AI For Kids Google

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

  • NAPLPS

    NAPLPS

    NAPLPS (North American Presentation Layer Protocol Syntax) is a graphics language for use originally with videotex and teletext services. NAPLPS was developed from the Telidon system developed in Canada, with a small number of additions from AT&T Corporation. The basics of NAPLPS were later used as the basis for several other microcomputer-based graphics systems. == History == The Canadian Communications Research Centre (CRC), based in Ottawa, had been working on various graphics systems since the late 1960s, much of it led by Herb Bown. Through the 1970s they turned their attention to building out a system of "picture description instructions", which encoded graphics commands as a text stream. Graphics were encoded as a series of instructions (graphics primitives) each represented by a single ASCII character. Graphic coordinates were encoded in multiple 6-bit strings of XY coordinate data, flagged to place them in the printable ASCII range so that they could be transmitted with conventional text transmission techniques. ASCII SI/SO characters were used to differentiate the text from graphic portions of a transmitted "page". These instructions were decoded by separate programs to produce graphics output, on a plotter for instance. Other work produced a fully interactive version. In 1975, the CRC gave a contract to Norpak to develop an interactive graphics terminal that could decode the instructions and display them on a color display. During this period, a number of companies were developing the first teletext systems, notably the BBC's Ceefax system. Ceefax encoded character data into the lines in the vertical blanking interval of normal television signals where they could not be seen on-screen, and then used a buffer and decoder in the user's television to convert these into "pages" of text on the display. The Independent Broadcasting Authority quickly introduced their own ORACLE system, and the two organizations subsequently agreed to use a single standard, the "Broadcast Teletext Specification". This later became World System Teletext. At about the same time, other organizations were developing videotex systems, similar to teletext except they used modems to transmit their data instead of television signals. This was potentially slower and used up a telephone line, but had the major advantage of allowing the user to transmit data back to the sender. The UK's General Post Office developed a system using the Ceefax/ORACLE standard, launching it as Prestel, while France prepared the first steps for its ultimately very successful Minitel system, using a rival display standard called Antiope. By 1977, the Norpak system was running, and from this work the CRC decided to create their own teletext/videotext system. Unlike the systems being rolled out in Europe, the CRC decided from the start that the system should be able to run on any combination of communications links. For instance, it could use the vertical blanking interval to send data to the user, and a modem to return selections to the servers. It could be used in a one-way or two-way system. In teletext mode, character codes were sent to users' televisions by encoding them as dot patterns in the vertical blanking interval of the video signal. Various technical "tweaks" and details of the NTSC signals used by North American televisions allowed the downstream videotex channel to increase to 600 bit/s, about twice that used in the European systems. In videotext mode, Bell 202 modems were typical, offering a 1,200 bit/s download rate. A set top box attached to the TV decoded these signals back into text and graphics pages, which the user could select among. The system was publicly launched as Telidon on August 15, 1978. Compared to the European standards, the CRC system was faster, bi-directional, and offered real graphics as opposed to simple character graphics. The downside of the system was that it required much more advanced decoders, typically featuring Zilog Z80 or Motorola 6809 processors with RGB and/or RF output. The Innovation, Science and Economic Development Canada (then Department of Communications) launched a four-year plan to fund public roll-outs of the technology in an effort to spur the development of a commercial Telidon system. AT&T Corporation was so impressed by Telidon that they decided to join the project. They added a number of useful extensions, notably the ability to define original graphics commands (macro) and character sets (DRCS). They also tabled algorithms for proportionally spaced text, which greatly improved the quality of the displayed pages. A joint CSA/ANSI working group (X3L2.1) revised the specifications, which were submitted for standardization. In 1983, they became CSA T500 and ANSI X3.110, or NAPLPS. The data encoding system was also standardized as the NABTS (North American Broadcast Teletext Specification) protocol. Business models for Telidon services were poorly developed. Unlike the UK, where teletext was supported by one of only two large companies whose whole revenue model was based on a read-only medium (television), in North America Telidon was being offered by companies who worked on a subscriber basis. == One-way systems == Telidon-based teletext was tested in a few North American trials in the early 1980s — CBC IRIS, TVOntario, MTS-sponsored Project IDA, to name a few. NAPLPS was also part of the NABTS teletext standard, for the encoding and display of teletext pages. In the late 1980s and early 1990s, affiliates of the regional sports network group SportsChannel ran a service called Sports Plus Network, which ran sports news and scores while SportsChannel was not otherwise on the air. The screens, which frequently featured team logos or likenesses of players in addition to text, were drawn entirely with NAPLPS graphics and resembled the loading of Prodigy pages over a modem, though slightly faster. == Two-way systems == Various two-way systems using NAPLPS appeared in North America in the early 1980s. The biggest North American examples were Knight Ridder's Viewtron (based in Miami) and the Los Angeles Times' Gateway service (based in Orange County). Both used the Sceptre NAPLPS terminal from AT&T. The Sceptre contained a slow modem that connected over the consumer's telephone line to host computers. The Sceptre was expensive whether purchased or rented. Despite huge investments by their parent companies, neither Viewtron nor Gateway lasted into the second half of the decade. Another system, Keyfax, was developed by Keycom Electronic Publishing, a joint venture of Honeywell, Centel (since acquired by Sprint) and Field Enterprises, then-owner of the Chicago Sun-Times newspaper. Keyfax had originally been a WST teletext service, broadcast overnights on Field's Chicago television station WFLD-32 and through the VBI of both WFLD and national superstation WTBS; the decision was made to convert Keyfax into a subscription service, using a proprietary NAPLPS terminal device in a last-ditch effort to save the service. It did not work and Keyfax had ceased operations by the end of 1986. Other early-1980s NAPLPS technology was deployed in Canada, both as a way for rural Canadians to get news and weather information and as the platform for touchscreen information kiosks. In Vancouver these were featured at Expo 86. The kiosks became ubiquitous in Toronto under the name Teleguide, and were deployed in many shopping centres and at major tourist attractions. The latter city was the North American nexus of NAPLPS and the home of Norpak, the most successful of NAPLPS-oriented developers. Norpak created and sold hardware and software for NAPLPS development and display. TVOntario also developed NAPLPS content creation software. London, Ontario - based Cableshare used NAPLPS as the basis of touch-screen information kiosks for shopping malls, the flagship of which was deployed at Toronto's Eaton Centre. The system relied on an 8085-based microcomputer which drove several NAPLPS terminals fitted with touch screens, all communicating via Datapac to a back end database. The system offered news, weather and sports information along with shopping mall guides and coupons. Cableshare also developed and sold a leading NAPLPS page creation utility called the "Picture Painter." In the late 1980s, Tribune Media Services (TMS) and the Associated Press operated a cable television channel called AP News Plus that provided NAPLPS-based news screens to cable television subscribers in many U.S. cities. The news pages were created and edited by TMS staffers working on an Atex editing system in Orlando, Florida, and sent by satellite to NAPLPS decoder devices located at the local cable television companies. Among the firms providing technology to TMS and the Associated Press for the AP News Plus channel was Minneapolis-based Electronic Publishers Inc. (1985–1988). In 1981, two amateur radio operators (VE3FTT and VE3GQW) received special permission from the Canad

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  • Andrej Karpathy

    Andrej Karpathy

    Andrej Karpathy (born 23 October 1986) is a Slovak-Canadian AI researcher, who co-founded and formerly worked at OpenAI, where he specialized in deep learning and computer vision. He also worked as the director of artificial intelligence and Autopilot Vision at Tesla, and in 2024 he founded Eureka Labs, an AI education platform. In 2026 he joined Anthropic as part of the pretraining team. == Education and early life == Karpathy was born in Bratislava, Czechoslovakia (now Slovakia), and moved with his family to Toronto when he was 15. He completed his Computer Science and Physics bachelor's degrees at University of Toronto in 2009 and his master's degree at University of British Columbia in 2011, where he worked on physically simulated figures (for example, a simulated runner or a simulated person in a crowd) with his adviser Michiel van de Panne. In 2006, Karpathy began posting videos on YouTube on his channel, badmephisto. He garnered fame by posting Rubik's cube tutorials which have been used by famous speedcubers such as Feliks Zemdegs. The channel has over 9 million views as of June 2025. Karpathy received a PhD from Stanford University in 2015 under the supervision of Fei-Fei Li, focusing on the intersection of natural language processing and computer vision, and deep learning models suited for this task. == Career and research == He authored and was the primary instructor of the first deep learning course at Stanford, CS 231n: Convolutional Neural Networks for Visual Recognition. The course became one of the largest classes at Stanford, growing from 150 students in 2015 to 750 in 2017. Karpathy is a founding member of the artificial intelligence research group OpenAI, where he was a research scientist from 2015 to 2017. In June 2017 he became Tesla's director of artificial intelligence and reported to Elon Musk. He was named one of MIT Technology Review's Innovators Under 35 for 2020. After taking a several-months-long sabbatical from Tesla, he announced he was leaving the company in July 2022. As of February 2023, he makes YouTube videos on how to create artificial neural networks. On February 9, 2023, Karpathy announced he was returning to OpenAI. A year later on February 13, 2024, an OpenAI spokesperson confirmed that Karpathy had left OpenAI. In the same year, he was named one of Time Magazine's 100 Most Influential People in AI. On July 16, 2024, Karpathy announced on his X account that he started a new AI education company called Eureka Labs. Their first product was the AI course, LLM101n. He also has a broader educational effort, the "Zero to Hero" series on LLM fundamentals. The company also advocates for AI teaching assistants, a concept which has been criticized due to data privacy concerns and the removal of personal connection between teacher and student. In February 2025, Karpathy coined the term vibe coding to describe how AI tools allow hobbyists to construct apps and websites just by typing prompts. On May 19, 2026, he announced that he joined Anthropic via a statement on X, while the company stated that he will be leading a team for research in pretraining.

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  • Computer Science Ontology

    Computer Science Ontology

    The Computer Science Ontology (CSO) is an automatically generated taxonomy of research topics in the field of Computer Science. It was produced by the Open University in collaboration with Springer Nature by running an information extraction system over a large corpus of scientific articles. Several branches were manually improved by domain experts. The current version (CSO 3.2) includes about 14K research topics and 160K semantic relationships. CSO is available in OWL, Turtle, and N-Triples. It is aligned with several other knowledge graphs, including DBpedia, Wikidata, YAGO, Freebase, and Cyc. New versions of CSO are regularly released on the CSO Portal. CSO is mostly used to characterise scientific papers and other documents according to their research areas, in order to enable different kinds of analytics. The CSO Classifier is an open-source python tool for automatically annotating documents with CSO. == Applications == Recommender Systems. Computing the semantic similarity of documents. Extracting metadata from video lecture subtitles. Performing bibliometrics analysis.

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  • User profile

    User profile

    A user profile is a collection of settings and information associated with a user. It contains critical information that is used to identify an individual, such as their name, age, portrait photograph and individual characteristics such as knowledge or expertise. User profiles are most commonly present on social media websites such as Facebook, Instagram, and LinkedIn; and serve as voluntary digital identity of an individual, highlighting their key features and traits. In personal computing and operating systems, user profiles serve to categorise files, settings, and documents by individual user environments, known as 'accounts', allowing the operating system to be more friendly and catered to the user. Physical user profiles serve as identity documents such as passports, driving licenses and legal documents that are used to identify an individual under the legal system. A user profile can also be considered as the computer representation of a user model. A user model is a (data) structure that is used to capture certain characteristics about an individual user, and the process of obtaining the user profile is called user modeling or profiling. == Origin == The origin of user profiles can be traced to the origin of the passport, an identity document (ID) made mandatory in 1920, after World War I following negotiations at the League of Nations. The passport served as an official government record of an individual. Consequently, Immigration Act of 1924 was established to identify an individual's country of origin. In the 21st century, passports have now become a highly sought-after commodity as it is widely accepted as a source of verifying an individual's identity under the legal system. With the advent of digital revolution and social media websites, user profiles have transitioned to an organised group of data describing the interaction between a user and a system. Social media sites like Instagram allow individuals to create profiles that are representative of their desired personality and image. Filling all fields of profile information may not be necessary to create a meaningful self-presentation, which grants individual more control over of the identity they wish to present by displaying the most meaningful attributes. A personal user profile is a key aspect of an individual's social networking experience, around which his/her public identity is built. == Types of user profiles == A user profile can be of any format if it contains information, settings and/or characteristics specific to an individual. Most popular user profiles include those on photo and video sharing websites such as Facebook and Instagram, accounts on operating systems, such as those on Windows and MacOS and physical documents such as passports and driving licenses. === Social media === Effectively structured user profiles on social media channels such as Instagram and Facebook offer a way for people to form impressions about someone that is predictive or similarly meeting them offline. The condensed format of social media profiles allows for quick filtering of millions of profiles by matching individuals by similar characteristics and interests; information provided upon sign up. A research conducted highlights that only a "thin slice" of information is required to form an impression about an individual online (Stecher and Counts 2008). Online user profiles eliminate the complexity of interaction that is present in 'face-to-face' meetings such as behavioural, facial, and environmental information, resulting in increased predictiveness of user personality. Dating apps and websites solely rely on an individual's user profile and the information provided to form interactions and communication with others on the platform. Despite having control over presented information, lying is minimal in online dating contexts (Hancock, Toma and Ellison, 2007). Apps such as Bumble allow users to 'match' with other individuals based on their characteristics and selected filters that allow users to narrow the spectrum of search to their preference. Information for a user's profile is voluntarily specified by the user and includes information such as height, interests, photographs, gender or education. The requirement of information varies respective to each platform, and there surrounds little consensus to an appropriate amount of information for a condensed user profile. Universally, all social networking platforms display an individual's profile picture and an "about me" page that allows for self-expression. === Influencers === Influencer user profiles are third party endorsers who shape audience attitudes and decisions through social media content such as photos, blogs and tweets. Social Media Influencers (SMI) often hold a significant following on a social media platform which enables them to be recognised as opinion leaders to shape an information influence to their audience. 'Influencer marketing' industry gained prominence in 2018, when the photo sharing app Instagram crossed 1 billion users, subsequently with approximately 60,000 google search queries for 'influencer marketing' the same year. Influencer user profiles hold a unique selling point, or public personality that is unique and charismatic to the needs and wants of their target audience. SMI profiles advertise product information, latest promotions and regularly engage with their followers to maintain their online persona. Messages endorsed by social media influencers are often perceived as reliable and compelling, as a study conducted found 82% of followers were more inclined to follow the suggestions of their favorite influencer. This allows advertisers to leverage online user profiles and their audience rapport to target younger and niche audiences. According to a market survey, influencer marketing through social media profiles yields a return 11 times higher than traditional marketing, as they are more capable of communicating to a niche segment. Most popular influencers include sport starts such as Cristiano Ronaldo and Hollywood personalities such as Dwayne Johnson and Kylie Jenner each with over 200 million followers respectively. === Ecommerce === Online shopping or Ecommerce websites such as Amazon use information from a customer's user profile and interests to generate a list of recommended items to shop. Recommendation algorithms analyse user demographic data, history, and favourite artists to compile suggestions. The store rapidly adapts to changing user needs and preferences, with generation of real time results required within half of a second. New profiles naturally have limited information for algorithms to analyse, and customer data of each interaction provides valuable information which is stored as a database linked with each individual profile. User profiles on ecommerce websites also serve to improve sales of sellers as individuals are recommend products that other "customers who bought this item also bought" to widen the selection of the buyer. A study conducted found that user profiles and recommendation algorithms have significant impact on related product sales and overall spending of an individual. A process known as "collaborative filtering" tries to analyse common products of interest for an individual on the basis of views expressed by other similar behaving profiles. Features such as product ratings, seller ratings and comments allow individual user profiles to contribute to recommendation algorithms, eliminate adverse selection and contribute to shaping an online marketplace adhering to Amazons zero tolerance policy for misleading products. == Digital user profiles == Modern software and applications account for user profiles as a foundation on which a usable application is built. The structure and layout of an application such as its menus, features and controls are often derived from user's selected settings and preferences. The origin of digital user profiles in computer systems was first initiated by Windows NT that held user settings and information in a separate environment variable named %USERPROFILE% and held the framework to a user's profile root. Consequently, operating systems such as MacOS further accelerated prominence of user profiles in Mac OS X 10.0. Iterations since have been made with each operating system release with the aim to maximise user friendliness with the system. Features such as keyboard layouts, time zones, measurement units, synchronisation of different services and privacy preferences are made available during the setup of a user account on the computer === Types of accounts === ==== Administrator ==== Administrator user profiles have complete access to the system and its permissions. It is often the first user profile on a system by design, and is what allows other accounts to be created. However, since the administrator account has no restrictions, they are highly vulnerable to malware and viruses, with potential to impact all other accounts.

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  • Sentence embedding

    Sentence embedding

    In natural language processing, a sentence embedding is a representation of a sentence as a vector of numbers which encodes meaningful semantic information. State of the art embeddings are based on the learned hidden layer representation of dedicated sentence transformer models. BERT pioneered an approach involving the use of a dedicated [CLS] token prepended to the beginning of each sentence inputted into the model; the final hidden state vector of this token encodes information about the sentence and can be fine-tuned for use in sentence classification tasks. In practice however, BERT's sentence embedding with the [CLS] token achieves poor performance, often worse than simply averaging non-contextual word embeddings. SBERT later achieved superior sentence embedding performance by fine tuning BERT's [CLS] token embeddings through the usage of a siamese neural network architecture on the SNLI dataset. Other approaches are loosely based on the idea of distributional semantics applied to sentences. Skip-Thought trains an encoder-decoder structure for the task of neighboring sentences predictions; this has been shown to achieve worse performance than approaches such as InferSent or SBERT. An alternative direction is to aggregate word embeddings, such as those returned by Word2vec, into sentence embeddings. The most straightforward approach is to simply compute the average of word vectors, known as continuous bag-of-words (CBOW). However, more elaborate solutions based on word vector quantization have also been proposed. One such approach is the vector of locally aggregated word embeddings (VLAWE), which demonstrated performance improvements in downstream text classification tasks. == Applications == In recent years, sentence embedding has seen a growing level of interest due to its applications in natural language queryable knowledge bases through the usage of vector indexing for semantic search. LangChain for instance utilizes sentence transformers for purposes of indexing documents. In particular, an indexing is generated by generating embeddings for chunks of documents and storing (document chunk, embedding) tuples. Then given a query in natural language, the embedding for the query can be generated. A top k similarity search algorithm is then used between the query embedding and the document chunk embeddings to retrieve the most relevant document chunks as context information for question answering tasks. This approach is also known formally as retrieval-augmented generation. Though not as predominant as BERTScore, sentence embeddings are commonly used for sentence similarity evaluation which sees common use for the task of optimizing a Large language model's generation parameters is often performed via comparing candidate sentences against reference sentences. By using the cosine-similarity of the sentence embeddings of candidate and reference sentences as the evaluation function, a grid-search algorithm can be utilized to automate hyperparameter optimization. == Evaluation == A way of testing sentence encodings is to apply them on Sentences Involving Compositional Knowledge (SICK) corpus for both entailment (SICK-E) and relatedness (SICK-R). In the best results are obtained using a BiLSTM network trained on the Stanford Natural Language Inference (SNLI) Corpus. The Pearson correlation coefficient for SICK-R is 0.885 and the result for SICK-E is 86.3. A slight improvement over previous scores is presented in: SICK-R: 0.888 and SICK-E: 87.8 using a concatenation of bidirectional Gated recurrent unit.

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  • Google Nest

    Google Nest

    Google Nest, formerly branded Google Home, is a line of smart home products including smart speakers, smart displays, streaming devices, thermostats, smoke detectors, routers and security systems including smart doorbells, cameras and smart locks. The Nest brand name was originally owned by Nest Labs, co-founded by former Apple engineers Tony Fadell and Matt Rogers in 2010. Its flagship product, which was the company's first offering, is the Nest Learning Thermostat, introduced in 2011. The product is programmable, self-learning, sensor-driven, and Wi-Fi-enabled: features that are often found in other Nest products. It was followed by the Nest Protect smoke and carbon monoxide detectors in October 2013. After its acquisition of Dropcam in 2014, the company introduced its Nest Cam branding of security cameras beginning in June 2015. The company quickly expanded to more than 130 employees by the end of 2012. Google acquired Nest Labs for US$3.2 billion in January 2014, when the company employed 280. As of late 2015, Nest employs more than 1,100 and added a primary engineering center in Seattle. After Google reorganized itself under the holding company Alphabet Inc., Nest operated independently of Google from 2015 to 2018. However, in 2018, Nest was merged into Google's home-devices unit led by Rishi Chandra, effectively ceasing to exist as a separate business. In July 2018, it was announced that all Google Home electronics products will henceforth be marketed under the brand Google Nest. == History == === Nest Labs before acquisition by Google === Nest Labs was founded in 2010 by former Apple engineers Tony Fadell and Matt Rogers. The idea came when Fadell was building a vacation home and found all of the available thermostats on the market to be inadequate, motivated to bring something better on the market. Early investors in Nest Labs included Shasta Ventures and Kleiner Perkins. === Acquisition by Google of Nest Labs, Dropcam, and Revolv === On January 13, 2014, Google announced plans to acquire Nest Labs for $3.2 billion in cash. Google completed the acquisition the next day, on January 14, 2014. The company would operate independently from Google's other businesses. In June 2014, it was announced that Nest would buy camera startup Dropcam for $555 million. With the purchase, Dropcam became integrated with other Nest products; if the Protect alarm is triggered, the Dropcam can automatically start recording, and the Thermostat can use Dropcam to sense for motion. In September 2014, the Nest Thermostat and Nest Protect (a smoke alarm) became available in Belgium, France, Ireland, and the Netherlands. Initially, they were sold in approximately 400 stores across Europe, with another 150 stores to be added by the end of the year. In June 2015, the new Nest Cam, replacing the Dropcam, was announced, together with the second generation of the Nest Protect; there were internal reports that sales of the rebranded camera fell. On October 24, 2014, Nest both acquired the hub service Revolv, and discontinued its product line, gaining the expertise of Revolv's staff. === Nest as a subsidiary of Alphabet Inc. === In August 2015, Google announced that it would restructure its operations under a new parent company, Alphabet Inc., with Nest being separated from Google as a subsidiary of the new holding company. In January 2016, some Nest thermostats stopped working, a fault attributed to a software update from two weeks earlier. There were no lawsuits, individual or class-action, due to an arbitration clause in the contract. All Revolv smart hubs, costing several hundred dollars, were deliberately remotely bricked on May 15, 2016; notice was posted on the company's website in February. The story became news on April 4. The "lifetime subscription" to Revolv's online service, which had been sold with the hub, was defined by Nest to be the lifetime of the device, which ended May 15. Nest's decision to brick the hubs, and its "acerbic" corporate culture, faced substantial criticism from within Google/Alphabet and in press coverage. Many of Nest's staffers came from Dropcam and Revolv, and by November 2015, about 70 of about 1000 staffers had quit, causing management concern. Some countermeasures had been taken in takeover deals, to financially discourage senior people from leaving before set dates. Of the ~100 Dropcam staffers, about half had left by March 2016, when former Dropcam CEO Greg Duffy (who left 8 months after the takeover) wrote a post openly regretting selling his company to Nest. He stated that about 500 people had left (of a 1200-person staff). On June 6, 2016, Tony Fadell, the Nest CEO, announced in a blog post that he was leaving the company he founded with Matt Rogers and stepping into an "advisory" role. At this point the Nest acquisition was described by some press as a "disaster" for Google. As of mid-June 2016, Nest's problems were considered symptomatic of the limited market for home automation. According to Frank Gillet of Forrester Research, only 6% of American households possessed internet-connected devices such as appliances, home-monitoring systems, speakers, or lighting. He also predicted this percentage would grow to only 15% by 2021. Furthermore, 72% of respondents in a 2016 British survey conducted by Pricewaterhouse Coopers did not foresee adopting smart-home technology over the next two to five years. === Nest as a part of Google hardware division === On February 7, 2018, it was announced by hardware head Rick Osterloh that Nest had been merged into Google's hardware division, directly alongside units such as Google Home and Chromecast. It would retain its separate Palo Alto headquarters, but Nest CEO Marwan Fawaz would now report to Osterloh, and there were plans for tighter integration with Google platforms and software such as Google Assistant in future products. Shortly after the announcement, co-founder and chief product officer Matt Rogers announced his plans to leave the company. On July 18, 2018, Nest CEO Marwan Fawaz stepped down. Nest was merged with Google's home devices team, led by Rishi Chandra. During the Google I/O keynote on May 7, 2019, it was announced that Google Nest will now serve as the blanket branding for all of Google's home products. The Google Home Hub was retroactively renamed Google Nest Hub, while a new and larger version of the product is now available called the Nest Hub Max with both a larger screen and an amplified speaker, for a greater low-end audio experience. Also, product lines such as Chromecast, Google Home, and Google Wifi will now be marketed under the Google Nest brand. In addition, Nest began to deprecate its own internal platforms, announcing the discontinuation of the existing "Works with Nest" program in favor of Google Assistant going forward, and pushing users to migrate themselves from Nest's account system to Google accounts. Google published Nest-specific privacy information outlining a commitment to transparency, not selling personal information, and giving users control of their data. In February 2019, a privacy incident affecting the Google Nest Guard system came about. The controversy stemmed from the fact that Nest Guard, a security device that was part of the Nest Secure system, contained a hidden microphone that was not disclosed in any product specifications. It resulted in a public relations failure. === Partnership with ADT === In August 2020 Google announced intent to invest $450 million in ADT Inc. for a 6.6% stake in the company. The companies intend to integrate Nest devices with ADT's security monitoring services and eventually make them the “cornerstone of ADT’s smart home offering”, according to Nest. Upon the announcement, the shares of ADT doubled in value and hit all-time high of $17.21. === Use with Amazon Alexa === As of mid-2022, Google's newer Nest cameras will now work with Amazon Alexa devices such as Amazon Echo Show, Fire TV, and Fire Tablet to view captured security camera footage. === End of support policies === On October 25, 2025, software support was ended for the 1st and 2nd generation Nest Learning Thermostats. In addition, most of the smart functionality including the Home Away features, notifications, and carbon monoxide sensor became inoperative as they were dependent on connection with Google servers. By mid-November, third-party software solutions became available to restore functionality to affected thermostats. == Products == === Nest Learning Thermostat === The Nest Learning Thermostat is an electronic, programmable, and self-learning Wi-Fi-enabled thermostat that optimizes heating and cooling of homes and businesses to conserve energy. It is based on a machine-learning algorithm: for the first weeks users have to regulate the thermostat in order to provide the reference data set. Nest can then learn people's schedules, at which temperature they are used to and when. Using built-in sensors and phones' locations it can

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  • Jan Leike

    Jan Leike

    Jan Leike (born 1986 or 1987) is an AI alignment researcher who has worked at DeepMind and OpenAI. He joined Anthropic in May 2024. == Education == Jan Leike obtained his undergraduate degree from the University of Freiburg in Germany. After earning a master's degree in computer science, he pursued a PhD in machine learning at the Australian National University under the supervision of Marcus Hutter. == Career == Leike made a six-month postdoctoral fellowship at the Future of Humanity Institute before joining DeepMind to focus on empirical AI safety research, where he collaborated with Shane Legg. === OpenAI === In 2021, Leike joined OpenAI. In June 2023, he and Ilya Sutskever became the co-leaders of the newly introduced "superalignment" project, which aimed to determine how to align future artificial superintelligences within four years to ensure their safety. This project involved automating AI alignment research using relatively advanced AI systems. At the time, Sutskever was OpenAI's Chief Scientist, and Leike was the Head of Alignment. Leike was featured in Time's list of the 100 most influential personalities in AI, both in 2023 and in 2024. In May 2024, Leike announced his resignation from OpenAI, following the departure of Sutskever, Daniel Kokotajlo and several other AI safety employees from the company. Leike wrote that "Over the past years, safety culture and processes have taken a backseat to shiny products", and that he "gradually lost trust" in OpenAI's leadership. In May 2024, Leike joined Anthropic, an AI company founded by former OpenAI employees.

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  • Embodied cognition

    Embodied cognition

    Embodied cognition represents a diverse group of theories which investigate how cognition is shaped by the bodily state and capacities of the organism. These embodied factors include the motor system, the perceptual system, bodily interactions with the environment (situatedness), and the assumptions about the world that shape the functional structure of the brain and body of the organism. Embodied cognition suggests that these elements are essential to a wide spectrum of cognitive functions, such as perception biases, memory recall, comprehension and high-level mental constructs (such as meaning attribution and categories) and performance on various cognitive tasks (reasoning or judgment). The embodied mind thesis challenges other theories, such as cognitivism, computationalism, and Cartesian dualism. It is closely related to the extended mind thesis, situated cognition, and enactivism. The modern version depends on understandings drawn from up-to-date research in psychology, linguistics, cognitive science, dynamical systems, artificial intelligence, robotics, animal cognition, plant cognition, and neurobiology. == Theory == Proponents of the embodied cognition thesis emphasize the active and significant role the body plays in the shaping of cognition and in the understanding of an agent's mind and cognitive capacities. In philosophy, embodied cognition holds that an agent's cognition, rather than being the product of mere (innate) abstract representations of the world, is strongly influenced by aspects of an agent's body beyond the brain itself. An embodied model of cognition opposes the disembodied Cartesian model, according to which all mental phenomena are non-physical and, therefore, not influenced by the body. With this opposition the embodiment thesis intends to reintroduce an agent's bodily experiences into any account of cognition. It is a rather broad thesis and encompasses both weak and strong variants of embodiment. In an attempt to reconcile cognitive science with human experience, the enactive approach to cognition defines "embodiment" as follows: By using the term embodied we mean to highlight two points: first that cognition depends upon the kinds of experience that come from having a body with various sensorimotor capacities, and second, that these individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological and cultural context. This double sense attributed to the embodiment thesis emphasizes the many aspects of cognition that researchers in different fields—such as philosophy, cognitive science, artificial intelligence, psychology, and neuroscience—are involved with. This general characterization of embodiment faces some difficulties: a consequence of this emphasis on the body, experience, culture, context, and the cognitive mechanisms of an agent in the world is that often distinct views and approaches to embodied cognition overlap. The theses of extended cognition and situated cognition, for example, are usually intertwined and not always carefully separated. And since each of the aspects of the embodiment thesis is endorsed to different degrees, embodied cognition should be better seen "as a research program rather than a well-defined unified theory". Some authors explain the embodiment thesis by arguing that cognition depends on an agent's body and its interactions with a determined environment. From this perspective, cognition in real biological systems is not an end in itself; it is constrained by the system's goals and capacities. Such constraints do not mean cognition is set by adaptive behavior (or autopoiesis) alone, but instead that cognition requires "some kind of information processing... the transformation or communication of incoming information". The acquiring of such information involves the agent's "exploration and modification of the environment". It would be a mistake, however, to suppose that cognition consists simply of building maximally accurate representations of input information...the gaining of knowledge is a stepping stone to achieving the more immediate goal of guiding behavior in response to the system's changing surroundings. Another approach to understanding embodied cognition comes from a narrower characterization of the embodiment thesis. The following narrower view of embodiment avoids any compromises to external sources other than the body and allows differentiating between embodied cognition, extended cognition, and situated cognition. Thus, the embodiment thesis can be specified as follows: Many features of cognition are embodied in that they are deeply dependent upon characteristics of the physical body of an agent, such that the agent's beyond-the-brain body plays a significant causal role, or a physically constitutive role, in that agent's cognitive processing. This thesis points out the core idea that an agent's body plays a significant role in shaping different features of cognition, such as perception, attention, memory, reasoning—among others. Likewise, these features of cognition depend on the kind of body an agent has. The thesis omits direct mention of some aspects of the "more encompassing biological, psychological and cultural context" included in the enactive definition, making it possible to separate embodied cognition, extended cognition, and situated cognition. In contrast to the embodiment thesis, the extended mind thesis limits cognitive processing neither to the brain nor even to the body, it extends it outward into the agent's world. Situated cognition emphasizes that this extension is not just a matter of including resources outside the head but stressing the role of probing and changing interactions with the agent's world. Cognition is situated in that it is inherently dependent upon the cultural and social contexts within which it takes place. This conceptual reframing of cognition as an activity influenced by the body has had significant implications. For instance, the view of cognition inherited by most contemporary cognitive neuroscience is internalist in nature. An agent's behavior along with its capacity to maintain (accurate) representations of the surrounding environment were considered as the product of "powerful brains that can maintain the world models and devise plans". From this perspective, cognizing was conceived as something that an isolated brain did. In contrast, accepting the role the body plays during cognitive processes allows us to account for a more encompassing view of cognition. This shift in perspective within neuroscience suggests that successful behavior in real-world scenarios demands the integration of several sensorimotor and cognitive (as well as affective) capacities of an agent. Thus, cognition emerges in the relationship between an agent and the affordances provided by the environment rather than in the brain alone. In 2002, a collection of positive characterizations summarizing what the embodiment thesis entails for cognition were offered. Professor of Cognitive Psychology Margaret Wilson argues that the general outlook of embodied cognition "displays an interesting co-variation of multiple observations and houses a number of different claims: (1) cognition is situated; (2) cognition is time-pressured; (3) we off-load cognitive work onto the environment; (4) the environment is part of the cognitive system; (5) cognition is for action; (6) offline cognition is bodily-based". According to Wilson, the first three and the fifth claim appear to be at least partially true, while the fourth claim is deeply problematic in that all things that have an impact on the elements of a system are not necessarily considered part of the system. The sixth claim has received the least attention in the literature on embodied cognition, yet it might be the most significant of the six claims as it shows how certain human cognitive capabilities, that previously were thought to be highly abstract, now appear to be leaning towards an embodied approach for their explanation. Wilson also describes at least five main (abstract) categories that combine both sensory and motor skills (or sensorimotor functions). The first three are working memory, episodic memory, and implicit memory; the fourth is mental imagery, and finally, the fifth concerns reasoning and problem solving. == History == The theory of embodied cognition, along with the multiple aspects it comprises, can be regarded as the imminent result of an intellectual skepticism towards the flourishment of the disembodied theory of mind put forth by René Descartes in the 17th century. According to Cartesian dualism, the mind is entirely distinct from the body and can be successfully explained and understood without reference to the body or to its processes. Research has been done to identify the set of ideas that would establish what could be considered as the early stages of embodied cognition around inquiries regarding the mind-body-soul rel

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  • Zero-day vulnerability

    Zero-day vulnerability

    A zero-day (also known as a 0-day) is a vulnerability or security hole in a computer system unknown to its developers or anyone capable of mitigating it. Until the vulnerability is remedied, threat actors can exploit it in a zero-day exploit, or zero-day attack. The term "zero-day" originally referred to the number of days since a new piece of software was released to the public, so "zero-day software" was obtained by hacking into a developer's computer before release. Eventually the term was applied to the vulnerabilities that allowed this hacking, and to the number of days that the vendor has had to fix them. Vendors who discover the vulnerability may create patches or advise workarounds to mitigate it, though users need to deploy that mitigation to eliminate the vulnerability in their systems. Zero-day attacks are severe threats. == Definition == Despite developers' goal of delivering a product that works entirely as intended, virtually all products contain software and hardware bugs. If a bug creates a security risk, it is called a vulnerability. Vulnerabilities vary in their ability to be exploited by malicious actors. Some are not usable at all, while others can be used to disrupt the device with a denial of service attack. The most dangerous allow the attacker to inject and run their own code, without the user being aware of it. Although the term "zero-day" initially referred to the time since the vendor had become aware of the vulnerability, zero-day vulnerabilities can also be defined as the subset of vulnerabilities for which no patch or other fix is available. A zero-day exploit is any exploit that takes advantage of such a vulnerability. == Exploits == An exploit is the delivery mechanism that takes advantage of the vulnerability to penetrate the target's systems, for such purposes as disrupting operations, installing malware, or exfiltrating data. Researchers Lillian Ablon and Andy Bogart write that "little is known about the true extent, use, benefit, and harm of zero-day exploits". Exploits based on zero-day vulnerabilities are considered more dangerous than those that take advantage of a known vulnerability. However, it is likely that most cyberattacks use known vulnerabilities, not zero-days. Governments of states are the primary users of zero-day exploits, not only because of the high cost of finding or buying vulnerabilities, but also the significant cost of writing the attack software. Nevertheless, anyone can use a vulnerability, and according to research by the RAND Corporation, "any serious attacker can always get an affordable zero-day for almost any target". Many targeted attacks and most advanced persistent threats rely on zero-day vulnerabilities. In 2017, the average time to develop an exploit from a zero-day vulnerability was estimated at 22 days. The difficulty of developing exploits has been increasing over time due to increased anti-exploitation features in popular software. === Window of vulnerability === Zero-day vulnerabilities are often classified as alive—meaning that there is no public knowledge of the vulnerability—and dead—the vulnerability has been disclosed, but not patched. If the software's maintainers are actively searching for vulnerabilities, it is a living vulnerability; such vulnerabilities in unmaintained software are called immortal. Zombie vulnerabilities can be exploited in older versions of the software but have been patched in newer versions. Even publicly known and zombie vulnerabilities are often exploitable for an extended period. Security patches can take months to develop, or may never be developed. A patch can have negative effects on the functionality of software and users may need to test the patch to confirm functionality and compatibility. Larger organizations may fail to identify and patch all dependencies, while smaller enterprises and personal users may not install patches. Research suggests that risk of cyberattack increases if the vulnerability is made publicly known or a patch is released. Cybercriminals can reverse engineer the patch to find the underlying vulnerability and develop exploits, often faster than users install the patch. According to research by RAND Corporation published in 2017, zero-day exploits remain usable for 6.9 years on average, although those purchased from a third party only remain usable for 1.4 years on average. The researchers were unable to determine if any particular platform or software (such as open-source software) had any relationship to the life expectancy of a zero-day vulnerability. Although the RAND researchers found that 5.7 percent of a stockpile of secret zero-day vulnerabilities will have been discovered by someone else within a year, another study found a higher overlap rate, as high as 10.8 percent to 21.9 percent per year. == Countermeasures == Because, by definition, there is no patch that can block a zero-day exploit, all systems employing the software or hardware with the vulnerability are at risk. This includes secure systems such as banks and governments that have all patches up to date. Security systems are designed around known vulnerabilities, and repeated exploitations of a zero-day exploit could continue undetected for an extended period of time. Although there have been many proposals for a system that is effective at detecting zero-day exploits, this remains an active area of research in 2023. Many organizations have adopted defense-in-depth tactics so that attacks are likely to require breaching multiple levels of security, which makes it more difficult to achieve. Conventional cybersecurity measures such as training and access control — including multi-factor authentication, least-privilege access, and air-gapping makes it harder to compromise systems with a zero-day exploit. Since writing perfectly secure software is impossible, some researchers argue that driving up the cost of exploits is considered a good strategy to reduce the burden of cyberattacks. == Market == Zero-day exploits can fetch millions of dollars. There are three main types of buyers: White: the vendor, or to third parties such as the Zero Day Initiative that disclose to the vendor. Often such disclosure is in exchange for a bug bounty. Not all companies respond positively to disclosures, as they can cause legal liability and operational overhead. It is not uncommon to receive cease-and-desist letters from software vendors after disclosing a vulnerability for free. Gray: the largest and most lucrative. Government or intelligence agencies buy zero-days and may use it in an attack, stockpile the vulnerability, or notify the vendor. The United States federal government is one of the largest buyers. As of 2013, the Five Eyes (United States, United Kingdom, Canada, Australia, and New Zealand) captured the plurality of the market and other significant purchasers included Russia, India, Brazil, Malaysia, Singapore, North Korea, and Iran. Middle Eastern countries were poised to become the biggest spenders. Black: organized crime, which typically prefers exploit software rather than just knowledge of a vulnerability. These users are more likely to employ "half-days" where a patch is already available. In 2015, the markets for government and crime were estimated at least ten times larger than the white market. Sellers are often hacker groups that seek out vulnerabilities in widely used software for financial reward. Some will only sell to certain buyers, while others will sell to anyone. White market sellers are more likely to be motivated by non pecuniary rewards such as recognition and intellectual challenge. Selling zero-day exploits is legal. Despite calls for more regulation, law professor Mailyn Fidler says there is little chance of an international agreement because key players such as Russia and Israel are not interested. The sellers and buyers that trade in zero-days tend to be secretive, relying on non-disclosure agreements and classified information laws to keep the exploits secret. If the vulnerability becomes known, it can be patched and its value consequently crashes. Because the market lacks transparency, it can be hard for parties to find a fair price. Sellers might not be paid if the vulnerability was disclosed before it was verified, or if the buyer declined to purchase it but used it anyway. With the proliferation of middlemen, sellers could never know to what use the exploits could be put. Buyers could not guarantee that the exploit was not sold to another party. Both buyers and sellers advertise on the dark web. Research published in 2022 based on maximum prices paid as quoted by a single exploit broker found a 44 percent annualized inflation rate in exploit pricing. Remote zero-click exploits could fetch the highest price, while those that require local access to the device are much cheaper. Vulnerabilities in widely used software are also more expensive. They estimated that around 400 to 1,500 people sold exploits to th

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  • IRCF360

    IRCF360

    Infrared Control Freak 360 (IRCF360) is a 360-degree proximity sensor and a motion sensing devices, developed by ROBOTmaker. The sensor is in BETA developers release as a low cost (software configurable) sensor for use within research, technical and hobby projects. == Overview == The 360-degree sensor was originally designed as a short range micro robot proximity sensor and mainly intended for Swarm robotics, Ant robotics, Swarm intelligence, autonomous Qaudcopter, Drone, UAV, multi-robot simulations e.g. Jasmine Project where 360 proximity sensing is required to avoid collision with other robots and for simple IR inter-robot communications. To overcome certain limitation with Infra-red (IR) proximity sensing (e.g. detection of dark surfaces) the sensing module includes ambient light sensing and basic tactile sensing functionality during forward movement sensing/probing providing photovore and photophobe robot swarm behaviours and characteristics. A project named Sensorium Project was started aimed at broadening the Sensors audience beyond its typical robot sensor usage. To demonstrate the sensor's functionality, opensource Java based Integrated Development Environments (IDE) are used, such as Arduino and Processing (programming language).

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  • Mittens (chess)

    Mittens (chess)

    Mittens is a chess engine developed by Chess.com. It was released on January 1, 2023, alongside four other engines, all of them given cat-related names. The engine became a viral sensation in the chess community due to exposure through content made by chess streamers and a social media marketing campaign, later contributing to record levels of traffic to the Chess.com website and causing issues with database scalability. Mittens was given a rating of one point by Chess.com, although it was evidently stronger than that. Various chess masters played matches against the engine, with players such as Hikaru Nakamura and Levy Rozman drawing and losing their games respectively. A month after its release, Mittens was removed from the website on February 1, as expected through Chess.com's monthly bot cycles. In December 2023, Mittens was brought back in a group of Chess.com's most popular bots of 2023. In January 2024, Mittens was removed again. == Release == Mittens was released on January 1, 2023, as part of a New Year event on Chess.com. It was one of five engines released, all with names related to cats. The other engines released were named Scaredy Cat, rated 800; Angry Cat, rated 1000; Mr. Grumpers, rated 1200 and Catspurrov (a pun on Garry Kasparov), rated 1400. As part of the announcement, a picture of each engine was accompanied by a short description of its character. The description given for Mittens suggested that the engine was hiding something, reading: Mittens likes chess… But how good is she? Of the five engines released, Mittens was by far the most popular. In December 2023, Chess.com re-released Mittens as part of a "best of 2023" group of chess bots made to showcase their most popular bots of the year. == Design == Mittens was conceptualized by Chess.com employee Will Whalen. Appearing as a kitten, Mittens trash talked its opponents with a selection of voice lines: these lines included quotes from J. Robert Oppenheimer, Vincent van Gogh and Friedrich Nietzsche, as well as the 1967 film Le Samouraï. The engine's "personality" was devised by a writing team headed by Sean Becker, and Marija Casic provided the engine's graphics. Chess.com did not disclose any information about the software running the engine. It may be based on Chess.com's Komodo Dragon 3 engine. Mittens' strategy was to slowly grind down an opponent, a tactic likened to the playing style of Anatoly Karpov. Becker stated that the design team believed it would be "way more demoralizing and funny" for the engine to play this way. According to Hikaru Nakamura, Mittens sometimes missed the best move (or winning positions). == Rating == On Chess.com, Mittens had a rating of one point. However, the engine's playing style and tactics showed that it was stronger than that; Mittens was able to beat or draw against many top human players. In an interview with CNN Business, Whalen stated that the idea behind giving Mittens a rating of one was to surprise its opponents, giving it the upper hand psychologically. Estimates of Mittens' true rating range from an Elo of 3200 to 3500, because of its ability to beat other engines of around that level. An upper bound of the engine's rating was found after Levy Rozman made Mittens play against Stockfish 15, a 3700 rated engine. Mittens lost the two games that the engines played. The range of Mittens' possible ratings was summarized by Dot Esports, who stated: It seems like she’s around the 3200–3500 rating range (in Chess.com terms, where the best human players, like Magnus Carlsen and Hikaru Nakamura, sport a 3000–3100 rating in the faster formats), as evidenced by her victories over the site’s otherwise strongest, 3200-rated bots, and her defeat to Stockfish 15, which is currently rated around 3700. == Games == Against human players, Mittens won over 99 percent of the millions of games it played. Chess players such as Hikaru Nakamura, Benjamin Bok, Levy Rozman and Eric Rosen struggled against Mittens; while Rozman and Rosen both lost against the engine, Nakamura and Bok were both able to make a draw. In particular, Nakamura's game against the engine lasted 166 moves; he was playing as White. Bok, Benjamin Finegold and Rozman later went on to win against Mittens, the latter with engine assistance from Stockfish. Magnus Carlsen publicly refused to play the engine, calling it a "transparent marketing trick" and "a soulless computer". Against other chess engines, Mittens participated in the Chess.com Computer Chess Championship as a side act. In the competition, Mittens played 150 games against an engine named after the film M3GAN and won overall with a score of 81.5 to 68.5. This equated to 54 percent of the games played. During the event, an estimate of Mittens' rating was made at 3515 points. == Impact == Mittens went viral in the chess community due to its concept and design: according to an announcement by Chess.com, a combined total of 120 million games were played against the cat engines over the course of January, with around 40 million played against Mittens. The popularity of the engine was helped by the social media exposure created by Chess.com. This included creating an official Twitter account to promote the engine. Chess streamers like Rozman and Nakamura helped cultivate this by creating content around the engine. A video by Nakamura entitled "Mittens the chess bot will make you quit chess" gained over 3.5 million views on YouTube. On January 11, Chess.com reported issues with database scalability due to record levels of traffic: 40 percent more games had been played on Chess.com in January 2023 than any other month since the website's release. According to The Wall Street Journal, the popularity spike was more than the similar surge following the release of Netflix's The Queen's Gambit. The popularity of Mittens was cited by Chess.com as a reason for this instability. The problems continued throughout January; Chess.com stated that they would have to upgrade their servers and invest more in cloud computing to solve the problems caused by the website's popularity surge. On February 1, 2023, Mittens and the other cat engines were removed from the computer section of Chess.com. They were replaced with five new engines themed around artificial intelligence. A tweet was posted on the Mittens's Twitter account after the engine's removal, reading "This is just the beginning. Goodbye for now."

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  • AGROVOC

    AGROVOC

    AGROVOC is a multilingual controlled vocabulary covering areas of interest of the Food and Agriculture Organization of the United Nations (FAO), aiming to promote the visibility of research produced among FAO members. By March 2024, AGROVOC consisted of over 42 000 concepts and up to 1 000 000 terms in more than 42 different languages. It is a collaborative effort, the outcome of consensus among a community of experts coordinated by FAO. == History == FAO first published AGROVOC at the beginning of the 1980s in English, Spanish and French to serve as a controlled vocabulary to index publications in agricultural science and technology, especially for the International System for Agricultural Science and Technology (AGRIS). In the 1990s, AGROVOC shifted from paper printing to a digital format opting for data storage handled by a relational database. In 2004, preliminary experiments with expressing AGROVOC into the Web Ontology Language (OWL) took place. At the same time a web based editing tool was developed, then called WorkBench, nowadays VocBench. In 2009 AGROVOC became an SKOS resource. == Usage == Today, AGROVOC is available in different languages. It is employed for tagging resources, allowing searches in a specific language while providing results in many others, enhancing their visibility worldwide. Additionally, it serves for organizing knowledge to facilitate subsequent data retrieval, tagging website content for search engine discovery, standardizing agricultural information data and acting as a reference for translations. Moreover, it finds applications in fields such as data mining, big data, or artificial intelligence. Updated AGROVOC content is released once a month and is available for public use. == Maintenance == FAO coordinates the editorial activities related to the maintenance of AGROVOC. Content curation is carried out by a community of editors and institutions responsible for each of the language versions. VocBench, is the tool used to edit and maintain AGROVOC in a distributed way. FAO also facilitates the technical maintenance of AGROVOC. == Copyright and license == Copyright for AGROVOC content in FAO languages (English, French, Spanish, Arabic, Russian and Chinese) is held by FAO, while content in other languages stays with the institutions that authored it. AGROVOC thesaurus content in English, Russian, French, Spanish, Arabic and Chinese is licensed under the international Creative Commons Attribution License (CC-BY-4.0).

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  • Avid Free DV

    Avid Free DV

    Avid Free DV is a non-linear editing video editing software application developed by Avid Technology. Avid introduced Free DV in January 2003 at the 2003 MacWorld Expo; the company discontinued it in September 2007. Free DV was intended to give editors a sample of the Avid interface to use in deciding whether or not to purchase Avid software, so when compared with other Avid products its features were relatively minimal. When it was available it was not limited by time or watermarking, so it could be used as a non-linear editor for as long as desired. == Comparisons == When compared with other consumer-end non-linear editors such as iMovie and Windows Movie Maker, it sported more powerful video processing tools, but lacked the ease-of-use and shallow learning curve emphasized in similar programs because it had the full interface of the professional Avid system. However, Avid did offer a number of flash-based tutorials to help new users learn how to use the program for capturing, editing, clipping, processing, and outputting audio/video, among other things. == Limitations == The limitations of Avid Free DV included that it allowed only two video and audio tracks, had fewer editing tools than other Avid products, had few import and export formats, and allowed capture and output of standard-definition DV only, via FireWire. Avid Free DV projects and media were not compatible with other Avid systems. As the name implied, Avid Free DV was available as a free download, although users were required to complete a short survey on the Avid website before they were given a download link and key. In addition to using Free DV to evaluate Avid prior to purchase, it could also act as a stepping stone for people wishing to learn to use Avid's other editing products, such as Xpress Pro, Media Composer and Symphony. While additional skills and techniques are necessary to use these professionally geared systems, the basic operation remains the same. == Operating systems == Avid Free DV was available for Windows XP and Mac OS X. The officially supported Mac OS X versions were Panther versions up to 10.3.5, and Tiger versions up to 10.4.3 only. == Supported formats == Avid Free DV supported QuickTime (MOV) and DV AVIs. == Reception == John P. Mello Jr. of The Boston Globe gave Free DV a negative review, finding the user interface obfuscatory and the process of ingesting video error-prone. He summarized: "Professional video editors who use an Avid competitor may jump at the chance to take a free look at how Avid does things. But for the merely curious, this software is a nightmare". Video Systems's Steve Mullen opined that its lack of interoperability with Avid's professional editing software contracted Avid's stated goal to entice budding video editors into buying into the company's software ecosystem.

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  • Texas Senate Bill 20

    Texas Senate Bill 20

    Texas Senate Bill 20 (S.B. 20), also known as the "Stopping AI-Generated Child Pornography Act", is a 2025 law in the state of Texas that creates new criminal offenses for those who possess, promote, or view visual material deemed obscene, which is said to depict a child, whether it is an actual person, animated or cartoon depiction, or an image of someone created through computer software or artificial intelligence. It was passed by the Texas Legislature on May 28, 2025, unanimously in both chambers. It was signed into law by Governor Greg Abbott on June 20, 2025. It went into effect on September 1, 2025. It was authored by Pete Flores and co-sponsored by Brent Hagenbuch, Juan Hinojosa, Joan Huffman, Phil King, and Tan Parker, as part of a package of legislation in the Texas House and Senate about A.I. and child pornography. Some supporters called it "common-sense" legislation falling within the "proper role" of government, protecting children and the "common good" within the state, with Heidi Ruiz, a police sergeant in Houston, describing the bill as "fantastic" and "fabulous." The bill drew comparisons to language, within Texas state legislation, which aimed to institute state-level book bans. Critics described the law as unconstitutional, saying it violated the Free Speech Clause of the First Amendment which prohibits abridgement of freedom of speech and the press, including the legal precedent set in Ashcroft v. Free Speech Coalition. The Comic Book Legal Defense Fund vowed to support those wrongly accused under the law. Much of the controversy regarding S.B. 20 involves the broad language pertaining to "obscene" pornographic images as including A.I.-created, animated, and cartoon depictions, with some critics arguing it could have a chilling effect on anime, manga, graphic novels, and other media produced, distributed, or created within Texas. == Provisions == S.B. 20 gives Texas police more provisions to restrict artificial intelligence-created child pornography, creating new criminal charge for possessing material depicting an underage person, under age 18, whether this child is an actual person or not. Those charged with this felony offense could go to state jail, but this could be elevated if the person charged has a prior conviction, of a $10,000 fine and two years in prison. == Reactions == === Support === Lieutenant Governor Dan Patrick applauded the unanimous passage of the law in the Texas Senate and called it "a priority" to protect children in Texas, and Texas citizens and thanked Pete Flores for his work on "this important issue". He later described the bill as part of the "bold, conservative agenda" that the Texas legislature passed during the 2025 legislative session. Phil King, one of the bill's co-sponsors, said that issue of child pornography had "infiltrated" the state's schools and said he was proud that the Texas legislature had "taken decisive action to protect our vulnerable Texans". Another co-sponsor of the legislation, Tan Parker described the law as "decisive action" to protect the children within Texas, and said he looked "forward to advancing this critical legislation" onward from the Texas Senate Criminal Justice Committee. He also described the legislation as "critical" action to protect the state's children from A.I.-generated child pornography and an "effective tool for law enforcement" to crack down on child porn perpetrators. Other supporters, such as police, and prosecutors, called the legislation an "important step" to ensure that images generated with A.I., along with deepfakes, "can't be shared with impunity" and necessary to ensure children's protection. Flores told senators that technology which enabled the production of "offensive" material by child predators had "no redeeming value whatsoever" and asserted that the materials had often been "used to groom and abuse children". John Leigh, a co-founder of Anime Matsuri, one of the largest conventions for anime within Texas, reassured those who contacted him, saying that the law is not targeted at anime and manga fans, stated that he supported the legislation, describing it as a step "in the right direction," and said that he did not believe it would "negatively impact" anime or related art in the state. Also, State Representative Dade Phelan emphasized the legislation's urgency to deal with A.I. and child pornography, adding that they need to "put some guardrails on it to where the public is being taken care of". The Texas Policy Research Foundation supported the legislation, saying that although it may lead to increased demands on state and local governmental resources, higher costs for local governments, and possible "civil liberty concerns" around online censorship, it represents a "necessary legal update" to address exploitation of children online, while "modernizing enforcement mechanisms" and recommended that lawmakers vote in favor of the law. Additionally, the group Texans for Fiscal Responsibility supported the law, arguing that it strengthened state law, upheld public safety, protected minors, and called it a "common-sense bill" protecting and promoting the "common good", children, and fell within the "proper role" of government. The Texas Public Policy Foundation also expressed their support for the law. A policy director for aforementioned conservative think tank, Zach Whiting, told the Texas Senate Committee on Criminal Justice, on March 4, 2025, that the foundation would assist legislators ans staff to "advance any and all measures to protect kids online" and shared an excerpt from of research paper about threats posed by A.I. in creating "sexually explicit deepfakes of children". === Opposition === Although the bill passed both chambers unanimously, there were some reports that the bill stalled due to opposition from Democratic lawmakers. Additionally, some individuals expressed concerns about the broad nature of the law's provisions. Anime Matsuri co-founder Deneice Leigh called for the law's wording to be clarified because "artists are anxious about displaying or selling fan art" even if the intention is "not be to penalize creators". She also described the bill as "vague and open to interpretation" as to what would be considered obscene and offensive while noting that the bill is not aiming to "target artists". Benjamin Napier, owner of Mansfield Comics and Manga in Mansfield, Texas, said that at first he felt the law was "ridiculous" and "kind of frivolous" at first, part of a "misguided puritanical onslaught", and noted that he would not cow "to the puritanical regime" if it was enacted. Kirsten Cather, an Asian Studies scholar at University of Texas, expressed concern at the law's misinterpretation because "many anime characters appear youthful, regardless of their actual age", said that the law could "stifle creative expression", and noted that the law's scope is broad enough to have manga and anime under scrutiny, a "real slippery slope here that's being breached". Marcel Green of Screen Rant said that the law's ambiguity led to concerns from manga and anime fans, and theorized that the law's application to a fan within Texas, who downloaded the 368th chapter of My Hero Academia, which has a "sexualized depiction" of an "underage high school student", would result in a criminal offense of "180 days to two years in state jail, along with a fine of up to $10,000". Green also said the law is problematic because many anime and manga characters are young, with many protagonists as minors and argued that the law could apply in limited cases, if state officials deemed an anime or manga under scrutiny as lacking "artistic value". Evan D. Mullicane, on the same site, said the vague wording of the legislation made it "dangerous" for anime such as Dragon Ball and Naruto, and could impact more than hentai, predicting it will be used against more than its "intended target" and be used to censor stories with "young LGBTQIA characters". Another critic on the same site, Carlyle Edmundson, called for anime fans to step up and prevent the law's enactment "for the good of artists and fans everywhere", saying that the legislation was "draconian" and claimed it was the most extreme case of anime and manga censorship in U.S. history. Nick Valdez of ComicBook.com said that the legislation could lead to censorship of "many anime and manga projects," like Kill la Kill and The 100 Girlfriends Who Really, Really, Really, Really, Really Love You, becoming a crime, and said that even if the law is enforced in a case-by-case basis, it could lead to a "much larger ban of materials in the state" itself due to the content of certain manga and anime. Vanessa Esguerra of The Mary Sue argued that possession of manga like Berserk and Vagabond, or viewing Dandadan, could be deemed illegal under the law, due to various parts of each of these media, and asserted that viewing and owning certain anime and other media, falling under the law's provisions,

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  • AirSim

    AirSim

    AirSim (Aerial Informatics and Robotics Simulation) is an open-source, cross-platform simulator for drones, ground vehicles such as cars and various other objects, built on Epic Games’ proprietary Unreal Engine 4 as a platform for AI research. It is developed by Microsoft and can be used to experiment with deep learning, computer vision and reinforcement learning algorithms for autonomous vehicles. This allows testing of autonomous solutions without worrying about real-world damage. AirSim provides some 12 kilometers of roads with 20 city blocks and APIs to retrieve data and control vehicles in a platform independent way. The APIs are accessible via a variety of programming languages, including C++, C#, Python and Java. AirSim supports hardware-in-the-loop with driving wheels and flight controllers such as PX4 for physically and visually realistic simulations. The platform also supports common robotic platforms, such as Robot Operating System (ROS). It is developed as an Unreal plug-in that can be dropped into any Unreal environment. An experimental release for a Unity plug-in is also available. On December 15, 2023 Microsoft has shutdown the development of the project.

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