge mode. This means that the Moral Machine, in addition to providing their own scenarios for users to judge, also invites users to create their own scenarios to be submitted and approved so that other people may also judge those scenarios. Data is also open sourced for anyone to explore via an interactive map that is featured on the Moral Machine website. == In the literature == Studies and research on the Moral Machine have taken a wide variety of approaches. However, theological examinations of the topic are still scarce where two bodies of work that examine such perspective currently exist in this regard: One is Buddhist while the other is Christian.

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  • Shakey the robot

    Shakey the robot

    Shakey the Robot was the first general-purpose mobile robot able to reason about its own actions. While other robots would have to be instructed on each individual step of completing a larger task, Shakey could analyze commands and break them down into basic chunks by itself. Due to its nature, the project combined research in robotics, computer vision, and natural language processing. Because of this, it was the first project that melded logical reasoning and physical action. Shakey was developed at the Artificial Intelligence Center of Stanford Research Institute (now called SRI International). Some of the most notable results of the project include the A search algorithm, the Hough transform, and the visibility graph method. == History == Shakey was developed from approximately 1966 through 1972 with Charles Rosen, Nils Nilsson and Peter Hart as project managers. Other major contributors included Alfred Brain, Sven Wahlstrom, Bertram Raphael, Richard Duda, Richard Fikes, Thomas Garvey, Helen Chan Wolf and Michael Wilber. The project was funded by the Defense Advanced Research Projects Agency (DARPA) based on a SRI proposal submitted in April 1964 for research in "Intelligent Automata", later "Intelligent Automata to Reconnaissance". It was originally designed to have two retractable arms. Now retired from active duty, Shakey is currently on view in a glass display case at the Computer History Museum in Mountain View, California. The project inspired numerous other robotics projects, most notably the Centibots. == Software == The robot's programming was primarily done in LISP. The Stanford Research Institute Problem Solver (STRIPS) planner it used was conceived as the main planning component for the software it utilized. As the first robot that was a logical, goal-based agent, Shakey experienced a limited world. A version of Shakey's world could contain a number of rooms connected by corridors, with doors and light switches available for the robot to interact with. Shakey had a short list of available actions within its planner. These actions involved traveling from one location to another, turning the light switches on and off, opening and closing the doors, climbing up and down from rigid objects, and pushing movable objects around. The STRIPS automated planner could devise a plan to enact all the available actions, even though Shakey himself did not have the capability to execute all the actions within the plan personally. An example mission for Shakey might be something like, an operator types the command "push the block off the platform" at a computer console. Shakey looks around, identifies a platform with a block on it, and locates a ramp in order to reach the platform. Shakey then pushes the ramp over to the platform, rolls up the ramp onto the platform, and pushes the block off the platform. == Hardware == Physically, the robot was particularly tall, and had an antenna for a radio link, sonar range finders, a television camera, on-board processors, and collision detection sensors ("bump detectors"). The robot's tall stature and tendency to shake resulted in its name: We worked for a month trying to find a good name for it, ranging from Greek names to whatnot, and then one of us said, 'Hey, it shakes like hell and moves around, let’s just call it Shakey.' == Research results == The development of Shakey provided far-reaching impact on the fields of robotics and artificial intelligence, as well as computer science in general. Some of the more notable results include the development of the A search algorithm, which is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points; the Hough transform, which is a feature extraction technique used in image analysis, computer vision, and digital image processing; and the visibility graph method for finding Euclidean shortest paths among obstacles in the plane. == Media and awards == In 1969 the SRI published "SHAKEY: Experimentation in Robot Learning and Planning", a 24-minute video. The project then received media attention. This included an article in the New York Times on April 10, 1969. In 1970, Life referred to Shakey as the "first electronic person"; and in November 1970 National Geographic Magazine covered Shakey and the future of computers. The Association for the Advancement of Artificial Intelligence's AI Video Competition's awards are named "Shakeys" because of the significant impact of the 1969 video. Shakey was inducted into Carnegie Mellon University's Robot Hall of Fame in 2004 alongside such notables as ASIMO and C-3PO. Shakey has been honored with an IEEE Milestone in Electrical Engineering and Computing. Shakey was showcased in the BBC's Towards Tomorrow: Robot (1967) documentary.

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  • Text normalization

    Text normalization

    Text normalization is the process of transforming text into a single canonical form that it might not have had before. Normalizing text before storing or processing it allows for separation of concerns, since input is guaranteed to be consistent before operations are performed on it. Text normalization requires being aware of what type of text is to be normalized and how it is to be processed afterwards; there is no all-purpose normalization procedure. == Applications == Text normalization is frequently used when converting text to speech. Numbers, dates, acronyms, and abbreviations are non-standard "words" that need to be pronounced differently depending on context. For example: "$200" would be pronounced as "two hundred dollars" in English, but as "lua selau tālā" in Samoan. "vi" could be pronounced as "vie," "vee," or "the sixth" depending on the surrounding words. Text can also be normalized for storing and searching in a database. For instance, if a search for "resume" is to match the word "résumé," then the text would be normalized by removing diacritical marks; and if "john" is to match "John", the text would be converted to a single case. To prepare text for searching, it might also be stemmed (e.g. converting "flew" and "flying" both into "fly"), canonicalized (e.g. consistently using American or British English spelling), or have stop words removed. == Techniques == For simple, context-independent normalization, such as removing non-alphanumeric characters or diacritical marks, regular expressions would suffice. For example, the sed script sed ‑e "s/\s+/ /g" inputfile would normalize runs of whitespace characters into a single space. More complex normalization requires correspondingly complicated algorithms, including domain knowledge of the language and vocabulary being normalized. Among other approaches, text normalization has been modeled as a problem of tokenizing and tagging streams of text and as a special case of machine translation. == Textual scholarship == In the field of textual scholarship and the editing of historic texts, the term "normalization" implies a degree of modernization and standardization – for example in the extension of scribal abbreviations and the transliteration of the archaic glyphs typically found in manuscript and early printed sources. A normalized edition is therefore distinguished from a diplomatic edition (or semi-diplomatic edition), in which some attempt is made to preserve these features. The aim is to strike an appropriate balance between, on the one hand, rigorous fidelity to the source text (including, for example, the preservation of enigmatic and ambiguous elements); and, on the other, producing a new text that will be comprehensible and accessible to the modern reader. The extent of normalization is therefore at the discretion of the editor, and will vary. Some editors, for example, choose to modernize archaic spellings and punctuation, but others do not. An edition of a text might be normalized based on internal criteria, where orthography is standardized according to the language of the original, or external criteria, where the norms of a different time period are applied. For an example of the latter, a published edition of a medieval Icelandic manuscript might be normalized to the conventions of modern Icelandic, or it might be normalized to Classical Old Icelandic. Standards of normalization vary based on language of the edition as well as the specific conventions of the publisher.

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  • Liang Wenfeng

    Liang Wenfeng

    Liang Wenfeng (Chinese: 梁文锋; pinyin: Liáng Wénfēng; born 1985) is a Chinese entrepreneur and businessman who is the co-founder of the quantitative hedge fund High-Flyer, as well as the founder and CEO of its artificial intelligence company DeepSeek. Liang attended Zhejiang University, and began his career by applying machine learning methods to quantitative finance. Through High-Flyer, he built large-scale computing infrastructure that was later used to support artificial intelligence research, leading to the creation of DeepSeek in 2023. DeepSeek gained international attention following the release of DeepSeek-R1, which analysts described as demonstrating high-level performance with comparatively limited compute resources. In 2025, Liang was named to Time magazine's list of 100 Most Influential People in AI and Fortune's list of the Most Powerful People in Business. == Early life == Liang was born in 1985 in the village of Mililing (米历岭村), Qinba town (覃巴镇), Wuchuan city (吴川市), Guangdong. His parents were both primary school teachers. Liang was routinely praised by both locals and teachers alike. Even since middle school, Liang was recalled for being well-known for reading comic books, while also being very proficient in mathematics. == Education == After elementary school, Liang attended Wuchuan No. 1 Middle School. There, he quickly excelled in class and ranked highly amongst his peers. He taught himself high school and university-level mathematics courses. Liang then attended Wuchaun No. 1 High School. In these years, he developed hobbies of mathematical modeling and conducting research projects. Compared to his peers, he was always ranked highly. For every mathematics exam, he always ranked within the top three. He was also the top scorer in the Zhanjiang region of Guangdong for the college entrance exam. Thus, in 2002, Liang left high school early to further pursue his education at the university level at the young age of 17. Attending Zhejiang University at the age of 17, Liang earned a Bachelor of Engineering in Electronic Information Engineering in 2007 and his Master of Engineering in Information & Communication Engineering in 2010. His master's dissertation was titled "Study on Object Tracking Algorithm Based on Low-Cost PTZ camera" (基于低成本PTZ摄像机的目标跟踪算法研究). In his college years, DJI founder Wang Tao asked Liang to join as a co-founder. Liang declined the invitation to pursue artificial intelligence methodologies in financial markets. While he states that those around him had entrepreneurial mindsets, he himself valued academics. == Career == === Early career (2008–2016) === During the 2008 financial crisis, Liang formed a team with his classmates to accumulate data related to financial markets. He also led the team to explore quantitative trading using machine learning and other technologies. After his graduation, Liang moved to a cheap flat in Chengdu, Sichuan, where he experimented with ways to apply AI to various fields. These ventures failed, until he tried applying AI to finance. In 2013, Liang attempted to integrate artificial intelligence with quantitative trading and founded Hangzhou Yakebi Investment Management Co Ltd with Xu Jin, an alumnus of Zhejiang University. In 2015, they co-founded Hangzhou Huanfang Technology Co Ltd, which is today's Zhejiang Jiuzhang Asset Management Co Ltd. === High-Flyer (2016–2023) === In February 2016, Liang and two other engineering classmates co-founded Ningbo High-Flyer Quantitative Investment Management Partnership (Limited Partnership). The team relied on mathematics and AI to make investments. Much of the early startup culture was described by former employees to be "geeky" and "quirky," often seen as contrary to the existing culture in large Chinese tech companies. In 2019, Liang founded High-Flyer AI which was dedicated to research on AI algorithms and its basic applications. By this time, High-Flyer had over 10 billion yuan in assets under management. On 30 August 2019, Liang Wenfeng delivered a keynote speech entitled "The Future of Quantitative Investment in China from a Programmer's Perspective" at the Private Equity Golden Bull Award ceremony held by China Securities Journal, and sparked heated discussions. Liang stated that the criterion for determining what is quantitative or non-quantitative is whether the investment decision is made by quantitative methods or by people. Quantitative funds do not have portfolio managers making the decisions and instead are just servers. He also stated High-Flyer's mission is to improve the effectiveness of China's secondary market. In February 2021, Gregory Zuckerman's book The Man Who Solved the Market: How Jim Simons Launched the Quant Revolution was published. Liang wrote the preface for the Chinese edition of the book where he stated that whenever he encountered difficulties at work, he would think of Simons' words "There must be a way to model prices". In January 2025, Zuckerman wrote in The Wall Street Journal where he acknowledged this fact and stated he has been trying to get in touch with Liang but much like Simons, Liang is very secretive and difficult to contact. During 2021, Liang started buying thousands of Nvidia GPUs for his AI side project while running High-Flyer. Liang wanted to build something and it will be a game changer which his business partners thought was only possible from giants such as ByteDance and Alibaba Group. === DeepSeek (since 2023) === ==== DeepSeek begins ==== In May 2023, Liang announced High-Flyer would pursue the development of artificial general intelligence and launched DeepSeek. During that month in an interview with 36Kr, Liang stated that High-Flyer had acquired 10,000 Nvidia A100 GPUs before the US government imposed AI chip restrictions on China. That laid the foundation for DeepSeek to operate as an LLM developer. Liang also stated DeepSeek gets funding from High-Flyer. This was because when DeepSeek was founded, venture capital firms were reluctant in providing funding as it was unlikely that it would be able to generate an exit in a short period of time. Liang only personally holds 1% of the company, with 99% of the company being held by Ningbo High-Flyer Quantitative Investment Management Partnership (Limited Partnership). With DeepSeek's funding model, it lacks commercial pressure and rigid key performance indicators, enabling the company to deviate from previously established model architectures. ==== Early development ==== In July 2024, Liang was interviewed again by 36Kr. He stated that when DeepSeek-V2 was released and triggered an AI price war in China, it came as a huge surprise as the team did not expect pricing to be so sensitive. Liang's aggressive pricing of the language model forced domestic tech giants including Alibaba and Baidu to cut their own rates by over 95%. He also stated that as China's economy develops, it should gradually become a contributor instead of freeriding. What is lacking in China's innovation is not capital but a lack of confidence and knowledge on organizing talent into it. DeepSeek has not hired anyone particularly special and employees tend to be locally educated. When it comes to disruptive technologies, closed source approaches can only temporarily delay others in catching up. As the goal was long-term, DeepSeek sought employees who had ability and passion rather than experience. To retain a high talent density relative to larger firms like Bytedance or Baidu, DeepSeek aimed to maintain a low-hierarchy corporate culture, with members working in project-based groups, as well as competitive compensation. Liang emphasized his vision for DeepSeek employees to bring their "unique experience and ideas" instead of needing to be explicitly directed, with an overall bottom-up approach to division of labor. Liang noted that a significant outcome of this approach was the multi-head latent attention training architecture, which was attributed directly to a young DeepSeek researcher's personal interest. This advancement played a core role in reducing the cost of training the DeepSeek-V3 model, released in December 2024. ==== Release of DeepSeek-R1 ==== Also on 20 January 2025, DeepSeek, the company Liang founded and served as the CEO, released DeepSeek-R1, a 671-billion-parameter open-source reasoning AI model, alongside the publication of a detailed technical paper explaining its architecture and training methodology. The model was built using just 2,048 Nvidia H800 GPUs at a cost of $5.6 million, showcasing a resource-efficient approach that contrasted sharply with the billion-dollar budgets of Western competitors. The development of DeepSeek-R1 occurred amidst U.S. sanctions where Trump limited sales of Nvidia chips to China. By 27 January, DeepSeek surpassed ChatGPT to become the #1 free app on the United States iOS App Store. U.S. stocks plummeted, as more than $1 trillion was erased in market capitalization amid panic over DeepSeek. Technology journ

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  • Executive Order 14179

    Executive Order 14179

    Executive Order 14179, titled "Removing Barriers to American Leadership in Artificial Intelligence", is an executive order signed by Donald Trump, the 47th President of the United States, on January 23, 2025. The executive order aims to initiate the process of strengthening U.S. leadership in artificial intelligence, promote AI development free from ideological bias or social agendas, establish an action plan to maintain global AI dominance, and to revise or rescind policies that conflict with these goals. == Background == === Joe Biden === This executive order comes in response to the Executive Order 14110 titled Executive Order on Safe, Secure, and Trustworthy Development and Use of Artificial Intelligence (sometimes referred to as "Executive Order on Artificial Intelligence") signed by Joe Biden on October 30, 2023. === Donald Trump === Donald Trump rescinded Executive Order 14110 on his first day in office with the Initial Rescissions of Harmful Executive Orders and Actions executive order. On January 23, 2025, Trump signed the Removing Barriers to American Leadership in Artificial Intelligence executive order as the replacement executive order covering the development of artificial intelligence technologies. == Provisions == It revokes existing AI policies and directives that are seen as barriers to U.S. AI innovation. It mandates the creation of an action plan within 180 days to sustain U.S. AI leadership, focusing on human flourishing, economic competitiveness, and national security. It requires the review of policies, directives, and regulations related to Executive Order 14110 (from October 2023) to identify actions that may conflict with the new policy goals. Agencies are instructed to suspend, revise, or rescind actions from the previous executive order that may be inconsistent with the new policy. The Office of Management and Budget (OMB) must revise certain memoranda (M-24-10 and M-24-18) within 60 days to align with the new policy. The order specifies that it does not create new enforceable rights or benefits and should be implemented within the boundaries of existing law and appropriations. == Implementation == The NITRD program, on behalf of the Office of Science and Technology Policy (OSTP), requested public input on the development of an AI Action Plan by March 15. == Reactions == Over 10,000 public comments were submitted in response to the OSTP request for public input. OpenAI submitted comments proposing a five-point strategy focused on regulatory preemption, export controls, copyright protections, infrastructure investment, and government adoption to ensure AI innovation, promote democratic AI globally, and protect national security. They emphasized the ability to learn from copyrighted material to maintain America's lead against China's state-controlled AI efforts like DeepSeek. Google submitted comments advocating for a three-pronged plan that invests in domestic AI development through energy infrastructure reform, balanced export controls, continued research funding, and coherent federal policies, while modernizing government AI adoption and promoting innovation-friendly approaches internationally. Both OpenAI and Google urged White House opposition to foreign copyright and transparency obligations, for example in the UK Government's preferred option in their Copyright and AI consultation.

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  • Utah Artificial Intelligence Policy Act

    Utah Artificial Intelligence Policy Act

    The Utah Artificial Intelligence Policy Act (SB-149) was signed into law in Utah in 2024 and amended in 2025. The first state law in the United States specifically regulating generative AI, it went into effect on May 1, 2024. The law requires companies to disclose if their customers interact with AI instead of a human. It also established an Office of Artificial Intelligence Policy. Amendments to the Act went into effect on May 7, 2025. While the 2024 Act requires companies to disclose generative AI use when asked by customers, the amendments introduced stricter requirements for higher-risk interactions. SB 226 mandates disclosure of AI use in high-risk interactions involving health, financial, and biometric data, or when providing consumers with advice on financial, legal, or healthcare matters.

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  • Gas (app)

    Gas (app)

    Gas (sometimes stylized in all caps), formerly known as Melt as well as Crush, was an American anonymous social media app. Launched in August 2022, the app is oriented towards high schoolers. The app was developed by Nikita Bier, Isaiah Turner, and former Facebook engineer Dave Schatz. Gas was largely based upon the prior tbh app developed by co-founder Nikita Bier, along with Erik Hazzard, Kyle Zaragoza, and Nicolas Ducdodon in September 2017. tbh was acquired by Facebook inc. (now Meta Platforms) on October 16, 2017, and nearly a year later in July 2018 was dissolved, owing to low usage. Gas follows a similar purpose to tbh in being a social media app oriented towards high schoolers. In the app, users participate in anonymous polls regarding pre-written complimentary statements to their peers, such as "I'd say yes if (blank) asked me out on a date," "I think (blank) is the coolest kid in school," or "would make an ugly face and still look pretty." Winners of said polls receive a "flame." The name of the app is derived from this, with "gassing someone up" being Gen Z slang for complimenting someone. Users can pay a $6.99 subscription that enables "God Mode," which shows hints regarding who voted for them in a poll. Gas overtook TikTok and BeReal as the most downloaded app on the Apple App Store in October 2022 (the app is currently not available for Android). The app has over 5.1 million downloads as of early November 2022, over a million active users and 300 thousand daily downloads as of October 2022. Currently, the app is available in Canada and the majority of the United States. On January 17, 2023, Gas was acquired by Discord, however it would remain a standalone app and its developers became Discord staff members. On October 18, 2023, Discord announced that service for Gas would be permanently ending effective November 7, 2023, due to a steep decline in users. Effective November 7, the app became completely unusable. == Controversy regarding human-trafficking == Beginning in October 2022, rumors spread largely throughout TikTok and Snapchat alleged that the app was linked to human trafficking (in particular sex trafficking). According to Bier, the rumor originated with a single user review from China on October 5, and then was disseminated through TikTok accounts with "few to no US teen followers." Although largely dismissed as a hoax by experts, who cite how the app doesn't log user locations and general anonymity, the hoax became pervasive to the extent that various police departments, school systems, and local news outlets began issuing warnings regarding the app. For instance, on October 31, 2022, the police department of Piedmont, Oklahoma issued a warning to parents, encouraging them to check their children's phones, while on November 3, the Oklahoma Oktaha Public School system stated in a Facebook post that "Children are being kidnapped in other towns and this new app is thought to be the source of predators finding their location." (both statements have since been retracted by Police Chief Scott Singer and Superintendent Jerry Needham respectively). Additionally, local medial outlets such as KOCO in Oklahoma City ran stories making similar statements. The rumor had a negative impact on the app, with downloads plateauing for a two-week period in late October and with 3% of users in a single day reportedly uninstalling the app. Revenue and ratings have also reportedly dropped and the company's social media accounts have been bombarded with comments labeling them as sex-traffickers. Additionally, the four-person development team has reportedly been bombarded with various death threats as a result.

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  • Knowledge Engineering Environment

    Knowledge Engineering Environment

    Knowledge Engineering Environment (KEE) is a frame-based development tool for expert systems. It was developed and sold by IntelliCorp, and was first released in 1983. It ran on Lisp machines, and was later ported to Lucid Common Lisp with the CLX library, an X Window System (X11) interface for Common Lisp. This version was available on several different UNIX workstations. On KEE, several extensions were offered: Simkit, a frame-based simulation library KEEconnection, database connection between the frame system and relational databases In KEE, frames are called units. Units are used for both individual instances and classes. Frames have slots and slots have facets. Facets can describe, for example, a slot's expected values, its working value, or its inheritance rule. Slots can have multiple values. Behavior can be implemented using a message passing model. KEE provides an extensive graphical user interface (GUI) to create, browse, and manipulate frames. KEE also includes a frame-based rule system. In the KEE knowledge base, rules are frames. Both forward chaining and backward chaining inference are available. KEE supports non-monotonic reasoning through the concepts of worlds. Worlds allow providing alternative slot-values of frames. Through an assumption-based truth or reason maintenance system, inconsistencies can be detected and analyzed. ActiveImages allows graphical displays to be attached to slots of Units. Typical examples are buttons, dials, graphs, and histograms. The graphics are also implemented as Units via KEEPictures, a frame-based graphics library.

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  • Protégé (software)

    Protégé (software)

    Protégé is a free, open source ontology editor and a knowledge management system. The Protégé meta-tool was first built by Mark Musen in 1987 and has since been developed by a team at Stanford University. The software is the most popular and widely used ontology editor in the world. == Overview == Protégé provides a graphical user interface to define ontologies. It also includes deductive classifiers to validate that models are consistent and to infer new information based on the analysis of an ontology. Like Eclipse, Protégé is a framework for which various other projects suggest plugins. This application is written in Java and makes heavy use of Swing to create the user interface. According to their website, there are over 300,000 registered users. A 2009 book calls it "the leading ontological engineering tool". Protégé is developed at Stanford University and is made available under the BSD 2-clause license. Earlier versions of the tool were developed in collaboration with the University of Manchester.

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