Best AI Video Creation Tools

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

  • CrocBITE

    CrocBITE

    CrocBITE (currently CrocAttack) was an online database of wild crocodilian attacks reported on humans in the world. The non-profit online research tool helped to scientifically analyze crocodilian behavior via complex models. Users were encouraged to feed information in a crowdsourcing manner. This website excludes captive crocodilian attacks, as well as non-fatal bites on professional handlers, rangers, staff, or researchers, and crocodilian attacks on pets and livestock, because its primary goal is to analyze natural human-crocodilian conflict in the wild for conservation and management purposes, and that these incidents do are not considered indicative of natural species behavior or typical human-wildlife conflict, as well as not providing enough useful data and helping researchers understand wild population behavior or typical human-wildlife conflict dynamics and helps create safety strategies for people living or working near wild crocodilians, rather than tracking workplace accidents in zoos or farms. While fatal incidents involving handlers are sometimes included on the website, typical captive incidents (such as handlers being bitten by them in zoos) are excluded because they are considered manageable professional risks rather than general public safety threats. == About == The online database was established in 2013 (2013) by Dr Adam Britton, a researcher at Charles Darwin University, his student Brandon Sideleau and Erin Britton. It was a compilation of government records, individual reports, registered contributors and historical data. Dr Simon Pooley, Junior Research fellow, Imperial College London joined hands to further the studies. The collaboration culminated when Dr Pooley met Dr Britton at the IUCN Crocodile Specialist Group, in Louisiana in 2014. The program received funds from Economic and Social Research Council, United Kingdom to the tune of A$30,000 and unspecified resourced plus amount from Big Gecko Crocodilian Research, Crocodillian.com and Charles Darwin University. The research yielded pertinent observations that provide inside into crocodile attacks. It was observed that most attacks on humans occur from bites of Saltwater crocodile as against the popular understanding of Nile crocodiles taking the top spot. This is not, however, believed to be the actual case, as most attacks by the Nile crocodile are believed to go unreported or only reported on a local level. The broad category of Nile crocodile attacks were segmented into West African crocodile and Crocodylus niloticus (the Nile Crocodile) species to get a clear understanding of their respective attack zones. The objective was that the information would be used by communities and conservation managers to help inform and educate people about how to keep safe. The information was vital for Australia and Africa where such attacks are more likely than in other parts of the world. This was the only database of its kind with such comprehensive collection of information made available online. The database is no longer online, and its founder Adam Britton is in custody having pleaded guilty to charges of bestiality on September 25, 2023. It has been rebranded and renamed CrocAttack, and serves as a updated database focusing on human-crocodilian conflict and records over 8,500 incidents from the past decades.

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • Versata

    Versata

    Versata is a privately held software company, one of several business units under the ESW Capital umbrella. Versata acquires underperforming or financially struggling enterprise software companies, integrates them into their portfolio, and makes operational changes to improve the viability and performance of the companies. == History == === Early years (1991–2000) === This company was founded in 1991 with the name Image Innovations; Naren Bakshi was co-founder and president, Kevin Fletcher Tweedy was vice president of technology, and they sold a development tool set named Image Application WorkBench that worked with Plexus Software's imaging platform. In 1997, the company name changed to Vision Software. They sold a small suite of software: Vision Builder for accelerated coding; and Vision StoryBoard Pro for creating software documentation. In 1998, their flagship product was a Java development tool named Vision JADE. In January 2000, the company changed names again, this time to Versata, and their e-business automation system, Versata Logic Suite, had three components: Versata Logic Server to host business rules written in Java, Versata Studio for developing the business rules, and Versata Connectors for connecting the logic server to IBM database servers. === Public company (2000–2006) === They went public in March 2000 during the dot-com bubble, raising about $94 million and reaching a market capitalization of over $2.5 billion despite reporting just $13 million in revenue and a $21 million loss in the prior year. In November 2000, Versata expanded into the business workflow area with the acquisition of Verve, Inc. and its workflow management system by the same name. From early 2001 through mid-2003, Versata's revenues were in quarter-over-quarter decline until Alan Baratz took over as CEO. Five consecutive quarters of growth followed until early 2005, when revenues once again took a downward plunge. In mid-2005, the company was notified by NASDAQ that it no longer met NASDAQ's requirements for continued listing, related to maintenance of a minimum amount of shareholder's equity, market value, or net income. In July 2005, Versata was delisted from NASDAQ and publicly traded on the OTC (also known as the Pink Sheets). == Versata, a business unit of ESW Capital == In January 2006, Austin-based Trilogy, Inc. acquired the company and took it private. Trilogy then proceeded to merge portions of Trilogy, specifically, Trilogy Technology Group, into Versata and began acquiring further companies, reorganizing dramatically and offshoring most technical positions to its office in Bangalore, India. From 2006 to 2008, Versata continued to make acquisitions mostly in US. Most of the employees in the acquired companies were laid -off with the majority work being offshored to its India office in Bangalore. In early 2009, Versata made another major overhaul of its business model when it asked all its employees in India to work as contractors through oDesk for a gDev which is an entity incorporated by Trilogy to manage its outsourcing activities. The only employees left in Versata were the ones in US. == Acquisitions == a Corizon was acquired by Metatomix, while Metatomix was part of Versata. b Infopia was acquired by Everest Software, while Everest Software was part of Versata. c Symphony Commerce was acquired by Quantum Retail, while Quantum Retail was part of Versata. == Legal disputes == === Patent infringement and "poison pill" lawsuits with Selectica === The legal disputes with Selectica began in 2004 (before Trilogy acquired Versata in January 2006) and lasted until 2010. While there were many suits and counter-suits, they largely centered around three issues: 2004–2006: Patent infringement in configure, price, and quote (CPQ) software 2005–2007: Patent infringement in contract lifecycle management (CLM) software 2008–2010: The "poison pill" lawsuit In 2004, Selectica and Trilogy had competing CPQ software: Selectica sold Solutions Advisor and Deal Optimization, while Trilogy sold Selling Chain. In April of that year, Trilogy Software sued Selectica for patent infringement. In 2005, before the court ruling, Trilogy made several offers to buy Selectica, but the board rejected them. In January 2006, the court ordered Selectica to pay Trilogy $7.5 million in damages. Four days after the January 2006 judgment in the first lawsuit, Trilogy announced its acquisition of Versata for an undisclosed amount. In 2005, Selectica had acquired the Determine CLM software platform, which included features that overlapped with some offered by Versata. In October 2006, Versata filed a second patent infringement lawsuit. The case was settled in 2007, with Selectica agreeing to pay Trilogy and Versata $10 million, plus up to $7.5 million in additional contingent payments. In 2008, Versata began acquiring Selectica stock. By December, Selectica's board amended its shareholder rights plan to adopt a "poison pill" with an unusually low trigger threshold: if any shareholder acquired more than 4.99% of company stock, their ownership would be diluted. The board explained that the move was meant to protect Selectica's net operating losses (NOLs), which were tax-deductible if the company returned to profitability. Under IRS Section 382, a significant change in stock ownership could cause those NOLs to be disqualified. Versata intentionally triggered the poison pill and also offered to sell back the stocks at a profit (greenmailing them), which prompted a legal dispute over whether Selectica's board had the authority to set such a low threshold and whether defending NOLs justified triggering shareholder dilution. The case ultimately reached the Delaware Supreme Court, which upheld the poison pill in October 2010, ruling in favor of Selectica. === Intellectual property lawsuit over joint development with Sun Microsystems === In 1998, Sun Microsystems hired Trilogy to help Sun's developers in California create a software configurator (later named the WC5 Configurator) that Sun's customers could use to modify products they wanted to buy, customizing products to have the features they wanted. Trilogy worked on the WC5 Configurator for several years, then Sun transferred the work to Oracle to finish. Trilogy believed that they owned the copyright to the work they'd done for Sun, and in 2006 after the merger with Versata they sued Sun for more than $100 million in damages. In April 2009, a jury ruled in favor of Sun and rejected Versata's claims. === Patent lawsuit and ruling on patents of abstract ideas with SAP === SAP developed Pricing Engine, a component in their enterprise resource planning (ERP) system. It competed with an older Trilogy product called Pricer, which was part of Trilogy's Selling Chain platform in the mid-1990s before they merged with Versata. In April 2007—the year after Trilogy acquired Versata—Versata filed a lawsuit against SAP for patent infringement. In August 2009, the jury agreed with Versata and awarded them $139 million. The court granted a new trial on damages and in September 2011, in the retrial, the jury awarded Versata $345 million. This then went to the US Court of Appeals, which in May 2013 affirmed the $345 million damages award, plus interest that had accumulated. In October 2014, Versata and SAP settled their litigation for an undisclosed amount of money. With the dispute between Versata and SAP settled, in June 2013 the Patent Trial and Appeal Board (PTAB) reviewed the validity of the patent itself, and issued a decision in a Covered Business Method (CBM) review, stating that the disputed items were abstract ideas and thus under the US patent law not patentable. In July 2015, the Federal Circuit agreed with PTAB's decision that the challenged items were not patentable. === Trade secrets and damages dispute with Internet Brands === Internet Brands was formerly known as CarsDirect and AutoData Solutions. Like Trilogy, they made software for automakers that helped customers compare vehicles online. In the late 1990s, Trilogy and Internet Brands tried to combine their products but failed to do so, and after a December 1999 lawsuit they made a settlement agreement in May 2001. In 2008, Versata sued Internet Brands claiming they had violated the settlement agreement by making presentations to potential clients stating they had a license from Versata to use and sell Versata technical solutions; and doing so had cost Versata business with Chrysler. Internet Brands' countersuit argued that Versata had misappropriated trade secrets and asked the jury to use Versata's business relationship with Toyota—including revenue from Toyota contracts—as a benchmark to calculate damages. The jury agreed and used that data to determine a $2 million damages award in favor of Internet Brands’ subsidiary, AutoData Solutions. Versata appealed the decision, and in January 2014 the court upheld the $2 million award to Internet Brands. === Patent challenges a

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  • OntoCAPE

    OntoCAPE

    OntoCAPE is a large-scale ontology for the domain of Computer-Aided Process Engineering (CAPE). It can be downloaded free of charge via the OntoCAPE Homepage. OntoCAPE is partitioned into 62 sub-ontologies, which can be used individually or as an integrated suite. The sub-ontologies are organized across different abstraction layers, which separate general knowledge from knowledge about particular domains and applications. The upper layers have the character of an upper ontology, covering general topics such as mereotopology, systems theory, quantities and units. The lower layers conceptualize the domain of chemical process engineering, covering domain-specific topics such as materials, chemical reactions, or unit operations.

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  • SlideRocket

    SlideRocket

    SlideRocket was an online presentation platform that let users create, manage, share and measure presentations. SlideRocket was provided via a SaaS model. The company was acquired by VMware in April 2011, who sold it to ClearSlide, a similar SaaS application, in March 2013. It is no longer offering independent signups, as the platform is being integrated into ClearSlide. == History == SlideRocket was founded in Jan 2006, and launched as a private beta in March 2008 at the Under The Radar Spring event. A public beta was announced in September 2008 followed shortly by public release on October 28, 2008. SlideRocket is most commonly credited with inventing the PResuMÉ or Presentation Résumé in early 2009. On April 26, 2011, SlideRocket was acquired by VMware. On March 5, 2013, VMware sold SlideRocket to ClearSlide. SlideRocket is based in San Francisco.

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  • Writesonic

    Writesonic

    Writesonic is an AI visibility and generative engine optimization (GEO) platform used by enterprises, digital agencies, direct-to-consumer (D2C) companies, and fast-growing brands to understand and improve how they are represented in AI-generated search and answer systems. The platform analyzes how brands appear in AI answers, compares their visibility and citations against competitors, and provides tools to create and optimize on-site content and secure mentions across third-party sources, discussion forums, and user-generated platforms that influence AI outputs. == History == Writesonic was founded by Samanyou Garg in October 2020 in San Francisco, California. The company initially operated as Magicflow before adopting its current name. In its seed round, the company raised $2.5 million from investors including Y-Combinator, HOF Capital, and Soma Capital. The company began with AI-powered content generation tools. In 2023, it expanded into AI-enhanced search engine optimization. In 2024, the company launched an AI agent specifically designed for SEO tasks, with integrations to platforms including Ahrefs, Google Keyword Planner, Keywords Everywhere, and Google Search Console. This was among the first specialized AI agents developed for SEO automation. Around the same time, Writesonic expanded its product line into Generative engine optimization (GEO), developing tools to analyze and improve how brands are represented in AI-generated search and answer environments. However, it is currently being challenged in the market with competitors such as Profound (known for their dashboards) and Meridian (known for their execution). == Technology and features == In 2024, the company introduced an artificial intelligence agent designed to automate search engine optimization (SEO) tasks. The agent integrates with platforms such as Ahrefs, Google Keyword Planner, Keywords Everywhere, and Google Search Console to conduct technical audits, perform keyword research, carry out competitive analysis, and assist in strategy development. It is capable of identifying content gaps, suggesting optimization measures, and generating SEO strategies using real-time data from the integrated platforms. The platform also includes features for content strategy, optimization, and management. It makes use of large language models such as GPT-5, Claude Opus 4.1, and Claude Sonnet 4.5, in combination with proprietary workflows for fact-checking, internal linking, and content structure optimization.

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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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  • Alex Krizhevsky

    Alex Krizhevsky

    Alex Krizhevsky is a Canadian computer scientist most noted for his work on artificial neural networks and deep learning. In 2012, Krizhevsky, Ilya Sutskever and their PhD advisor Geoffrey Hinton, at the University of Toronto, developed a powerful visual-recognition network AlexNet using only two GeForce-branded GPU cards. This revolutionized research in neural networks. Previously neural networks were trained on CPUs. The transition to GPUs opened the way to the development of advanced AI models. == AlexNet == Motivated by Sutskever and inspired by Hinton, Krizhevsky developed AlexNet to expand the limits in image recognition and classification. Building on Convolutional Neural Networks and Sutskever’s Deep Neural Network approach of deepening the neural layers far beyond the convention of the time—as well as adding Dropout for training resilience—AlexNet won the ImageNet challenge in 2012. The team presented their paper for AlexNet at NeurIPS (NIPS) 2012. Shortly after AlexNet’s debut, Krizhevsky and Sutskever sold their startup, DNN Research Inc., to Google. Krizhevsky left Google in September 2017 after losing interest in the work, to work at the company Dessa in support of new deep-learning techniques. Many of his numerous papers on machine learning and computer vision are frequently cited by other researchers. He is also the main author of the CIFAR-10 and CIFAR-100 datasets. == Legacy == AlexNet is widely credited with igniting the deep learning revolution. Its success demonstrated the effectiveness of deep neural networks trained on GPUs, leading to rapid progress across multiple domains of artificial intelligence beyond computer vision. The techniques and momentum generated by AlexNet helped shape the development of modern natural language processing models, including large-scale transformer-based models such as BERT and GPT, which power tools like ChatGPT.

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  • Cybernetic Serendipity

    Cybernetic Serendipity

    Cybernetic Serendipity was an exhibition of cybernetic art curated by Jasia Reichardt, shown at the Institute of Contemporary Arts, London, England, from 2 August to 20 October 1968, and then toured across the United States. Two stops in the United States were the Corcoran Annex (Corcoran Gallery of Art), Washington, D.C., from 16 July to 31 August 1969, and the newly opened Exploratorium in San Francisco, from 1 November to 18 December 1969. == Content == One part of the exhibition was concerned with algorithms and devices for generating music. Some exhibits were pamphlets describing the algorithms, whilst others showed musical notation produced by computers. Devices made musical effects and played tapes of sounds made by computers. Peter Zinovieff lent part of his studio equipment - visitors could sing or whistle a tune into a microphone and his equipment would improvise a piece of music based on the tune. Another part described computer projects such as Gustav Metzger's self-destructive Five Screens With Computer, a design for a new hospital, a computer programmed structure, and dance choreography. The machines and installations were a very noticeable part of the exhibition. Gordon Pask produced a collection of large mobiles (Colloquy of Mobiles (1968)) with interacting parts that let the viewers join in the conversation. Many machines formed kinetic environments or displayed moving images. Bruce Lacey contributed his radio-controlled robots and a light-sensitive owl. Nam June Paik was represented by Robot K-456 and televisions with distorted images. Jean Tinguely provided two of his painting machines. Edward Ihnatowicz's biomorphic hydraulic ear (Sound Activated Mobile (SAM, 1968)) turned toward sounds and John Billingsley's Albert 1967 turned to face light. Wen-Ying Tsai presented his interactive cybernetic sculptures of vibrating stainless-steel rods, stroboscopic light, and audio feedback control. Several artists exhibited machines that drew patterns that the visitor could take away, or involved visitors in games. Cartoonist Rowland Emett designed the mechanical computer Forget-me-not, which was commissioned by Honeywell. Another section explored the computer's ability to produce text - both essays and poetry. Different programs produced Haiku, children's stories, and essays. One of the first computer-generated poems, by Alison Knowles and James Tenney, was included in the exhibition and catalogue. Computer-generated movies were represented by John Whitney's Permutations and a Bell Labs movie on their technology for producing movies. Some samples included images of tesseracts rotating in four dimensions, a satellite orbiting the Earth, and an animated data structure. Computer graphics were also represented, including pictures produced on cathode ray oscilloscopes and digital plotters. There was a variety of posters and graphics demonstrating the power of computers to do complex (and apparently random) calculations. Other graphics showed a simulated Mondrian and the iconic decreasing squares spiral that appeared on the exhibition's poster and book. The Boeing Company exhibited their use of wireframe graphics. The innovative computer-generated sculpture, Quad 1, was displayed at the Cybernetic Serendipity exhibit. Created by the American abstract expressionist sculptor, Robert Mallary, in 1968, Quad 1 is widely believed to be the world's first Computer Aided Design sculpture. Keith Albarn & Partners contributed to the design of the exhibition. Reflecting the prominence of music in the show, a ten-track album Cybernetic Serendipity Music was released by the ICA to accompany the show. Artists featured included Iannis Xenakis, John Cage, and Peter Zinovieff, a detail of whose graphic score for 'Four Sacred April Rounds’ (1968) was used as the cover artwork. == Attendance == Time magazine noted that there had been 40,000 visitors to the London exhibition. Other reports suggested visitor numbers were as high as 44,000 to 60,000. However, the ICA did not accurately count visitors. == After-effects == The exhibition provided the energy for the formation of British Computer Arts Society which continued to explore the interaction between science, technology and art, and put on exhibitions (for example Event One at the Royal College of Art). Several pieces were purchased by the Exploratorium in 1971, some of which are on display to this day. In 2014 the ICA held a retrospective exhibition Cybernetic Serendipity: A Documentation which included documents, installation photographs, press reviews and publications and a series of discussions in one of which Peter Zinovieff took part. To coincide with the exhibition, Cybernetic Serendipity Music was re-released as a limited-edition vinyl LP by The Vinyl Factory. The Victoria and Albert Museum marked the 50th anniversary with an exhibition in 2018 entitled "Chance and Control: Art in the Age of Computers". The V&A exhibition included many works by artists who featured in the original ICA show, plus related ephemera. "Chance and Control" subsequently toured to Chester Visual Arts and Firstsite, Colchester. In 2020, The Centre Pompidou exhibited the replica of Gordon Pask's 1968 Colloquy of Mobiles, reproduced by Paul Pangaro and TJ McLeish in 2018. In 2022 the Australian National University's School of Cybernetics launched the school by presenting an exhibition Australian Cybernetic: a point through time. The exhibition included works from Cybernetic Serendipity (1968), Australia ‘75: Festival of Creative Arts and Science (1975), and contemporary pieces curated by the School of Cybernetics. In describing Reichardt's Cybernetic Serendipity exhibition the school stated that it "represented points of expanding the cybernetic imagination" and was a "ground-breaking" "glimpse of a future in which computers were entangled with people and cultures, and through this she fashioned a blueprint for the future of computing that has since inspired generations".

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  • Hyper basis function network

    Hyper basis function network

    In machine learning, a Hyper basis function network, or HyperBF network, is a generalization of radial basis function (RBF) networks concept, where the Mahalanobis-like distance is used instead of the Euclidean distance measure. Hyper basis function networks were first introduced by Poggio and Girosi in the 1990 paper “Networks for Approximation and Learning”. == Network Architecture == The typical HyperBF network structure consists of a real input vector x ∈ R n {\displaystyle x\in \mathbb {R} ^{n}} , a hidden layer of activation functions and a linear output layer. The output of the network is a scalar function of the input vector, ϕ : R n → R {\displaystyle \phi :\mathbb {R} ^{n}\to \mathbb {R} } , is given by where N {\displaystyle N} is a number of neurons in the hidden layer, μ j {\displaystyle \mu _{j}} and a j {\displaystyle a_{j}} are the center and weight of neuron j {\displaystyle j} . The activation function ρ j ( | | x − μ j | | ) {\displaystyle \rho _{j}(||x-\mu _{j}||)} at the HyperBF network takes the following form where R j {\displaystyle R_{j}} is a positive definite d × d {\displaystyle d\times d} matrix. Depending on the application, the following types of matrices R j {\displaystyle R_{j}} are usually considered R j = 1 2 σ 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma ^{2}}}\mathbb {I} _{d\times d}} , where σ > 0 {\displaystyle \sigma >0} . This case corresponds to the regular RBF network. R j = 1 2 σ j 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma _{j}^{2}}}\mathbb {I} _{d\times d}} , where σ j > 0 {\displaystyle \sigma _{j}>0} . In this case, the basis functions are radially symmetric, but are scaled with different width. R j = d i a g ( 1 2 σ j 1 2 , . . . , 1 2 σ j z 2 ) I d × d {\displaystyle R_{j}=diag\left({\frac {1}{2\sigma _{j1}^{2}}},...,{\frac {1}{2\sigma _{jz}^{2}}}\right)\mathbb {I} _{d\times d}} , where σ j i > 0 {\displaystyle \sigma _{ji}>0} . Every neuron has an elliptic shape with a varying size. Positive definite matrix, but not diagonal. == Training == Training HyperBF networks involves estimation of weights a j {\displaystyle a_{j}} , shape and centers of neurons R j {\displaystyle R_{j}} and μ j {\displaystyle \mu _{j}} . Poggio and Girosi (1990) describe the training method with moving centers and adaptable neuron shapes. The outline of the method is provided below. Consider the quadratic loss of the network H [ ϕ ∗ ] = ∑ i = 1 N ( y i − ϕ ∗ ( x i ) ) 2 {\displaystyle H[\phi ^{}]=\sum _{i=1}^{N}(y_{i}-\phi ^{}(x_{i}))^{2}} . The following conditions must be satisfied at the optimum: where R j = W T W {\displaystyle R_{j}=W^{T}W} . Then in the gradient descent method the values of a j , μ j , W {\displaystyle a_{j},\mu _{j},W} that minimize H [ ϕ ∗ ] {\displaystyle H[\phi ^{}]} can be found as a stable fixed point of the following dynamic system: where ω {\displaystyle \omega } determines the rate of convergence. Overall, training HyperBF networks can be computationally challenging. Moreover, the high degree of freedom of HyperBF leads to overfitting and poor generalization. However, HyperBF networks have an important advantage that a small number of neurons is enough for learning complex functions.

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  • Semantic knowledge management

    Semantic knowledge management

    In computer science, semantic knowledge management is a set of practices that seeks to classify content so that the knowledge it contains may be immediately accessed and transformed for delivery to the desired audience, in the required format. This classification of content is semantic in its nature – identifying content by its type or meaning within the content itself and via external, descriptive metadata – and is achieved by employing XML technologies. The specific outcomes of these practices are: Maintain content for multiple audiences together in a single document Transform content into various delivery formats without re-authoring Search for content more effectively Involve more subject-matter experts in the creation of content without reducing quality Reduce production costs for delivery formats Reduce the manual administration of getting the right knowledge to the right people Reduce the cost and time to localize content == Notable semantic knowledge management systems == Learn eXact Thinking Cap LCMS Thinking Cap LMS Xyleme LCMS iMapping

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  • Kaggle

    Kaggle

    Kaggle is a data science competition platform and online community for data scientists and machine learning practitioners under Google LLC. Kaggle enables users to find and publish datasets, explore and build models in a web-based data science environment, work with other data scientists and machine learning engineers, and enter competitions to solve data science challenges. Kaggle has also facilitated the use of unethical and unreliable data in medical research. == History == Kaggle was founded by Anthony Goldbloom in April 2010. Jeremy Howard, one of the first Kaggle users, joined in November 2010 and served as the President and Chief Scientist. Also on the team was Nicholas Gruen serving as the founding chair. In 2011, the company raised $12.5 million and Max Levchin became the chairman. On March 8, 2017, Fei-Fei Li, Chief Scientist at Google, announced that Google was acquiring Kaggle. In June 2017, Kaggle surpassed 1 million registered users, and as of October 2023, it has over 15 million users in 194 countries. In 2022, founders Goldbloom and Hamner stepped down from their positions and D. Sculley became the CEO. In February 2023, Kaggle introduced Models, allowing users to discover and use pre-trained models through deep integrations with the rest of Kaggle’s platform. In April 2025, Kaggle partnered with Wikimedia Foundation. == Site overview == === Competitions === Many machine-learning competitions have been run on Kaggle since the company was founded. Notable competitions include gesture recognition for Microsoft Kinect, making a association football AI for Manchester City, coding a trading algorithm for Two Sigma Investments, and improving the search for the Higgs boson at CERN. The competition host prepares the data and a description of the problem; the host may choose whether it's going to be rewarded with money or be unpaid. Participants experiment with different techniques and compete against each other to produce the best models. Work is shared publicly through Kaggle Kernels to achieve a better benchmark and to inspire new ideas. Submissions can be made through Kaggle Kernels, via manual upload or using the Kaggle API. For most competitions, submissions are scored immediately (based on their predictive accuracy relative to a hidden solution file) and summarized on a live leaderboard. After the deadline passes, the competition host pays the prize money in exchange for "a worldwide, perpetual, irrevocable and royalty-free license [...] to use the winning Entry", i.e. the algorithm, software and related intellectual property developed, which is "non-exclusive unless otherwise specified". Alongside its public competitions, Kaggle also offers private competitions, which are limited to Kaggle's top participants. Kaggle offers a free tool for data science teachers to run academic machine-learning competitions. Kaggle also hosts recruiting competitions in which data scientists compete for a chance to interview at leading data science companies like Facebook, Winton Capital, and Walmart. Kaggle's competitions have resulted in successful projects such as furthering HIV research, chess ratings and traffic forecasting. Geoffrey Hinton and George Dahl used deep neural networks to win a competition hosted by Merck. Vlad Mnih (one of Hinton's students) used deep neural networks to win a competition hosted by Adzuna. This resulted in the technique being taken up by others in the Kaggle community. Tianqi Chen from the University of Washington also used Kaggle to show the power of XGBoost, which has since replaced Random Forest as one of the main methods used to win Kaggle competitions. Several academic papers have been published based on findings from Kaggle competitions. A contributor to this is the live leaderboard, which encourages participants to continue innovating beyond existing best practices. The winning methods are frequently written on the Kaggle Winner's Blog. === Progression system === Kaggle has implemented a progression system to recognize and reward users based on their contributions and achievements within the platform. This system consists of five tiers: Novice, Contributor, Expert, Master, and Grandmaster. Each tier is achieved by meeting specific criteria in competitions, datasets, kernels (code-sharing), and discussions. The highest tier, Kaggle Grandmaster, is awarded to users who have ranked at the top of multiple competitions including high ranking in a solo team. As of April 2, 2025, out of 23.29 million Kaggle accounts, 2,973 have achieved Kaggle Master status and 612 have achieved Kaggle Grandmaster status. === Kaggle Notebooks === Kaggle includes a free, browser-based online integrated development environment, called Kaggle Notebooks, designed for data science and machine learning. Users can write and execute code in Python or R, import datasets, use popular libraries, and train models on CPUs, GPUs, or TPUs directly in the cloud. This environment is often used for competition submissions, tutorials, education, and exploratory data analysis. == Medical Research Problems == In December 2025, an article was published in The Transmitter titled "Exclusive: Springer Nature retracts, removes nearly 40 publications that trained neural networks on ‘bonkers’ dataset". The dataset in question was uploaded to Kaggle containing photographs of autistic and non-autistic children's faces. This dataset contained more than 2,900 images and it is unlikely that these children or their families gave consent for the photos for use in medical research or the images were ethically approved for research. The articles using the dataset in Springer Nature were retracted from the scientific literature. At least 90 other publications cite a version of the dataset. In April 2026, another two datasets were identified on Kaggle with no data provenance having been published in Nature titled: "Dozens of AI disease-prediction models were trained on dubious data". These datasets were used in 124 clinical prediction models, at least two of which have been used in hospitals in Indonesia and Spain, while one article using the dataset was referenced in a medical device patent. As of April 17, 2026, three of the articles using these datasets have been retracted from the scientific literature. In May 2026, an additional research publication using two image datasets from Kaggle is under investigation in Scientific Reports. An article in Retraction Watch "‘Comically bad’ datasets used to train clinical models for stroke and diabetes" highlighted the images included famous actors such as Sylvester Stallone as Rambo, George Clooney, Angelina Jolie and Daniel Craig as well as children. It would be unethical for the use of these child images in medical research without consent. Reverse searching images saw some of the images were not for stroke but for bell's palsy. One of the datasets is no longer available on Kaggle while the other one still remains and mentions the images may be subject to copyright. Kaggle relies on the community self-reporting metadata and provenance and mentions the stroke and diabetes dataset identified in "Evidence of unreliable data and poor data provenance in clinical prediction model research and clinical practice" does not violate their terms of service and they would have been removed if they had.

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  • AlternativeTo

    AlternativeTo

    AlternativeTo is a website which lists alternatives to web-based software, desktop computer software, and mobile apps, and sorts the alternatives by various criteria, including the number of registered users who have "Liked" each of them on AlternativeTo. Users can search the site to find better alternatives to an application they are using or previously have used, including free alternatives such as free web applications (cloud computing) which don't require any installation and can be accessed from any browser. == Differences == Unlike a number of other software directory websites, the software is not arranged into categories, but each individual piece of software has its own list of alternatives. However, users can also search by tag to find software, which offers an alternative way of finding related software. Users can also narrow their search by focusing on particular platforms and license types (such as "free for non-commercial use"). AlternativeTo lists basic information such as platform and license type at the top of each entry, but does not have comparison tables listing software features side by side. AlternativeTo does not host software for download but it provides links to official websites to where you can download or buy them. AlternativeTo allows anyone to register and suggest new alternatives, or to update the information held about existing entries. Suggestions and alterations are reviewed before being made publicly visible. Users can register using either email and password or OpenID. Login with Facebook has been discontinued. As AlternativeTo is itself a web application, it even has a page for alternatives to itself. == Features == Tweets from anyone mentioning particular pieces of software are also pulled in dynamically from Twitter. Each application has an RSS feed for notifying users of newly listed alternatives to that application. After a user has clicked the Like button next to an application, they are offered the opportunity to tell their friends on Facebook or their followers on Twitter that they liked it. The site also has a forum. For software developers, a JSON API used to be available, but has been taken down indefinitely.

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  • Agent Communications Language

    Agent Communications Language

    Agent Communication Language (ACL) consists of computer communication protocols that are intended for AI agents to communicate with each other. In 2007, protocols of this nature were proposed which include: FIPA-ACL (by the Foundation for Intelligent Physical Agents, a standardization consortium) KQML (Knowledge Query and Manipulation Language) After the surge in Generative AI with the use of Transformers and Large language models, the definition of agent has shifted away from physical agents to signify software systems built using the principles of Agentic AI. A new protocol to emerge in this area is Natural Language Interaction Protocol (NLIP). NLIP is an application-level communication protocol defined between AI Agents or between a human and an AI agent. Ecma International; a standards body which develops and publishes international standards for the information and communication industry; published on 10 December 2025 five new standards and one technical report defining the Natural Language Interaction Protocol (NLIP). As a result, we can define agent communication protocols into two categories: ontology based agent communication protocols and generative AI based agent communication protocols. Ontology based agent communication protocols use a common ontology to be used between agents. An ontology is a part of the agent's knowledge base that describes what kind of things an agent can deal with and how they are related to each other. FIPA-ACL and KQML are examples of such protocols. These protocols rely on speech act theory developed by Searle in the 1960s and enhanced by Winograd and Flores in the 1970s. They define a set of performatives, also called Communicative Acts, and their meaning (e.g. ask-one). The content of the performative is not standardized, but varies from system to system. Implementation support of FIPA-ACL is included in FIPA-OS and Jade. Generative AI based agent communication protocols such as NLIP do not require a shared ontology among communicating agents. In its stead, they use generative AI models to translate natural language text, images, videos or other modalities of data into a local ontology. This provides for hot-extensibility where the same protocol can be used for multiple communication needs, and simplifies version control since different agents can use different versions of a shared ontology. NLIP has been designed with security considerations in mind. The specification and standards comprising NLIP are developed and maintained by Ecma Technical Community 56.

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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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