AI Analytical Thinking

AI Analytical Thinking — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Render layers

    Render layers

    When creating computer-generated imagery, final scenes appearing in movies and television productions are usually produced by rendering more than one "layer" or "pass," which are multiple images designed to be put together through digital compositing to form a completed frame. Rendering in passes is based on a traditions in motion control photography which predate CGI. As an example, for a visual effects shot, a camera could be programmed to move past a physical model of a spaceship in one pass to film the fully lit beauty pass of the ship, and then to repeat exactly the same camera move passing the ship again to photograph additional elements such as the illuminated windows in the ship or its thrusters. Once all of the passes were filmed, they could then be optically printed together to form a completed shot. The terms render layers and render passes are sometimes used interchangeably. However, rendering in layers refers specifically to separating different objects into separate images, such as a layer each for foreground characters, sets, distant landscape, and sky. On the other hand, rendering in passes refers to separating out different aspects of the scene, such as shadows, highlights, or reflections, into separate images.

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  • Level set (data structures)

    Level set (data structures)

    In computer science, a level set is a data structure designed to represent discretely sampled dynamic level sets of functions. A common use of this form of data structure is in efficient image rendering. The underlying method constructs a signed distance field that extends from the boundary, and can be used to solve the motion of the boundary in this field. == Chronological developments == The powerful level-set method is due to Osher and Sethian 1988. However, the straightforward implementation via a dense d-dimensional array of values, results in both time and storage complexity of O ( n d ) {\displaystyle O(n^{d})} , where n {\displaystyle n} is the cross sectional resolution of the spatial extents of the domain and d {\displaystyle d} is the number of spatial dimensions of the domain. === Narrow band === The narrow band level set method, introduced in 1995 by Adalsteinsson and Sethian, restricted most computations to a thin band of active voxels immediately surrounding the interface, thus reducing the time complexity in three dimensions to O ( n 2 ) {\displaystyle O(n^{2})} for most operations. Periodic updates of the narrowband structure, to rebuild the list of active voxels, were required which entailed an O ( n 3 ) {\displaystyle O(n^{3})} operation in which voxels over the entire volume were accessed. The storage complexity for this narrowband scheme was still O ( n 3 ) . {\displaystyle O(n^{3}).} Differential constructions over the narrow band domain edge require careful interpolation and domain alteration schemes to stabilise the solution. === Sparse field === This O ( n 3 ) {\displaystyle O(n^{3})} time complexity was eliminated in the approximate "sparse field" level set method introduced by Whitaker in 1998. The sparse field level set method employs a set of linked lists to track the active voxels around the interface. This allows incremental extension of the active region as needed without incurring any significant overhead. While consistently O ( n 2 ) {\displaystyle O(n^{2})} efficient in time, O ( n 3 ) {\displaystyle O(n^{3})} storage space is still required by the sparse field level set method. See for implementation details. === Sparse block grid === The sparse block grid method, introduced by Bridson in 2003, divides the entire bounding volume of size n 3 {\displaystyle n^{3}} into small cubic blocks of m 3 {\displaystyle m^{3}} voxels each. A coarse grid of size ( n / m ) 3 {\displaystyle (n/m)^{3}} then stores pointers only to those blocks that intersect the narrow band of the level set. Block allocation and deallocation occur as the surface propagates to accommodate to the deformations. This method has a suboptimal storage complexity of O ( ( n m ) 3 + m 3 n 2 ) {\displaystyle O\left((nm)3+m^{3}n^{2}\right)} , but retains the constant time access inherent to dense grids. === Octree === The octree level set method, introduced by Strain in 1999 and refined by Losasso, Gibou and Fedkiw, and more recently by Min and Gibou uses a tree of nested cubes of which the leaf nodes contain signed distance values. Octree level sets currently require uniform refinement along the interface (i.e. the narrow band) in order to obtain sufficient precision. This representation is efficient in terms of storage, O ( n 2 ) , {\displaystyle O(n^{2}),} and relatively efficient in terms of access queries, O ( log n ) . {\displaystyle O(\log \,n).} An advantage of the level method on octree data structures is that one can solve the partial differential equations associated with typical free boundary problems that use the level set method. The CASL research group has developed this line of work in computational materials, computational fluid dynamics, electrokinetics, image-guided surgery and controls. === Run-length encoded === The run-length encoding (RLE) level set method, introduced in 2004, applies the RLE scheme to compress regions away from the narrow band to just their sign representation while storing with full precision the narrow band. The sequential traversal of the narrow band is optimal and storage efficiency is further improved over the octree level set. The addition of an acceleration lookup table allows for fast O ( log ⁡ r ) {\displaystyle O(\log r)} random access, where r is the number of runs per cross section. Additional efficiency is gained by applying the RLE scheme in a dimensional recursive fashion, a technique introduced by Nielsen & Museth's similar DT-Grid. === Hash Table Local Level Set === The Hash Table Local Level Set method was introduced in 2011 by Eyiyurekli and Breen and extended in 2012 by Brun, Guittet, and Gibou, only computes the level set data in a band around the interface, as in the Narrow Band Level-Set Method, but also only stores the data in that same band. A hash table data structure is used, which provides an O ( 1 ) {\displaystyle O(1)} access to the data. However, Brun et al. conclude that their method, while being easier to implement, performs worse than a quadtree implementation. They find that as it is, [...] a quadtree data structure seems more adapted than the hash table data structure for level-set algorithms. Three main reasons for worse efficiency are listed: to obtain accurate results, a rather large band is required close to the interface, which counterbalances the absence of grid nodes far from the interface; the performances are deteriorated by extrapolation procedures on the outer edges of the local grid and the width of the band restricts the time step and slows down the method. === Point-based === Corbett in 2005 introduced the point-based level set method. Instead of using a uniform sampling of the level set, the continuous level set function is reconstructed from a set of unorganized point samples via moving least squares.

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  • AARON

    AARON

    AARON is the collective name for a series of computer programs written by artist Harold Cohen that create original artistic images autonomously, which set it apart from previous programs. Proceeding from Cohen's initial question "What are the minimum conditions under which a set of marks functions as an image?", AARON was in development between 1972 and the 2010s. As the software is not open source, its development effectively ended with Cohen's death in 2016. The name "AARON" does not seem to be an acronym; rather, it was a name chosen to start with the letter "A" so that the names of successive programs could follow it alphabetically. However, Cohen did not create any other major programs. Initial versions of AARON created abstract drawings that grew more complex through the 1970s. More representational imagery was added in the 1980s; first rocks, then plants, then people. In the 1990s more representational figures set in interior scenes were added, along with color. AARON returned to more abstract imagery, this time in color, in the early 2000s. Cohen used machines that allowed AARON to produce physical artwork. The first machines drew in black and white using a succession of custom-built "turtle" and flatbed plotter devices. Cohen would sometimes color these images by hand in fabric dye (Procion), or scale them up to make larger paintings and murals. In the 1990s Cohen built a series of digital painting machines to output AARON's images in ink and fabric dye. His later work used a large-scale inkjet printer on canvas. Development of AARON began in the C programming language then switched to Lisp in the early 1990s. Cohen credits Lisp with helping him solve the challenges he faced in adding color capabilities to AARON. An article about Cohen appeared in Computer Answers that describes AARON and shows two line drawings that were exhibited at the Tate gallery. The article goes on to describe the workings of AARON, then running on a DEC VAX 750 minicomputer. Raymond Kurzweil's company has produced a downloadable screensaver of AARON for Microsoft Windows PCs. This version of AARON can also produce printable images. AARON's source code is not publicly available, but Cohen has described AARON's operations in various essays and it is discussed in abstract in Pamela McCorduck's book. AARON cannot learn new styles or imagery on its own; each new capability must be hand-coded by Cohen. It is capable of producing a practically infinite supply of distinct images in its own style. Examples of these images have been exhibited in galleries worldwide. AARON's artwork has been used as an artistic equivalent of the Turing test. It does seem however that AARON's output follows a noticeable formula (figures standing next to a potted plant, framed within a colored square is a common theme). Cohen is very careful not to claim that AARON is creative. But he does ask "If what AARON is making is not art, what is it exactly, and in what ways, other than its origin, does it differ from the 'real thing?' If it is not thinking, what exactly is it doing?" — The further exploits of AARON, Painter. The Whitney Museum featured AARON in 2024, showcasing the evolution of AARON as the earliest artificial intelligence (AI) program for artmaking.

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  • Coolgorilla

    Coolgorilla

    Coolgorilla was one of the earliest software developers that created 3rd party native applications for Apple iPod devices. Coolgorilla was an early adopter of using a sponsorship business model to enable mobile applications to be given away freely. Coolgorilla developed a series of Talking Phrasebooks for iPods in 2006. They partnered with online travel company lastminute.com who sponsored the applications enabling them to be made available to download completely free of charge. As mobile devices became more sophisticated, Coolgorilla developed the Talking Phrasebooks for Sony Ericsson and Nokia Mobile Devices which at the time were considerably noteworthy since the applications used real voice audio translations. With Apple's introduction of the iPhone in 2007, Coolgorilla developed a Web App before having four of the iPhone Talking Phrasebooks available to download from Apple's App Store on the day it opened in 2008. == Almanac in Chronological Order == On 23 December 2005, CoolGorilla, a new start-up, launched a trivia game for the iPod. It was titled "Rock and Pop Quiz". It was a quiz game that tested users' knowledge on bands such as U2, Metallica, Beyonce, and the Beatles. The quiz contained twenty megabytes of audible trivia questions. The free game was compatible with 3rd, 4th and 5th generation iPods, iPod mini and nano. In March 2006, Coolgorilla released "Movie Quiz for iPods" with a price of $5. It was an audio game narrated by New York's DJ Thomas, a radio and television host, voice over artist and event Master of Ceremonies. There were questions on Star Wars, Spiderman, The Godfather, Pulp Fiction, The Matrix, James Bond, and others. The user could keep track of their score. The game included a secret code for players who answered all questions correctly which enabled users to enter their name on the Coolgorilla Hall of Fame. In May 2006, Coolgorilla launched a World Cup Encyclopedia which was released prior to the 2006 FIFA World Cup. It had information on the World Cup schedule, details of every player from every team, every score from every world cup game ever played, stadium details, and manager profiles. It was a free download. In June 2006, Coolgorilla released a series of iPod Phrasebooks in German, Greek, French and Spanish. They were sponsored by lastminute.com and were free. The phrasebooks included common words and phrases for tourists with 750 sound files. They were accessed through the iPod's Notes feature. In April 2007, Coolgorilla released a downloadable version of the Talking Phrasebooks for Nokia and Sony Ericsson mobile devices. French, Spanish, German, Greek, Italian, and Portuguese were produced. The application provided real voice translations. They initially sold for £3 but 3 months later were offered for free. The branding was lastminute.com branding. Apple's iPhone was released at the end of June 2007. Soon after, Coolgorilla released an online all-in-one version of their Talking Phrasebooks for iPhone (Web App). The Phrasebooks were made available online in the form of a web app as iPhone did not yet allow for the download of additional apps. The app provided both text and audio translations in French, Spanish, Portuguese, Italian, German, and Greek. The iPhone translated the phrases using the recordings of real, native voice-over artists. A text translation on screen was also displayed. Apple's App Store opened in July 2008 with approximately 500 native apps available. Four of these Apps were Coolgorilla's Talking Phrasebooks for iPhone (Native Apps). There was French, German, Italian, and Spanish. These Apps carried lastminute.com branding and were available for free download. In the first three weeks following their release, the phrasebooks had over 350,000 downloads. Subsequently, Dutch, Arabic, Mandarin and Cantonese were also released. In October 2008, Coolgorilla released an iPhone London Travel Guide. Coolgorilla featured on NBC News in August 2009. In 2010, FIAT used the Italian Phrasebook to help promote the release of their FIAT 500 in the US. There has been no further activity since.

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  • Brave Leo

    Brave Leo

    Brave Leo is a large language model-based chatbot developed by Brave Software and included with the Brave browser. == History == In November 2023, the company said versions for iOS and Android would be available "in the coming months". == Features == Since January 2024, Leo has used the open-source Mixtral 8x7B from Mistral AI as its default large language model, in addition to LLaMA 2 from Meta Platforms and Claude from Anthropic, both of which have been used previously. Leo can suggest follow-up questions, and summarize webpages, PDFs, and videos. Leo has a $15 (US) per month premium version that enables more requests and uses larger LLMs. == Privacy == The answers given by Leo are not saved. Brave uses the slogan Love Privacy to emphasize its focus on user privacy and data protection. The phrase has been featured in Brave's official marketing campaigns and has been cited in media coverage of the browser's privacy-first approach. == Controversies == In 2023, PC World reported that Leo evades questions about US elections.

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  • Oculus Medium

    Oculus Medium

    Oculus Medium is a digital sculpting software that works with virtual reality headsets and 6DoF motion controllers. It is used to create and paint digital sculptures. Medium works only on Oculus Rift. It was released on December 5, 2016, following with a major update in 2018 introducing new features and a revamped UI. On December 9, 2019, Oculus Medium was acquired by Adobe and re-named to "Medium by Adobe".

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  • Network Abstraction Layer

    Network Abstraction Layer

    The Network Abstraction Layer (NAL) is a part of the H.264/AVC and HEVC video coding standards. The main goal of the NAL is the provision of a "network-friendly" video representation addressing "conversational" (video telephony) and "non conversational" (storage, broadcast, or streaming) applications. NAL has achieved a significant improvement in application flexibility relative to prior video coding standards. == Introduction == An increasing number of services and growing popularity of high definition TV are creating greater needs for higher coding efficiency. Moreover, other transmission media such as cable modem, xDSL, or UMTS offer much lower data rates than broadcast channels, and enhanced coding efficiency can enable the transmission of more video channels or higher quality video representations within existing digital transmission capacities. Video coding for telecommunication applications has diversified from ISDN and T1/E1 service to embrace PSTN, mobile wireless networks, and LAN/Internet network delivery. Throughout this evolution, continued efforts have been made to maximize coding efficiency while dealing with the diversification of network types and their characteristic formatting and loss/error robustness requirements. The H.264/AVC and HEVC standards are designed for technical solutions including areas like broadcasting (over cable, satellite, cable modem, DSL, terrestrial, etc.) interactive or serial storage on optical and magnetic devices, conversational services, video-on-demand or multimedia streaming, multimedia messaging services, etc. Moreover, new applications may be deployed over existing and future networks. This raises the question about how to handle this variety of applications and networks. To address this need for flexibility and customizability, the design covers a NAL that formats the Video Coding Layer (VCL) representation of the video and provides header information in a manner appropriate for conveyance by a variety of transport layers or storage media. The NAL is designed in order to provide "network friendliness" to enable simple and effective customization of the use of VCL for a broad variety of systems. The NAL facilitates the ability to map VCL data to transport layers such as: RTP/IP for any kind of real-time wire-line and wireless Internet services. File formats, e.g., ISO MP4 for storage and MMS. H.32X for wireline and wireless conversational services. MPEG-2 systems for broadcasting services, etc. The full degree of customization of the video content to fit the needs of each particular application is outside the scope of the video coding standardization effort, but the design of the NAL anticipates a variety of such mappings. Some key concepts of the NAL are NAL units, byte stream, and packet formats uses of NAL units, parameter sets, and access units. A short description of these concepts is given below. == NAL units == The coded video data is organized into NAL units, each of which is effectively a packet that contains an integer number of bytes. The first byte of each H.264/AVC NAL unit is a header byte that contains an indication of the type of data in the NAL unit. For HEVC the header was extended to two bytes. All the remaining bytes contain payload data of the type indicated by the header. The NAL unit structure definition specifies a generic format for use in both packet-oriented and bitstream-oriented transport systems, and a series of NAL units generated by an encoder is referred to as a NAL unit stream. == NAL Units in Byte-Stream Format Use == Some systems require delivery of the entire or partial NAL unit stream as an ordered stream of bytes or bits within which the locations of NAL unit boundaries need to be identifiable from patterns within the coded data itself. For use in such systems, the H.264/AVC and HEVC specifications define a byte stream format. In the byte stream format, each NAL unit is prefixed by a specific pattern of three bytes called a start code prefix. The boundaries of the NAL unit can then be identified by searching the coded data for the unique start code prefix pattern. The use of emulation prevention bytes guarantees that start code prefixes are unique identifiers of the start of a new NAL unit. A small amount of additional data (one byte per video picture) is also added to allow decoders that operate in systems that provide streams of bits without alignment to byte boundaries to recover the necessary alignment from the data in the stream. Additional data can also be inserted in the byte stream format that allows expansion of the amount of data to be sent and can aid in achieving more rapid byte alignment recovery, if desired. == NAL Units in Packet-Transport System Use == In other systems (e.g., IP/RTP systems), the coded data is carried in packets that are framed by the system transport protocol, and identification of the boundaries of NAL units within the packets can be established without use of start code prefix patterns. In such systems, the inclusion of start code prefixes in the data would be a waste of data carrying capacity, so instead the NAL units can be carried in data packets without start code prefixes. == VCL and Non-VCL NAL Units == NAL units are classified into VCL and non-VCL NAL units. VCL NAL units contain the data that represents the values of the samples in the video pictures. Non-VCL NAL units contain any associated additional information such as parameter sets (important header data that can apply to a large number of VCL NAL units) and supplemental enhancement information (timing information and other supplemental data that may enhance usability of the decoded video signal but are not necessary for decoding the values of the samples in the video pictures). == Parameter Sets == A parameter set contains shared configuration data that is carried in non-VCL NAL units. Parameter sets are typically reused when decoding many coded pictures within a video sequence. Each VCL NAL unit references a picture parameter set (PPS), which in turn references a sequence parameter set (SPS). There are two types of parameter sets: Sequence parameter set (SPS), which specifies mostly constant configuration such as resolution, bit depth, or chroma format. (For a concrete implementation, see FFmpeg's SPS struct.) Picture parameter set (PPS), which applies on top of an SPS, and specifies configuration such as QP offsets. (For a concrete implementation, see FFmpeg's PPS struct.) The sequence and picture parameter-set mechanism decouples the transmission of infrequently changing information from the transmission of coded representations of the values of the samples in the video pictures. Each VCL NAL unit contains an identifier that refers to the content of the relevant picture parameter set and each picture parameter set contains an identifier that refers to the content of the relevant sequence parameter set. In this manner, a small amount of data (the identifier) can be used to refer to a larger amount of information (the parameter set) without repeating that information within each VCL NAL unit. Sequence and picture parameter sets can be sent well ahead of the VCL NAL units that they apply to, and can be repeated to provide robustness against data loss. In some applications, parameter sets may be sent within the channel that carries the VCL NAL units (termed "in-band" transmission). In other applications, it can be advantageous to convey the parameter sets "out-of-band" using a more reliable transport mechanism than the video channel itself. == Access Units == A set of NAL units in a specified form is referred to as an access unit. The decoding of each access unit results in one decoded picture. Each access unit contains a set of VCL NAL units that together compose a primary coded picture. It may also be prefixed with an access unit delimiter to aid in locating the start of the access unit. Some supplemental enhancement information containing data such as picture timing information may also precede the primary coded picture. The primary coded picture consists of a set of VCL NAL units consisting of slices or slice data partitions that represent the samples of the video picture. Following the primary coded picture may be some additional VCL NAL units that contain redundant representations of areas of the same video picture. These are referred to as redundant coded pictures, and are available for use by a decoder in recovering from loss or corruption of the data in the primary coded pictures. Decoders are not required to decode redundant coded pictures if they are present. Finally, if the coded picture is the last picture of a coded video sequence (a sequence of pictures that is independently decodable and uses only one sequence parameter set), an end of sequence NAL unit may be present to indicate the end of the sequence; and if the coded picture is the last coded picture in the entire NAL unit stream, an end of stream NAL unit may be present to

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  • NER model

    NER model

    NER is one of several formulas for accessing live subtitles in television broadcasts and events that are produced using speech recognition. The three letters stand for number, edit error and recognition error. It has been promoted as an alternative to Word error rate (Word Error Rate) which is a more objective measure. The overall score is calculated as follows: Firstly, the number of edit and recognition errors is deducted from the total number of words in the live subtitles. This number is then divided by the total number of words in the live subtitles and finally multiplied by one hundred. N E R v a l u e = N − E − R N ∗ 100 {\displaystyle NERvalue={\frac {N-E-R}{N}}100} . The acronyms stand for the following: N (number) = total number of words in the live subtitles E (Edit error) = edit error R (Recognition error) = recognition error This measurement process has been used for public television broadcasts in European countries like Italy and Switzerland. One major drawback with NER is that it requires a human assessor to rate errors as either: 1 Minor edition or recognition errors 2 Normal edition or recognition errors 3 Serious errors which are then weighted in the assessment process. This is both subjective, time consuming and costly. Also, NER fails to account for words left out subtitles which is something that does not take account of the D/deaf audience who want verbatim subtitles. As a result, NER cannot accurately reflect the audience's experience of subtitles. Another problem is the inconsistency of human evaluation of subtitles, particularly with live subtitles, where there are differing opinions of the importance of subtitle errors. By way of contrast, Word error rate is an objective measure of subtitle errors, since it measures the textual discrepancy between the subtitles and the speech.

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  • Isotropic position

    Isotropic position

    In the fields of machine learning, the theory of computation, and random matrix theory, a probability distribution over vectors is said to be in isotropic position if its covariance matrix is proportional to the identity matrix. == Formal definitions == Let D {\textstyle D} be a distribution over vectors in the vector space R n {\textstyle \mathbb {R} ^{n}} . Then D {\textstyle D} is in isotropic position if, for vector v {\textstyle v} sampled from the distribution, E v v T = I d . {\displaystyle \mathbb {E} \,vv^{\mathsf {T}}=\mathrm {Id} .} A set of vectors is said to be in isotropic position if the uniform distribution over that set is in isotropic position. In particular, every orthonormal set of vectors is isotropic. As a related definition, a convex body K {\textstyle K} in R n {\textstyle \mathbb {R} ^{n}} is called isotropic if it has volume | K | = 1 {\textstyle |K|=1} , center of mass at the origin, and there is a constant α > 0 {\textstyle \alpha >0} such that ∫ K ⟨ x , y ⟩ 2 d x = α 2 | y | 2 , {\displaystyle \int _{K}\langle x,y\rangle ^{2}dx=\alpha ^{2}|y|^{2},} for all vectors y {\textstyle y} in R n {\textstyle \mathbb {R} ^{n}} ; here | ⋅ | {\textstyle |\cdot |} stands for the standard Euclidean norm.

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  • Fyuse

    Fyuse

    Fyuse is a spatial photography app which lets users capture and share interactive 3D images. By tilting or swiping one's smartphone, one can view such "fyuses" from various angles — as if one were walking around an object or subject. The app blends photography and video to create an interactive medium and was first published for iOS in April 2014. The Android version was released at the end of 2014. == The app == Fyuse lets users capture panoramas, selfies, and full 360° views of objects and allows one to view captured moments from different angles. It has its own personal gallery, social network and standalone web integration. With the app, Fyusion also created a social networking platform similar to Instagram. Fyuses can be shared, commented on, liked and re-shared to one's followers (called Echoes). One can build a network of followers and with engagement tracking, one can see how many times an image has been interacted with The images can also be saved for private, offline view, or shared to other social networks, like Facebook or Twitter, or embedded on a website where the images can be interacted with by desktop users via dragging the mouse. Furthermore, in the compass tab other fyuses can be discovered using the app's system of tags and categories. One's Fyuse feed is prepopulated with top users, and one can follow people to see when they post a new fyuse. The app will also find one's friends if one signs up with Facebook or connects it with one's Twitter account. To create a fyuse one moves around a person or object with one's phone's camera in one direction or moving/tilting one's phone around while holding one's finger on the screen. By combining photography and video the app allows one to capture moments that one may not have otherwise been able to capture by recording not one moment in time but stitched together little moments. According to Fyusion CEO Radu Rusu, a photo freezes a moment in time, while a video captures moments in a linear timeline — both still flat, when viewed. A fyuse image captures a moment in space, where one can not only see one side of something, but also around it. When it is done rendering, fyuses can also be edited – one can trim the fyuse for length and edit the brightness, contrast, exposure, saturation and sharpness. One can also add a vignette and apply a filters, with options to adjust their intensity. After editing, one can write a description, add hashtags, and tag parts of the fyuse before one can (voluntarily) publish and share it. Version 1.0 has been described as "alpha prototype" and version 2.0 was released on 17 December 2014. Version 3.0 introduced 3D tagging by which users can layer 3D graphic that animate accordingly with each interaction to add some context to the content. Version 4.0 was released on December 21, 2016 for iOS. Since January 2016 (v3.2) the app allows the export of fyuses as Live Photos. The app has also been described as a more sophisticated version of 3D stickers and flip images. == Applications == The app has many applications for e-commerce such as for fashion designers who want to showcase a garment from every angle, or real estate listings and Airbnb-type sites that want to make their rental properties seem as enticing as possible. The app can also be used for interactive art, 360° panoramas and selfies. == History == San Francisco-based Fyusion Inc.'s three founders — Radu B. Rusu, CTO Stefan Holzer, and VP of Engineering Stephen Miller — worked together at Willow Garage, the robotics research lab started by early Google employee Scott Hassan in the area of "personal robotics" — Hassan decided to turn the lab into more of an incubator, suggesting that the members spin off their technologies into consumer-facing enterprises. Rusu first set out with an open-source 3D perception software startup called Open Perception. Fyusion was officially founded in 2013, and soon after Rusu and his cofounders patented the technology for spatial photography. The company closed a seed funding round at the end of May, raising $3.35 million from investors, including an angel investment from Sun Microsystems cofounder Andreas Bechtolsheim. In 2014 the Fyuse team consisted of 13 employees, mostly engineers and designers, recruited from around the globe. In March 2015 the team displayed their app at Katy Perry's premiere for the movie "Prismatic World Tour on Epix" where Perry also took Fyuse for a test run. == Augmented reality == In September 2016 Fyusion unveiled its platform for creating augmented reality content using ones smartphone. It takes the images from ones smartphone and converts them into 3D holographic images, which one can then view on an AR headset. According to Rusu "by making it easy for people to capture their surroundings on any mobile device, [Fyusion is] revolutionizing the way that people view the world around them" and also states that for "AR to be successful, anyone should be able to create content for it" opposed to the current "small number of content creators and an even smaller number of hardware players". According to him "the applications of [Fyusion's] technology for consumers and businesses are incredibly limitless". The platform uses the company's patented 3D spatio-temporal platform that uses advanced sensor fusion, machine learning and computer vision algorithms and part of the platform is built into the Fyuse app. Before committing to releasing a separate consumer product the company intends to wait until the HoloLens device becomes available to the public. Until then any Fyuse representation created using Fyuse is AR ready and will be able to be shown in HoloLens in the future. == Fyuse - Point of No Return == Fyuse - Point of No Return is a science fiction short advert for Fyuse 3.0 in which Fyuse's digital medium is extrapolated into the future. In the film a woman uses a mini scanning-drone to 3D scan a tree with Fyuse and later recreate it as an augmented reality object at another place.

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  • Fyuse

    Fyuse

    Fyuse is a spatial photography app which lets users capture and share interactive 3D images. By tilting or swiping one's smartphone, one can view such "fyuses" from various angles — as if one were walking around an object or subject. The app blends photography and video to create an interactive medium and was first published for iOS in April 2014. The Android version was released at the end of 2014. == The app == Fyuse lets users capture panoramas, selfies, and full 360° views of objects and allows one to view captured moments from different angles. It has its own personal gallery, social network and standalone web integration. With the app, Fyusion also created a social networking platform similar to Instagram. Fyuses can be shared, commented on, liked and re-shared to one's followers (called Echoes). One can build a network of followers and with engagement tracking, one can see how many times an image has been interacted with The images can also be saved for private, offline view, or shared to other social networks, like Facebook or Twitter, or embedded on a website where the images can be interacted with by desktop users via dragging the mouse. Furthermore, in the compass tab other fyuses can be discovered using the app's system of tags and categories. One's Fyuse feed is prepopulated with top users, and one can follow people to see when they post a new fyuse. The app will also find one's friends if one signs up with Facebook or connects it with one's Twitter account. To create a fyuse one moves around a person or object with one's phone's camera in one direction or moving/tilting one's phone around while holding one's finger on the screen. By combining photography and video the app allows one to capture moments that one may not have otherwise been able to capture by recording not one moment in time but stitched together little moments. According to Fyusion CEO Radu Rusu, a photo freezes a moment in time, while a video captures moments in a linear timeline — both still flat, when viewed. A fyuse image captures a moment in space, where one can not only see one side of something, but also around it. When it is done rendering, fyuses can also be edited – one can trim the fyuse for length and edit the brightness, contrast, exposure, saturation and sharpness. One can also add a vignette and apply a filters, with options to adjust their intensity. After editing, one can write a description, add hashtags, and tag parts of the fyuse before one can (voluntarily) publish and share it. Version 1.0 has been described as "alpha prototype" and version 2.0 was released on 17 December 2014. Version 3.0 introduced 3D tagging by which users can layer 3D graphic that animate accordingly with each interaction to add some context to the content. Version 4.0 was released on December 21, 2016 for iOS. Since January 2016 (v3.2) the app allows the export of fyuses as Live Photos. The app has also been described as a more sophisticated version of 3D stickers and flip images. == Applications == The app has many applications for e-commerce such as for fashion designers who want to showcase a garment from every angle, or real estate listings and Airbnb-type sites that want to make their rental properties seem as enticing as possible. The app can also be used for interactive art, 360° panoramas and selfies. == History == San Francisco-based Fyusion Inc.'s three founders — Radu B. Rusu, CTO Stefan Holzer, and VP of Engineering Stephen Miller — worked together at Willow Garage, the robotics research lab started by early Google employee Scott Hassan in the area of "personal robotics" — Hassan decided to turn the lab into more of an incubator, suggesting that the members spin off their technologies into consumer-facing enterprises. Rusu first set out with an open-source 3D perception software startup called Open Perception. Fyusion was officially founded in 2013, and soon after Rusu and his cofounders patented the technology for spatial photography. The company closed a seed funding round at the end of May, raising $3.35 million from investors, including an angel investment from Sun Microsystems cofounder Andreas Bechtolsheim. In 2014 the Fyuse team consisted of 13 employees, mostly engineers and designers, recruited from around the globe. In March 2015 the team displayed their app at Katy Perry's premiere for the movie "Prismatic World Tour on Epix" where Perry also took Fyuse for a test run. == Augmented reality == In September 2016 Fyusion unveiled its platform for creating augmented reality content using ones smartphone. It takes the images from ones smartphone and converts them into 3D holographic images, which one can then view on an AR headset. According to Rusu "by making it easy for people to capture their surroundings on any mobile device, [Fyusion is] revolutionizing the way that people view the world around them" and also states that for "AR to be successful, anyone should be able to create content for it" opposed to the current "small number of content creators and an even smaller number of hardware players". According to him "the applications of [Fyusion's] technology for consumers and businesses are incredibly limitless". The platform uses the company's patented 3D spatio-temporal platform that uses advanced sensor fusion, machine learning and computer vision algorithms and part of the platform is built into the Fyuse app. Before committing to releasing a separate consumer product the company intends to wait until the HoloLens device becomes available to the public. Until then any Fyuse representation created using Fyuse is AR ready and will be able to be shown in HoloLens in the future. == Fyuse - Point of No Return == Fyuse - Point of No Return is a science fiction short advert for Fyuse 3.0 in which Fyuse's digital medium is extrapolated into the future. In the film a woman uses a mini scanning-drone to 3D scan a tree with Fyuse and later recreate it as an augmented reality object at another place.

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  • Automate This

    Automate This

    Automate This: How Algorithms Came to Rule Our World is a book written by Christopher Steiner and published by Penguin Group. == Book == Steiner begins his study of algorithms on Wall Street in the 1980s but also provides examples from other industries. For example, he explains the history of Pandora Radio and the use of algorithms in music identification. He expresses concern that such use of algorithms may lead to the homogenization of music over time. Steiner also discusses the algorithms that eLoyalty (now owned by Mattersight Corporation following divestiture of the technology) was created by dissecting 2 million speech patterns and can now identify a caller's personality style and direct the caller with a compatible customer support representative. Steiner's book shares both the warning and the opportunity that algorithms bring to just about every industry in the world, and the pros and cons of the societal impact of automation (e.g. impact on employment).

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  • Beauty.AI

    Beauty.AI

    Beauty.AI is a mobile beauty pageant for humans and a contest for programmers developing algorithms for evaluating human appearance. The mobile app and website created by Youth Laboratories that uses artificial intelligence technology to evaluate people's external appearance through certain algorithms, such as symmetry, facial blemishes, wrinkles, estimated age and age appearance, and comparisons to actors and models. The Beauty.AI 2.0 contest caused great concern over important ethical issues with deep neural networks such as age, race and gender bias and lead to the creation of the Diversity.AI think tank dedicated to developing new methods for uncovering and managing bias in artificially intelligent systems. Beauty.AI was also an attempt to find approaches on how machines can perceive human face through evaluating particular features, commonly associated with health and beauty. == Concept == The Beauty.AI app was created by Youth Laboratories, a company based out of Russia and Hong Kong that focuses on facial skin analytics. The bioinformation company Insilico Medicine assists in the Beauty.AI app by testing its deep learning techniques to the app. One goal of the app is to reduce the need for human and animal testing as well as improving people's overall health. Its first contest was started in December 2016, and the results were announced in August 2016. More than 60,000 people submitted entries into the contest. The mobile app uses artificial intelligence technology to inspect photographs for certain facial features in order to both determine a person's beauty through artificial means by multiple robots. Part of the Beauty.AI app's purpose is to collect visual and anecdotal data to improve its creator's Youth Laboratories skin analyst skills. == Accusations of racism == There were a total of 44 individuals from different age groups and genders judged as the most attractive, with 37 white entrants, six Asian entrants, and one dark-skinned entrant. The app has received criticism from social justice advocates and computer science professionals. However, Alex Zhavoronkov, PhD, chief science officer of Youth Laboratories and chief technology officer Konstantin Kiselev, both for Youth Laboratories, noted that a lack of data may have contributed to these results. Also, Kiselev added that another issue was that approximately 75% of entrants were white Europeans, whereas only 7% and 1% were from India and Africa, respectively. Kiselev stated that they would work on doing more and better outreach to these areas to improve in this area. Despite this, it was said by Dr. Zhavoronkov that the AI would discard photos of dark-skinned people if the lighting is too poor. Dr. Zhavoronkov vowed to weed out the issues for the next beauty pageant and to try to avoid a similar controversy in the future.

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  • Captions (app)

    Captions (app)

    Mirage (formerly known as Captions) is a video-generating, video-editing and AI research company headquartered in New York City. Their first app, Captions, is available on iOS, Android, and Web and offers a suite of tools aimed at streamlining the creation and editing of videos. Their enterprise platform, Mirage Studio, generates AI actors and videos for marketing assets and video campaigns. == History == Mirage was co-founded by Gaurav Misra and Dwight Churchill. During Misra's time leading design engineering at Snap Inc., he followed the rise of a new category of video, the "talking video." In 2021, Misra left Snap to found Mirage with his former colleague Churchill. Later that year, the Captions app launched with early backing from venture capital firms Sequoia Capital and Andreessen Horowitz as well as individual investors. In 2023, the company released Lipdub, an Al dubbing app which translates any video with spoken audio into 28 languages. In October 2023, Captions shared that it maintained over 100,000 daily active users with "about a million" videos being created monthly. In November 2024, Captions acquired AlpacaML, a generative AI company that focused on art and other images. In June 2025, Captions launched Mirage Studio, for marketers and advertising agencies. In September 2025, Captions rebranded their company to Mirage. This change reflects the company's focus on developing their proprietary foundation model and future video products. == Products == The Captions app offers features to automate common production tasks including captioning, editing, dubbing, script creation, and music integration. Mirage Studio allows users to generate AI avatars and create short-form videos from prompts or audio. == Awards == In 2023, the company was recognized as part of Fast Company's "Next Big Things In Tech" series. In 2024, the company won 2 Webby Awards for Best Use of AI & Machine Learning and Creative Production.

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  • Clip Studio Paint

    Clip Studio Paint

    Clip Studio Paint (previously marketed as Manga Studio in North America), informally known in Japan as Kurisuta (クリスタ), is a family of software applications developed by Japanese graphics software company Celsys. It is used for the digital creation of comics, general illustration, and 2D animation. The software is available in versions for macOS, Windows, iOS, iPadOS, Android, and ChromeOS. The program is widely used by amateur and professional comics creators, and animation studios. The application is sold in editions with varying feature sets. The full-featured edition is a page-based, layered drawing program, with support for bitmap and vector art, text, imported 3D models, and frame-by-frame animation. It is designed for use with a stylus and a graphics tablet or tablet computer. It has drawing tools which emulate natural media such as pencils, ink pens, and brushes, as well as patterns and decorations. It is distinguished from similar programs by features designed for creating comics: tools for creating panel layouts, perspective rulers, sketching, inking, applying tones and textures, coloring, and creating word balloons and captions. == History == The application has it origins in a program for macOS and Windows, released in Japan in 2001 as "Comic Studio". It was sold as "Manga Studio" in the Western market by E Frontier America until 2007, then by Smith Micro Software. Early versions were designed for creating black and white art with only spot color (a typical format for Japanese manga), with version 4 adding support for full-color art. Celsys developed Clip Studio Paint as a replacement for this product, based on the company's Illust Studio application, and it was released on May 31, 2012. It was initially distributed in Western markets as "Manga Studio 5", but in 2016, the branding was unified worldwide as "Clip Studio Paint". At this time, version 1.5.4 introduced a new file format (extension .clip) and frame-by-frame animation. In late 2017, Celsys took over direct support for the software worldwide, and ceased its relationship with Smith Micro. In July 2018, Celsys began a partnership with Graphixly for distribution in North America, South America, and Europe. Clip Studio Paint for the Apple iPad was introduced in November 2017, and for the iPhone in December 2019. Clip Studio Paint for Samsung Galaxy tablets and smartphones was released in August 2020 on the Galaxy Store, with versions for other Android devices and Chromebooks released in December. The Windows and macOS versions of the software have been sold and distributed either from the developer's web site or on DVD, and purchased either with a perpetual license or an ongoing subscription. The versions for iPhone, iPad, and Android-based devices are distributed through the corresponding app stores free of charge, but require a subscription – which includes cloud storage – for unrestricted use. Without a subscription, the tablet versions can be used only for a specified number of months, and the phone versions can be used only for 30 hours per month. From 2013 to 2023, regular updates for version 1 were distributed free of additional charge to both perpetual and subscription users. Since the release of version 2 in 2023, feature updates are included only in subscription plans and are available to perpetual licenses at an additional cost. Perpetual licenses can be upgraded permanently or with an annual "update pass". The "update pass" provides early access to features to be included in subsequent perpetual licenses for 12 months, after which the software reverts to the original license if not renewed. In March 2024, version 3 was released, and version 4 introduced additional features in March 2025. == Editions == Clip Studio Paint is available in three editions, with differing feature sets and prices: Debut (bundle-only grade), Pro (adding support for vector-based drawing, custom textures, and comics-focused features), and EX (adding support for multi-page documents, book exporting, and 2D animation). Companion programs include Clip Studio (for managing and sharing digital assets distributed through the Clip Studio web site, managing licenses, and getting updates and support) and Clip Studio Modeler (for setting up 3D materials to use in Clip Studio Paint).

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