Best AI Video Creation Tools

Best AI Video Creation Tools — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Softwarp

    Softwarp

    Softwarp is a software technique to warp an image so that it can be projected on a curved screen. This can be done in real time by inserting the softwarp as a last step in the rendering cycle. The problem is to know how the image should be warped to look correct on the curved screen. There are several techniques to auto calibrate the warping by projecting a pattern and using cameras and/or sensors. The information from the sensors is sent to the software so that it can analyze the data and calculate the curvature of the projection screen. == Usage == The softwarp can be used to project virtual views on curved walls and domes. These are usually used in vehicle simulators, for instance boat-, car- and airplane simulators. To make it possible to cover a dome with a 360 degree view you need to use several projectors. A problem with using several projectors on the same screen is that the edges between the projected images get about twice the amount of light. This is solved by using a technique called edge blending. With this technique a “filter” is inserted on the edge that fades the image from 100% light strength (luminance) to 0% (the lowest luminance depends on the contrast ratio of the projector). == History == The first warping technologies used a hardware image processing unit to warp the image. This processing unit was inserted between the graphics card and the projector. The problem with this technique is that it depends on the type of signal and the quality of the signal from the graphics card to warp it correctly. The process unit also needs several lines of image information before it can start sending out the warped image. This adds a latency to the display system that could be a problem in simulators that need fast response time, for instance fighter jet simulators. Softwarping eliminates the latency.

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  • DeepSeek

    DeepSeek

    Hangzhou DeepSeek Artificial Intelligence Basic Technology Research Co., Ltd., doing business as DeepSeek, is a Chinese artificial intelligence (AI) company that develops large language models (LLMs). Based in Hangzhou, Zhejiang, DeepSeek is owned and funded by High-Flyer, a Chinese hedge fund. DeepSeek was founded in July 2023 by Liang Wenfeng, the co-founder of High-Flyer, who also serves as the CEO for both of the companies. The company launched an eponymous chatbot alongside its DeepSeek-R1 model in January 2025. DeepSeek-R1 provided responses comparable to other contemporary large language models, such as OpenAI's GPT-4 and o1. Its training cost was reported to be significantly lower than other LLMs. The company claims that it trained its V3 model for US$6 million—far less than the US$100 million cost for OpenAI's GPT-4 in 2023—and using approximately one-tenth the computing power consumed by Meta's comparable model, Llama 3.1. DeepSeek's success against larger and more established rivals has been described as "upending AI". DeepSeek's models are described as "open-weight", meaning the exact parameters are openly shared, but the training data is not openly licensed. Since the January 2025 debut of DeepSeek-R1, the company has made its new models available under free and open-source software licenses, primarily the MIT License. The company reportedly recruits AI researchers from top Chinese universities and also hires from outside traditional computer science fields to broaden its models' knowledge and capabilities. DeepSeek significantly reduced training expenses for their R1 model by incorporating techniques such as mixture of experts (MoE) layers. The company also trained its models during ongoing trade restrictions on AI chip exports to China, using weaker AI chips intended for export and employing fewer units overall. Observers say this breakthrough sent "shock waves" through the industry which were described as triggering a "Sputnik moment" for the US in the field of artificial intelligence, particularly due to its open-source, cost-effective, and high-performing AI models. This threatened established AI hardware leaders such as Nvidia; Nvidia's share price dropped sharply, losing US$600 billion in market value, the largest single-company decline in U.S. stock market history. == History == === Founding and early years (2016–2023) === In February 2016, High-Flyer was co-founded by AI enthusiast Liang Wenfeng, who had been trading since the 2008 financial crisis while attending Zhejiang University. The company began stock trading using a GPU-dependent deep learning model on 21 October 2016; before then, it had used CPU-based linear models. By the end of 2017, most of its trading was driven by AI. Liang established High-Flyer as a hedge fund focused on developing and using AI trading algorithms, and by 2021 the firm was using AI exclusively, often using Nvidia chips. In 2019, the company began constructing its first computing cluster, Fire-Flyer, at a cost of 200 million yuan; it contained 1,100 GPUs interconnected at 200 Gbit/s and was retired after 1.5 years in operation. By 2021, Liang had started buying large quantities of Nvidia GPUs for an AI project, reportedly obtaining 10,000 Nvidia A100 GPUs before the United States restricted chip sales to China. Computing cluster Fire-Flyer 2 began construction in 2021 with a budget of 1 billion yuan. It was reported that in 2022, Fire-Flyer 2's capacity had been used at over 96%, totaling 56.74 million GPU hours. 27% was used to support scientific computing outside the company. During 2022, Fire-Flyer 2 had 5,000 PCIe A100 GPUs in 625 nodes, each containing 8 GPUs. At the time, it exclusively used PCIe instead of the DGX version of A100, since at the time the models it trained could fit within a single 40 GB GPU VRAM and so there was no need for the higher bandwidth of DGX (i.e., it required only data parallelism but not model parallelism). Later, it incorporated NVLinks and NCCL (Nvidia Collective Communications Library) to train larger models that required model parallelism. On 14 April 2023, High-Flyer announced the launch of an artificial general intelligence (AGI) research lab, stating that the new lab would focus on developing AI tools unrelated to the firm's financial business. Two months later, on 17 July 2023, that lab was spun off into an independent company, DeepSeek, with High-Flyer as its principal investor and backer. Venture capital investors were reluctant to provide funding, as they considered it unlikely that the venture would be able to quickly generate an "exit". === Model releases since 2023 === DeepSeek released its first model, DeepSeek Coder, on 2 November 2023, followed by the DeepSeek-LLM series on 29 November 2023. In January 2024, it released two DeepSeek-MoE models (Base and Chat), and in April 3 DeepSeek-Math models (Base, Instruct, and RL). DeepSeek-V2 was released in May 2024, followed a month later by the DeepSeek-Coder V2 series. In September 2024, DeepSeek V2.5 was introduced and revised in December. On 20 November 2024, the preview of DeepSeek-R1-Lite became available via chat. In December, DeepSeek-V3-Base and DeepSeek-V3 (chat) were released. On 20 January 2025, DeepSeek launched the DeepSeek chatbot—based on the DeepSeek-R1 model—free for iOS and Android. By 27 January, DeepSeek surpassed ChatGPT as the most downloaded freeware app on the iOS App Store in the United States, triggering an 18% drop in Nvidia's share price. On 24 March 2025, DeepSeek released DeepSeek-V3-0324 under the MIT License. On 28 May 2025, DeepSeek released DeepSeek-R1-0528 under the MIT License. The model has been noted for more tightly following official Chinese Communist Party ideology and censorship in its answers to questions than prior models. On 21 August 2025, DeepSeek released DeepSeek V3.1 under the MIT License. This model features a hybrid architecture with thinking and non-thinking modes. It also surpasses prior models like V3 and R1, by over 40% on certain benchmarks like SWE-bench and Terminal-bench. It was updated to V3.1-Terminus on 22 September 2025. V3.2-Exp was released on 29 September 2025. It uses DeepSeek Sparse Attention, a more efficient attention mechanism based on previous research published in February. DeepSeek-V3.2 was released on 1 December 2025, alongside a DeepSeek-V3.2-Speciale variant that focused on reasoning. In February 2026, Anthropic accused DeepSeek of using thousands of fraudulent accounts to generate millions of conversations with Claude to train its own large language models. In April 2026, investors began speaking with DeepSeek for a $300 million funding round, which would bring DeepSeek to a total valuation of $10 billion. On April 24, 2026, DeepSeek released a preview of its V4 series, including the 1.6-trillion parameter DeepSeek-V4-Pro and the 284-billion parameter DeepSeek-V4-Flash, both featuring a 1-million token context window, under the MIT License. DeepSeek's V4 LLM has been adopted by key semiconductor manufacturers and artificial intelligence chipmakers such as Huawei and Cambricon. == Company operation == DeepSeek is headquartered in Hangzhou, Zhejiang, and is owned and funded by High-Flyer. Its co-founder, Liang Wenfeng, serves as CEO. As of May 2024, Liang personally held an 84% stake in DeepSeek through two shell corporations. === Strategy === DeepSeek has stated that it focuses on research and does not have immediate plans for commercialization. This posture also means it can skirt certain provisions of China's AI regulations aimed at consumer-facing technologies. DeepSeek's hiring approach emphasizes skills over lengthy work experience, resulting in many hires fresh out of university. The company likewise recruits individuals without computer science backgrounds to expand the range of expertise incorporated into the models, for instance in poetry or advanced mathematics. According to The New York Times, dozens of DeepSeek researchers have or have previously had affiliations with People's Liberation Army laboratories and the Seven Sons of National Defence. Due to the impact of United States restrictions on chips, DeepSeek refined its algorithms to maximise computational efficiency and thereby leveraged older hardware and reduced energy consumption. DeepSeek also expanded on the African continent as it offers more affordable and less power-hungry AI solutions. The company has bolstered African language models and generated a number of startups, for example in Nairobi. Along with Huawei's storage and cloud computing services, the impact on the tech scene in sub-saharan Africa is considerable. DeepSeek offers local data sovereignty and more flexibility compared to Western AI platforms. == Training framework == High-Flyer/DeepSeek had operated at least two primary computing clusters: Fire-Flyer (萤火一号) and Fire-Flyer 2 (萤火二号). Fire-Flyer 1 was constructed in 2019 and was retired after 1.5 years of operation. Fi

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  • User modeling

    User modeling

    User modeling is the subdivision of human–computer interaction which describes the process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs. The system needs to "say the 'right' thing at the 'right' time in the 'right' way". To do so it needs an internal representation of the user. Another common purpose is modeling specific kinds of users, including modeling of their skills and declarative knowledge, for use in automatic software-tests. User-models can thus serve as a cheaper alternative to user testing but should not replace user testing. == Background == A user model is the collection and categorization of personal data associated with a specific user. A user model is a (data) structure that is used to capture certain characteristics about an individual user, and a user profile is the actual representation in a given user model. The process of obtaining the user profile is called user modeling. Therefore, it is the basis for any adaptive changes to the system's behavior. Which data is included in the model depends on the purpose of the application. It can include personal information such as users' names and ages, their interests, their skills and knowledge, their goals and plans, their preferences and their dislikes or data about their behavior and their interactions with the system. There are different design patterns for user models, though often a mixture of them is used. Static user models Static user models are the most basic kinds of user models. Once the main data is gathered they are normally not changed again, they are static. Shifts in users' preferences are not registered and no learning algorithms are used to alter the model. Dynamic user models Dynamic user models allow a more up to date representation of users. Changes in their interests, their learning progress or interactions with the system are noticed and influence the user models. The models can thus be updated and take the current needs and goals of the users into account. Stereotype based user models Stereotype based user models are based on demographic statistics. Based on the gathered information users are classified into common stereotypes. The system then adapts to this stereotype. The application therefore can make assumptions about a user even though there might be no data about that specific area, because demographic studies have shown that other users in this stereotype have the same characteristics. Thus, stereotype based user models mainly rely on statistics and do not take into account that personal attributes might not match the stereotype. However, they allow predictions about a user even if there is rather little information about him or her. Highly adaptive user models Highly adaptive user models try to represent one particular user and therefore allow a very high adaptivity of the system. In contrast to stereotype based user models they do not rely on demographic statistics but aim to find a specific solution for each user. Although users can take great benefit from this high adaptivity, this kind of model needs to gather a lot of information first. == Data gathering == Information about users can be gathered in several ways. There are three main methods: Asking for specific facts while (first) interacting with the system Mostly this kind of data gathering is linked with the registration process. While registering users are asked for specific facts, their likes and dislikes and their needs. Often the given answers can be altered afterwards. Learning users' preferences by observing and interpreting their interactions with the system In this case users are not asked directly for their personal data and preferences, but this information is derived from their behavior while interacting with the system. The ways they choose to accomplish a tasks, the combination of things they takes interest in, these observations allow inferences about a specific user. The application dynamically learns from observing these interactions. Different machine learning algorithms may be used to accomplish this task. A hybrid approach which asks for explicit feedback and alters the user model by adaptive learning This approach is a mixture of the ones above. Users have to answer specific questions and give explicit feedback. Furthermore, their interactions with the system are observed and the derived information are used to automatically adjust the user models. Though the first method is a good way to quickly collect main data it lacks the ability to automatically adapt to shifts in users' interests. It depends on the users' readiness to give information and it is unlikely that they are going to edit their answers once the registration process is finished. Therefore, there is a high likelihood that the user models are not up to date. However, this first method allows the users to have full control over the collected data about them. It is their decision which information they are willing to provide. This possibility is missing in the second method. Adaptive changes in a system that learns users' preferences and needs only by interpreting their behavior might appear a bit opaque to the users, because they cannot fully understand and reconstruct why the system behaves the way it does. Moreover, the system is forced to collect a certain amount of data before it is able to predict the users' needs with the required accuracy. Therefore, it takes a certain learning time before a user can benefit from adaptive changes. However, afterwards these automatically adjusted user models allow a quite accurate adaptivity of the system. The hybrid approach tries to combine the advantages of both methods. Through collecting data by directly asking its users it gathers a first stock of information which can be used for adaptive changes. By learning from the users' interactions it can adjust the user models and reach more accuracy. Yet, the designer of the system has to decide, which of these information should have which amount of influence and what to do with learned data that contradicts some of the information given by a user. == System adaptation == Once a system has gathered information about a user it can evaluate that data by preset analytical algorithm and then start to adapt to the user's needs. These adaptations may concern every aspect of the system's behavior and depend on the system's purpose. Information and functions can be presented according to the user's interests, knowledge or goals by displaying only relevant features, hiding information the user does not need, making proposals what to do next and so on. One has to distinguish between adaptive and adaptable systems. In an adaptable system the user can manually change the system's appearance, behavior or functionality by actively selecting the corresponding options. Afterwards the system will stick to these choices. In an adaptive system a dynamic adaption to the user is automatically performed by the system itself, based on the built user model. Thus, an adaptive system needs ways to interpret information about the user in order to make these adaptations. One way to accomplish this task is implementing rule-based filtering. In this case a set of IF... THEN... rules is established that covers the knowledge base of the system. The IF-conditions can check for specific user-information and if they match the THEN-branch is performed which is responsible for the adaptive changes. Another approach is based on collaborative filtering. In this case information about a user is compared to that of other users of the same systems. Thus, if characteristics of the current user match those of another, the system can make assumptions about the current user by presuming that he or she is likely to have similar characteristics in areas where the model of the current user is lacking data. Based on these assumption the system then can perform adaptive changes. == Usages == Adaptive hypermedia: In an adaptive hypermedia system the displayed content and the offered hyperlinks are chosen on basis of users' specific characteristics, taking their goals, interests, knowledge and abilities into account. Thus, an adaptive hypermedia system aims to reduce the "lost in hyperspace" syndrome by presenting only relevant information. Adaptive educational hypermedia: Being a subdivision of adaptive hypermedia the main focus of adaptive educational hypermedia lies on education, displaying content and hyperlinks corresponding to the user's knowledge on the field of study. Intelligent tutoring system: Unlike adaptive educational hypermedia systems intelligent tutoring systems are stand-alone systems. Their aim is to help students in a specific field of study. To do so, they build up a user model where they store information about abilities, knowledge and needs of the user. The system can now adapt to this user by presenting approp

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  • AlphaGeometry

    AlphaGeometry

    AlphaGeometry is an artificial intelligence (AI) program that can solve hard problems in Euclidean geometry. The system comprises a data-driven large language model (LLM) and a rule-based symbolic engine (Deductive Database Arithmetic Reasoning). It was developed by DeepMind, a subsidiary of Google. The program solved 25 geometry problems out of 30 from the International Mathematical Olympiad (IMO) under competition time limits—a performance almost as good as the average human gold medallist. For comparison, the previous AI program, called Wu's method, managed to solve only 10 problems. DeepMind published a paper about AlphaGeometry in the peer-reviewed journal Nature on 17 January 2024. AlphaGeometry was featured in MIT Technology Review on the same day. Traditional geometry programs are symbolic engines that rely exclusively on human-coded rules to generate rigorous proofs, which makes them lack flexibility in unusual situations. AlphaGeometry combines such a symbolic engine with a specialized large language model trained on synthetic data of geometrical proofs. When the symbolic engine doesn't manage to find a formal and rigorous proof on its own, it solicits the large language model, which suggests a geometrical construct to move forward. However, it is unclear how applicable this method is to other domains of mathematics or reasoning, because symbolic engines rely on domain-specific rules and because of the need for synthetic data. == AlphaGeometry 2 == AlphaGeometry 2 is an improved version of AlphaGeometry, published on February 5, 2025. They added more features to the representation language to describe more geometry problems that involve movements of objects, and problems containing linear equations of angles, ratios, and distances. They targeted IMO geometry questions from 2000 to 2024. The expanded representation language allowed them to cover 88% of the questions. It uses Gemini finetuned on a synthetically generated dataset of problems and solutions in the representation language. The model is used for making auxiliary constructions like lines and points, to help the tree search. It is also used for autoformalization, i.e. converting a problem in English to a problem in the representation language.

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  • Gemini Enterprise Agent Platform

    Gemini Enterprise Agent Platform

    Gemini Enterprise Agent Platform (formerly known as Vertex AI) is a managed machine learning (ML) and artificial intelligence (AI) platform developed by Google Cloud. It provides a unified environment for building, training, deploying, and scaling ML models and generative AI applications. The platform integrates tools for the full ML lifecycle, including data preparation, model training, evaluation, deployment, and monitoring, under a single API and user interface. Vertex AI was announced at Google I/O and released as a generally available product on May 18, 2021. At launch, Google described Vertex AI as unifying its AutoML offerings with its prior Cloud AI Platform capabilities, and as adding operational features intended to help teams move models from experimentation into production use. On April 22, 2026, Google announced Gemini Enterprise Agent Platform as the replacement evolution of Vertex AI. == History == Google Cloud announced the general availability of Vertex AI on May 18, 2021, at the Google I/O developer conference. The platform was designed to consolidate Google Cloud's previously separate ML offerings, including AutoML and the legacy AI Platform, into a single system. At launch, Google claimed that Vertex AI required roughly 80% fewer lines of code to train a model compared to competing platforms. In June 2023, Google made generative AI support in Vertex AI generally available, giving developers access to foundation models including PaLM 2, Imagen, and Codey through the platform's Model Garden and the newly launched Generative AI Studio. At the time of this launch, Model Garden included over 60 models from Google and its partners. In August 2023, at the Google Cloud Next conference, Google announced further updates to Vertex AI, including the addition of third-party models such as Claude 2 from Anthropic and Llama 2 from Meta to the Model Garden, as well as new tools called Vertex AI Extensions for connecting models to APIs for real-time data retrieval. At the same event, Vertex AI Search and Conversation were made generally available, providing enterprise search and chatbot capabilities powered by foundation models. In April 2024, at Google Cloud Next, the company introduced Vertex AI Agent Builder, a no-code tool for creating AI-powered conversational agents built on top of Gemini large language models. This brought together the existing Vertex AI Search and Conversation products with new developer tools for building generative AI experiences. == Features == === Model training === Vertex AI supports both AutoML, which enables code-free model training on tabular, image, text, or video data, and custom training, which gives users full control over the ML framework, training code, and hyperparameter tuning. The platform provides serverless training as well as dedicated training clusters with GPU and TPU accelerators. Vertex AI Vizier handles automatic hyperparameter tuning, and Vertex AI Experiments allows comparison and tracking of training runs. === Model Garden === The Vertex AI Model Garden is a curated catalog of over 200 enterprise-ready models, including Google's own foundation models (such as Gemini, Imagen, and Veo), third-party models (such as Anthropic's Claude and Mistral AI models), and popular open-source models (such as Llama and Gemma). Models are accessible as fully managed model-as-a-service APIs. === Pipelines (workflow orchestration) === Vertex AI Pipelines provides managed orchestration of ML workflows and supports pipelines built with the Kubeflow Pipelines SDK, among other options described in Google Cloud documentation. === Vertex AI Studio === Vertex AI Studio provides tools for prompt design, testing, and model management, allowing developers to prototype and build generative AI applications using natural language, code, images, or video. === Agent Builder and Agent Engine === Vertex AI Agent Builder is a suite of products for building, deploying, and governing AI agents in production environments. It supports development with the open-source Agent Development Kit (ADK) and other frameworks. Vertex AI Agent Engine provides the underlying infrastructure for deploying and scaling agents, with support for enterprise security features including HIPAA compliance, customer-managed encryption keys (CMEK), and VPC Service Controls. === Generative AI tooling and model access === Google markets Vertex AI as providing access to Google foundation models (including the Gemini family) and developer tools such as Vertex AI Studio, along with a model catalog that includes Google and selected open source models (marketed as "Model Garden"). Google has also offered products within Vertex AI aimed at building generative search and conversational applications, including offerings named "Vertex AI Search" and "Vertex AI Conversation" as reported in 2023 coverage of platform updates. === MLOps tools === The platform includes a range of MLOps capabilities: Vertex AI Pipelines for orchestrating and automating ML workflows as reusable pipelines. Vertex AI Feature Store for serving, sharing, and reusing ML features across projects. Vertex AI Model Registry for storing, versioning, and managing trained models. Vertex AI Model Monitoring for detecting training-serving skew and inference drift in deployed models. Vertex Explainable AI for interpreting model predictions. Vertex AI Workbench for managed JupyterLab notebook environments integrated with Google Cloud Storage and BigQuery. == Industry recognition == Google was named a Leader for the fifth consecutive year in the 2024 Gartner Magic Quadrant for Cloud AI Developer Services, a recognition that encompasses Vertex AI and its related offerings. Google was also recognized as a Leader in the 2024 Gartner Magic Quadrant for Data Science and Machine Learning Platforms and was named a Leader in the Forrester Wave for AI/ML Platforms, Q3 2024. In October 2025, Google was also named a Leader in the 2025 IDC (International Data Corporation) MarketScape for Worldwide GenAI Life-Cycle Foundation Model Software. == Pricing == Vertex AI uses a pay-as-you-go pricing model, with costs determined by the specific services consumed, including model training, prediction serving, and data storage. For generative AI tasks, pricing is based on a per-token model, with rates varying depending on the specific model used and whether tokens are input or output. Google offers a free tier for new users, which includes limited custom training hours and online prediction usage, along with an introductory US$300 in Google Cloud credits valid for 90 days. == Adoption == In the year following its 2021 launch, Google reported that usage of Vertex AI and BigQuery had driven 2.5 times more machine learning predictions compared to the prior year, and that active customers of Vertex AI Workbench had grown 25-fold over a six-month period. Early enterprise adopters included Ford, Wayfair, and Seagate, among others. Wayfair reported that it was able to run large model training jobs 5 to 10 times faster using the platform.

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  • Open Knowledge Base Connectivity

    Open Knowledge Base Connectivity

    Open Knowledge Base Connectivity (OKBC) is a protocol and an API for accessing knowledge in knowledge representation systems such as ontology repositories and object–relational databases. It is somewhat complementary to the Knowledge Interchange Format that serves as a general representation language for knowledge. It is developed by SRI International's Artificial Intelligence Center for DARPA's High Performance Knowledge Base program (HPKB).

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  • Knowledge value chain

    Knowledge value chain

    A knowledge value chain is a sequence of intellectual tasks by which knowledge workers build their employer's unique competitive advantage and/or social and environmental benefit. As an example, the components of a research and development project form a knowledge value chain. Productivity improvements in a knowledge value chain may come from knowledge integration in its original sense of data systems consolidation. Improvements also flow from the knowledge integration that occurs when knowledge management techniques are applied to the continuous improvement of a business process or processes. The term first started coming into common use around 1999, appearing in management-related talks and papers. It was registered as a trademark in 2004 by TW Powell Co., a Manhattan company. Knowledge value chain processes Knowledge acquisition Knowledge storage Knowledge dissemination Knowledge application

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  • Sentential decision diagram

    Sentential decision diagram

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

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  • IBM ALP

    IBM ALP

    IBM Assembly Language Processor (ALP) is an assembler written by IBM for 32-bit OS/2 Warp (OS/2 3.0), which was released in 1994. ALP accepts source programs compatible with Microsoft Macro Assembler (MASM) version 5.1, which was originally used to build many of the device drivers included with OS/2. For OS/2 versions 3 and 4, ALP was distributed, along with other tools and documentation, as part of the Device Driver Kit (DDK). The DDK was withdrawn in 2004 as part of IBM's discontinuance of OS/2.

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  • Computational creativity

    Computational creativity

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

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  • VoID

    VoID

    The Vocabulary of Interlinked Datasets (VoID) is a vocabulary for providing concise summaries (metadata) of Resource Description Framework (RDF) datasets—meaningful collections of semantic triples—using the syntax of RDF Schema. It can be used for general metadata (such as information about the license of the dataset), access metadata (information about how to access the dataset), structural metadata (information about how the dataset is structured), and linking metadata (information about links between datasets). A linked dataset is a collection of data, published and maintained by a single provider, available as RDF on the Web, where at least some of the resources in the dataset are identified by dereferencable Uniform Resource Identifiers (URIs). VoID is used to provide metadata on RDF datasets to facilitate query processing on a graph of interlinked datasets in the Semantic Web.

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  • Cellular neural network

    Cellular neural network

    In computer science and machine learning, Cellular Neural Networks (CNN) or Cellular Nonlinear Networks (CNN) are a parallel computing paradigm similar to neural networks, with the difference that communication is allowed between neighbouring units only. Typical applications include image processing, analyzing 3D surfaces, solving partial differential equations, reducing non-visual problems to geometric maps, modelling biological vision and other sensory-motor organs. CNN is not to be confused with convolutional neural networks (also colloquially called CNN). == CNN architecture == Due to their number and variety of architectures, it is difficult to give a precise definition for a CNN processor. From an architecture standpoint, CNN processors are a system of finite, fixed-number, fixed-location, fixed-topology, locally interconnected, multiple-input, single-output, nonlinear processing units. The nonlinear processing units are often referred to as neurons or cells. Mathematically, each cell can be modeled as a dissipative, nonlinear dynamical system where information is encoded via its initial state, inputs and variables used to define its behavior. Dynamics are usually continuous, as in the case of Continuous-Time CNN (CT-CNN) processors, but can be discrete, as in the case of Discrete-Time CNN (DT-CNN) processors. Each cell has one output, by which it communicates its state with both other cells and external devices. Output is typically real-valued, but can be complex or even quaternion, i.e. a Multi-Valued CNN (MV-CNN). Most CNN processors, processing units are identical, but there are applications that require non-identical units, which are called Non-Uniform Processor CNN (NUP-CNN) processors, and consist of different types of cells. === Chua-Yang CNN === In the original Chua-Yang CNN (CY-CNN) processor, the state of the cell was a weighted sum of the inputs and the output was a piecewise linear function. However, like the original perceptron-based neural networks, the functions it could perform were limited: specifically, it was incapable of modeling non-linear functions, such as XOR. More complex functions are realizable via Non-Linear CNN (NL-CNN) processors. Cells are defined in a normed gridded space like two-dimensional Euclidean geometry. However, the cells are not limited to two-dimensional spaces; they can be defined in an arbitrary number of dimensions and can be square, triangle, hexagonal, or any other spatially invariant arrangement. Topologically, cells can be arranged on an infinite plane or on a toroidal space. Cell interconnect is local, meaning that all connections between cells are within a specified radius (with distance measured topologically). Connections can also be time-delayed to allow for processing in the temporal domain. Most CNN architectures have cells with the same relative interconnects, but there are applications that require a spatially variant topology, i.e. Multiple-Neighborhood-Size CNN (MNS-CNN) processors. Also, Multiple-Layer CNN (ML-CNN) processors, where all cells on the same layer are identical, can be used to extend the capability of CNN processors. The definition of a system is a collection of independent, interacting entities forming an integrated whole, whose behavior is distinct and qualitatively greater than its entities. Although connections are local, information exchange can happen globally through diffusion. In this sense, CNN processors are systems because their dynamics are derived from the interaction between the processing units and not within processing units. As a result, they exhibit emergent and collective behavior. Mathematically, the relationship between a cell and its neighbors, located within an area of influence, can be defined by a coupling law, and this is what primarily determines the behavior of the processor. When the coupling laws are modeled by fuzzy logic, it is a fuzzy CNN. When these laws are modeled by computational verb logic, it becomes a computational verb CNN. Both fuzzy and verb CNNs are useful for modelling social networks when the local couplings are achieved by linguistic terms. == History == The idea of CNN processors was introduced by Leon Chua and Lin Yang in 1988. In these articles, Chua and Yang outline the underlying mathematics behind CNN processors. They use this mathematical model to demonstrate, for a specific CNN implementation, that if the inputs are static, the processing units will converge, and can be used to perform useful calculations. They then suggest one of the first applications of CNN processors: image processing and pattern recognition (which is still the largest application to date). Leon Chua is still active in CNN research and publishes many of his articles in the International Journal of Bifurcation and Chaos, of which he is an editor. Both IEEE Transactions on Circuits and Systems and the International Journal of Bifurcation also contain a variety of useful articles on CNN processors authored by other knowledgeable researchers. The former tends to focus on new CNN architectures and the latter more on the dynamical aspects of CNN processors. In 1993, Tamas Roska and Leon Chua introduced the first algorithmically programmable analog CNN processor in the world. The multi-national effort was funded by the Office of Naval Research, the National Science Foundation, and the Hungarian Academy of Sciences, and researched by the Hungarian Academy of Sciences and the University of California. This article proved that CNN processors were producible and provided researchers a physical platform to test their CNN theories. After this article, companies started to invest into larger, more capable processors, based on the same basic architecture as the CNN Universal Processor. Tamas Roska is another key contributor to CNNs. His name is often associated with biologically inspired information processing platforms and algorithms, and he has published numerous key articles and has been involved with companies and research institutions developing CNN technology. === Literature === Two references are considered invaluable since they manage to organize the vast amount of CNN literature into a coherent framework: An overview by Valerio Cimagalli and Marco Balsi. The paper provides a concise intro to definitions, CNN types, dynamics, implementations, and applications. "Cellular Neural Networks and Visual Computing Foundations and Applications", written by Leon Chua and Tamas Roska, which provides examples and exercises. The book covers many different aspects of CNN processors and can serve as a textbook for a Masters or Ph.D. course. Other resources include The proceedings of "The International Workshop on Cellular Neural Networks and Their Applications" provide much CNN literature. The proceedings are available online, via IEEE Xplore, for conferences held in 1990, 1992, 1994, 1996, 1998, 2000, 2002, 2005 and 2006. There was also a workshop held in Santiago de Composetela, Spain. Topics included theory, design, applications, algorithms, physical implementations and programming and training methods. For an understanding of the analog semiconductor based CNN technology, AnaLogic Computers has their product line, in addition to the published articles available on their homepage and their publication list. They also have information on other CNN technologies such as optical computing. Many of the commonly used functions have already been implemented using CNN processors. A good reference point for some of these can be found in image processing libraries for CNN based visual computers such as Analogic’s CNN-based systems. == Related processing architectures == CNN processors could be thought of as a hybrid between artificial neural network (ANN) and Continuous Automata (CA). === Artificial Neural Networks === The processing units of CNN and NN are similar. In both cases, the processor units are multi-input, dynamical systems, and the behavior of the overall systems is driven primarily through the weights of the processing unit’s linear interconnect. However, in CNN processors, connections are made locally, whereas in ANN, connections are global. For example, neurons in one layer are fully connected to another layer in a feed-forward NN and all the neurons are fully interconnected in Hopfield networks. In ANNs, the weights of interconnections contain information on the processing system’s previous state or feedback. But in CNN processors, the weights are used to determine the dynamics of the system. Furthermore, due to the high inter-connectivity of ANNs, they tend not exploit locality in either the data set or the processing and as a result, they usually are highly redundant systems that allow for robust, fault-tolerant behavior without catastrophic errors. A cross between an ANN and a CNN processor is a Ratio Memory CNN (RMCNN). In RMCNN processors, the cell interconnect is local and topologically invariant, but the weights are used to store

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  • Supertoroid

    Supertoroid

    In geometry and computer graphics, a supertoroid or supertorus is usually understood to be a family of doughnut-like surfaces (technically, a topological torus) whose shape is defined by mathematical formulas similar to those that define the superellipsoids. The plural of "supertorus" is either supertori or supertoruses. The family was described and named by Alan Barr in 1994. Barr's supertoroids have been fairly popular in computer graphics as a convenient model for many objects, such as smooth frames for rectangular things. One quarter of a supertoroid can provide a smooth and seamless 90-degree joint between two superquadric cylinders. However, they are not algebraic surfaces (except in special cases). == Formulas == Alan Barr's supertoroids are defined by parametric equations similar to the trigonometric equations of the torus, except that the sine and cosine terms are raised to arbitrary powers. Namely, the generic point P(u, v) of the surface is given by P ( u , v ) = ( X ( u , v ) Y ( u , v ) Z ( u , v ) ) = ( ( a + C u s ) C v t ( b + C u s ) S v t S u s ) {\displaystyle P(u,v)=\left({\begin{array}{c}X(u,v)\\Y(u,v)\\Z(u,v)\end{array}}\right)=\left({\begin{array}{c}(a+C_{u}^{s})C_{v}^{t}\\(b+C_{u}^{s})S_{v}^{t}\\S_{u}^{s}\end{array}}\right)} where C θ ε = sgn ⁡ ( cos ⁡ θ ) | cos ⁡ θ | ε , S θ ε = sgn ⁡ ( sin ⁡ θ ) | sin ⁡ θ | ε , {\displaystyle {\begin{aligned}C_{\theta }^{\varepsilon }&=\operatorname {sgn} (\cos \theta )\,\left|\,\cos \theta \,\right|^{\varepsilon },\\S_{\theta }^{\varepsilon }&=\operatorname {sgn} (\sin \theta )\ \left|\,\sin \theta \ \right|^{\varepsilon },\end{aligned}}} sgn is the sign function, and the parameters u, v range from 0 to 360 degrees (0 to 2π radians). In these formulas, the parameter s > 0 controls the "squareness" of the vertical sections, t > 0 controls the squareness of the horizontal sections, and a, b ≥ 1 are the major radii in the x and y directions. With s = t = 1 and a = b = R one obtains the ordinary torus with major radius R and minor radius 1, with the center at the origin and rotational symmetry about the z-axis. In general, the supertorus defined as above spans the intervals: − ( a + 1 ) ≤ x ≤ + ( a + 1 ) − ( b + 1 ) ≤ y ≤ + ( b + 1 ) − 1 ≤ z ≤ + 1 {\displaystyle {\begin{array}{rcccl}-(a+1)&\leq &x&\leq &+(a+1)\\[4pt]-(b+1)&\leq &y&\leq &+(b+1)\\[4pt]-1&\leq &z&\leq &+1\end{array}}} The whole shape is symmetric about the planes x = 0, y = 0, and z = 0. The hole runs in the z direction and spans the intervals − ( a − 1 ) ≤ x ≤ + ( a − 1 ) − ( b − 1 ) ≤ y ≤ + ( b − 1 ) − ∞ ≤ z ≤ + ∞ {\displaystyle {\begin{array}{rcccl}-(a-1)&\leq &x&\leq &+(a-1)\\[4pt]-(b-1)&\leq &y&\leq &+(b-1)\\[4pt]-\infty &\leq &z&\leq &+\infty \end{array}}} A curve of constant u on this surface is a horizontal Lamé curve with exponent ⁠ 2 t , {\displaystyle {\tfrac {2}{t}},} ⁠ scaled in x and y and displaced in z. A curve of constant v, projected on the plane x = 0 or y = 0, is a Lamé curve with exponent ⁠ 2 s , {\displaystyle {\tfrac {2}{s}},} ⁠ scaled and horizontally shifted. If v = 0, the curve is planar and spans the intervals: a − 1 ≤ x ≤ a + 1 − 1 ≤ z ≤ + 1 {\displaystyle {\begin{array}{rcccl}a-1&\leq &x&\leq &a+1\\[4pt]-1&\leq &z&\leq &+1\end{array}}} and similarly if v = 90°, 180°, 270°. The curve is also planar if a = b. In general, if a ≠ b and v is not a multiple of 90 degrees, the curve of constant v will not be planar; and, conversely, a vertical plane section of the supertorus will not be a Lamé curve. The basic supertoroid shape defined above is often modified by non-uniform scaling to yield supertoroids of specific width, length, and vertical thickness. == Plotting code == The following GNU Octave code generates plots of a supertorus:

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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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  • Lighthill report

    Lighthill report

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

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