AI App That Can Edit Photos

AI App That Can Edit Photos — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Firefox Lockwise

    Firefox Lockwise

    Firefox Lockwise (formerly Lockbox) is a deprecated password manager for the Firefox web browser, as well as the mobile operating systems iOS and Android. On desktop, Lockwise was simply part of Firefox, whereas on iOS and Android it was available as a standalone app. If Firefox Sync was activated (with a Firefox account), then Lockwise synced passwords between Firefox installations across devices. It also featured a built-in random password generator. The application and branding have since been "phased out." == History == Developed by Mozilla, it was originally named Firefox Lockbox in 2018. It was renamed "Lockwise" in May 2019. It was introduced for iOS on 10 July 2018 as part of the Test Pilot program. On 26 March 2019, it was released for Android. On desktop, Lockwise started out as a browser addon. Alphas were released between March and August 2019. Since Firefox version 70, Lockwise has been integrated into the browser (accessible at about:logins), having replaced a basic password manager presented in a popup window. Mozilla ended support for Firefox Lockwise on December 13, 2021. As of January 2026, Lockwise is still fully functional on Android to this day.

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  • Human–robot collaboration

    Human–robot collaboration

    Human-Robot Collaboration is the study of collaborative processes in human and robot agents work together to achieve shared goals. Many new applications for robots require them to work alongside people as capable members of human-robot teams. These include robots for homes, hospitals, and offices, space exploration and manufacturing. Human-Robot Collaboration (HRC) is an interdisciplinary research area comprising classical robotics, human-computer interaction, artificial intelligence, process design, layout planning, ergonomics, cognitive sciences, and psychology. Industrial applications of human-robot collaboration involve Collaborative Robots, or cobots, that physically interact with humans in a shared workspace to complete tasks such as collaborative manipulation or object handovers. == Collaborative Activity == Collaboration is defined as a special type of coordinated activity, one in which two or more agents work jointly with each other, together performing a task or carrying out the activities needed to satisfy a shared goal. The process typically involves shared plans, shared norms and mutually beneficial interactions. Although collaboration and cooperation are often used interchangeably, collaboration differs from cooperation as it involves a shared goal and joint action where the success of both parties depend on each other. For effective human-robot collaboration, it is imperative that the robot is capable of understanding and interpreting several communication mechanisms similar to the mechanisms involved in human-human interaction. The robot must also communicate its own set of intents and goals to establish and maintain a set of shared beliefs and to coordinate its actions to execute the shared plan. In addition, all team members demonstrate commitment to doing their own part, to the others doing theirs, and to the success of the overall task. == Theories Informing Human-Robot Collaboration == Human-human collaborative activities are studied in depth in order to identify the characteristics that enable humans to successfully work together. These activity models usually aim to understand how people work together in teams, how they form intentions and achieve a joint goal. Theories on collaboration inform human-robot collaboration research to develop efficient and fluent collaborative agents. === Belief Desire Intention Model === The belief-desire-intention (BDI) model is a model of human practical reasoning that was originally developed by Michael Bratman. The approach is used in intelligent agents research to describe and model intelligent agents. The BDI model is characterized by the implementation of an agent's beliefs (the knowledge of the world, state of the world), desires (the objective to accomplish, desired end state) and intentions (the course of actions currently under execution to achieve the desire of the agent) in order to deliberate their decision-making processes. BDI agents are able to deliberate about plans, select plans and execute plans. === Shared Cooperative Activity === Shared Cooperative Activity defines certain prerequisites for an activity to be considered shared and cooperative: mutual responsiveness, commitment to the joint activity and commitment to mutual support. An example case to illustrate these concepts would be a collaborative activity where agents are moving a table out the door, mutual responsiveness ensures that movements of the agents are synchronized; a commitment to the joint activity reassures each team member that the other will not at some point drop his side; and a commitment to mutual support deals with possible breakdowns due to one team member's inability to perform part of the plan. === Joint Intention Theory === Joint Intention Theory proposes that for joint action to emerge, team members must communicate to maintain a set of shared beliefs and to coordinate their actions towards the shared plan. In collaborative work, agents should be able to count on the commitment of other members, therefore each agent should inform the others when they reach the conclusion that a goal is achievable, impossible, or irrelevant. == Approaches to Human-Robot Collaboration == The approaches to human-robot collaboration include human emulation (HE) and human complementary (HC) approaches. Although these approaches have differences, there are research efforts to develop a unified approach stemming from potential convergences such as Collaborative Control. === Human Emulation === The human emulation approach aims to enable computers to act like humans or have human-like abilities in order to collaborate with humans. It focuses on developing formal models of human-human collaboration and applying these models to human-computer collaboration. In this approach, humans are viewed as rational agents who form and execute plans for achieving their goals and infer other people's plans. Agents are required to infer the goals and plans of other agents, and collaborative behavior consists of helping other agents to achieve their goals. === Human Complementary === The human complementary approach seeks to improve human-computer interaction by making the computer a more intelligent partner that complements and collaborates with humans. The premise is that the computer and humans have fundamentally asymmetric abilities. Therefore, researchers invent interaction paradigms that divide responsibility between human users and computer systems by assigning distinct roles that exploit the strengths and overcome the weaknesses of both partners. == Key Aspects == Specialization of Roles: Based on the level of autonomy and intervention, there are several human-robot relationships including master-slave, supervisor–subordinate, partner–partner, teacher–learner and fully autonomous robot. In addition to these roles, homotopy (a weighting function that allows a continuous change between leader and follower behaviors) was introduced as a flexible role distribution. Establishing shared goal(s): Through direct discussion about goals or inference from statements and actions, agents must determine the shared goals they are trying to achieve. Allocation of Responsibility and Coordination: Agents must decide how to achieve their goals, determine what actions will be done by each agent, and how to coordinate the actions of individual agents and integrate their results. Shared context: Agents must be able to track progress toward their goals. They must keep track of what has been achieved and what remains to be done. They must evaluate the effects of actions and determine whether an acceptable solution has been achieved. Communication: Any collaboration requires communication to define goals, negotiate over how to proceed and who will do what, and evaluate progress and results. Adaptation and learning: Collaboration over time require partners to adapt themselves to each other and learn from one's partner both directly or indirectly. Time and space: The time-space taxonomy divides human-robot interaction into four categories based on whether the humans and robots are using computing systems at the same time (synchronous) or different times (asynchronous) and while in the same place (collocated) or in different places (non-collocated). Ergonomics: Human factors and ergonomics are one of the key aspects for a sustainable human-robot collaboration. The robot control system can use biomechanical models and sensors to optimize various ergonomic metrics, such as muscle fatigue.

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  • Harmony (software)

    Harmony (software)

    Harmony is a Java-based software for creating high-definition music videos with 2D and 3D animations. The application was developed by Digital Chaotics, a company based in San Jose, California and established in 2010 by Ken and Leanna Scott. == History == During a March 1, 2011 interview published by The LIST magazine, Ken explained how he initially got into music and digital entertainment. According to Scott: “I came at it from both the art and the technology side. … I built one of the first digital audio synthesizers as an undergrad project back in 1979. It was a short jump from there to creating visuals with computers, too.” Taking inspiration from Fantasia – which Scott calls, “The greatest music video of all time” – he began writing software code for Harmony in late 2009, finishing the project in mid-2010. However, Scott has also said that the idea for Harmony began much earlier: I read a book in 1978 called Digital Harmony, by John H Whitney, Sr. (Interestingly, he was the father of the president of Digital Productions.) He said that there was a kind of visual art based on motion, and proposed theories about the underlying mathematical structure of visual harmony. So there's the book, combined with my desire to create art with computers-add a taste or two of things commonly used by college students during the 70's - and lots of Pink Floyd. Add it all up, and the seeds for Harmony were planted. My friends in school and at Floating Point Systems listened to me ranting about "making music videos with computers" incessantly. I'm sure it was both maddening and fascinating to see. == Features == Harmony runs on Windows 7 and Windows Vista. Currently, Digital Chaotics does not offer a macOS or Linux platform for the software. However, Harmony can be run on these platforms by running it on Windows in a virtual machine. == Harmony 2 == On November 1, 2011, Digital Chaotics released the 2.0 version of the Harmony software. Unlike the original version, the second release featured three product levels: Harmony 2 Express, Harmony 2 Pro, and Harmony 2 Extreme. The "Express" version was positioned as an entry-level, free release to allow users a chance to "test-drive" the software. The "Pro" version currently retails at $197, while the "Extreme" is priced at $397. These two versions, aimed more towards VJ and Fulldome theater usage, featured additional software capability and features such as higher resolution, more video formatting options, and more camera angles.

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  • Companion robot

    Companion robot

    A companion robot is a robot created to create real or apparent companionship for human beings. Target markets for companion robots include the elderly and single children. Companions robots are expected to communicate with non-experts in a natural and intuitive way. They offer a variety of functions, such as monitoring the home remotely, communicating with people, or waking people up in the morning. Their aim is to perform a wide array of tasks including educational functions, home security, diary duties, entertainment and message delivery services, etc. The idea of companionship with robots has already existed on science fictions of 1970s, like R2-D2. Starting from the late 20th century, companion robots became a reality, mostly as robotic pets. Besides entertainment purposes, interactive robots were also introduced as a personal service robot for elderly care around 2000. == Characteristics == Companion robots try to interact with users. They gather information about users based on their interactions and yield feedback. This procedure varies slightly based on their specific roles. For example, social-companion robots make simple conversations, while pet-companion robots mimic being real pets. == Types == Companion robots can perform a variety of tasks and they are produced in a specialized manner according to their purpose or target audience in order to increase convenience and end user satisfaction. === Social companion robots === Social companion robots are designed to provide companionship and be a solution for unwanted solitude. They often mimic adult human, child or pet behaviours appealing to the user base. Robots which are specifically devised for simple conversations, conveying emotions and respond to user feelings fall under this category. === Assistive companion robots === Assistive companion robots are aimed at people who require constant care because of age, disability or rehabilitation purposes. Such robots can help disadvantaged users with their daily tasks, act as reminders (e.g., for regular medication) and facilitate mobility in everyday actions. Assistive companion robots reduce the intensity of labour that should be performed by caretakers, nurses and legal guardians. === Educational companion robots === Educational companion robots perform tutorship for students, regardless of their ages, and can teach desired subjects with activities tailored for the user such as interactive assignments and games. Rather than replacing teachers and instructors, educational companion robots are aides to them. === Therapeutic companion robots === Designed for individuals coping with stress (PTSD in severe cases), anxiety and loneliness; therapeutic companion robots support users' emotional and mental wellbeing. Such robots can be utilized in hospitals and care facilities as well as dwellings where the distressed user may need the most help. Therapeutic companion robots bear a vast resemblance to assistive companion robots to the extent of being a branch of them; the nuance between these two types of companion robots is that the former is for long-term/lifetime usage while the latter is mostly for the duration of the therapy received by the user. === Pet companion robots === Pet companion robots are for individuals who seek an alternative to live pets as live animals demand a considerable amount of care and may not be eligible for people with allergies. These robots aim to be perfect imitations of a pet while diminishing the chore aspect of having one. === Entertainment companion robots === Entertainment companion robots are designed solely for entertainment and can provide numerous ways of entertainment, ranging from dancing to playing games with the user. People who would appreciate an individual to have fun with are the main audience of such products. === Personal assistant robots === Personal assistant robots help people with daily tasks, management, scheduling, reminding etc. Their area of activity can be offices as well as homes and public spaces. === Sex robots === Sex robots are anthropomorphic robotic sex dolls that have human-like movement or behavior, and some degree of artificial intelligence. As of 2026, although elaborately instrumented sex dolls have been created by a number of inventors, no fully animated sex robots yet exist. Simple devices have been created which can speak, make facial expressions, or respond to touch. There is controversy as to whether developing them would be morally justifiable. In 2015, robot ethicist Kathleen Richardson called for a ban on the creation of anthropomorphic sex robots with concerns about normalizing relationships with machines and reinforcing female dehumanization. Questions about their ethics, effects, and possible legal regulations have been discussed since then. == Examples == There are several companion robot prototypes, and these include Paro, CompanionAble, and EmotiRob, among others. === Paro === Paro is a pet-type robot system developed by Japan's National Institute of Advanced Industrial Science and Technology (AIST). The robot, which looked like a small harp seal, was designed as a therapeutic tool for use in hospitals and nursing homes. The robot is programmed to cry for attention and respond to its name. Experiments showed that Paro facilitated elderly residents to communicate with each other, which led to psychological improvements. === CompanionAble === This robot is classified as an FP 7 EU project. It is built to "cooperate with Ambient Assistive Living environment". The autonomous device, which is also built to support the elderly, helps its owner interact with smart home environment as well as caregivers. The robot functions as a mobile friend, by which natural interaction is possible via speech and the touchscreen to detect and track people at home. === EmotiRob === EmotiRob is developed in a robotics project which is the continuity of the MAPH (Active Media For the Handicap) project in emotion synthesis. The aim of the project was to maintain emotional interaction with children. EmotiRob designed in a way that a child can hold it in a his/her arms and with which he/she could interact by talking to it, and then the robot would express itself through body postures or facial expressions. It has cognitive capabilities, which are further extended so that the robot can have a natural linguistic interaction with its owner through the DRAGON speech-recognition software developed by a company called NUANCE. Such interaction is expected to facilitate a child's cognitive development and develop new learning patterns. === LOVOT === Lovot is a Japanese company robot whose only purpose is "to make you happy". It features over 50 sensors that mimic the behavior of a human baby or small pet, a 360° camera with a microphone, the ability to distinguish humans from objects, neoteny eyes, and an internal warmth of 30° celsius. An interactive Lovot Café was opened in Japan October 3, 2020. === NICOBO === Nicobo was developed by Panasonic and was influenced by the loneliness of lockdowns created as a measure of the COVID-19 pandemic. It was designed to appear vulnerable, which creates empathy in its owners. Nicobo's name derives from the Japanese word for "smile". It wags its tail, engages in baby talk, and stays as a housemate. === Hyodol === Hyodol is an advanced care robot designed to support the elderly by reminding them to take their medications and monitoring their movements to keep their guardians informed. Additionally, this innovative robot can detect and respond to the emotional states of its elderly users, adding a layer of personalized care. Hyodol is designed with the appearance and speech style of a 7-year-old Korean grandchild, featuring a soft fabric exterior and user interaction methods such as striking the head or patting the back. It is equipped with various sensors and wireless communication technologies to collect and process data, supporting mobile apps and PC web monitoring systems for remote monitoring from anywhere. In South Korea, approximately 10,000 Hyodol robots are deployed to the homes of elderly individuals living alone, providing essential support and companionship. Local governments, including provincial and county offices, have embraced Hyodol as a solution to address social challenges stemming from the country's rapidly aging society.Furthermore, the robot is widely utilized in the treatment of dementia patients at a university hospital in Gangwon province. Hyodol was honored with the Mobile World Congress (MWC) Global Mobile Awards (GLOMO) in the "Best Mobile Innovation for Connected Health and Wellbeing" category on February 29, 2024. === Moxie === Moxie was a companion robot for autistic children developed by a company called Embodied. Although it had limited motion, it presented itself as a lifelike avatar. It was designed to help the children learn emotional cognition, using remotely hosted large language models to direct its respons

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  • Film recorder

    Film recorder

    A film recorder is a graphical output device for transferring images to photographic film from a digital source. In a typical film recorder, an image is passed from a host computer to a mechanism to expose film through a variety of methods, historically by direct photography of a high-resolution cathode-ray tube (CRT) display. The exposed film can then be developed using conventional developing techniques, and displayed with a slide or motion picture projector. The use of film recorders predates the current use of digital projectors, which eliminate the time and cost involved in the intermediate step of transferring computer images to film stock, instead directly displaying the image signal from a computer. Motion picture film scanners are the opposite of film recorders, copying content from film stock to a computer system. Film recorders can be thought of as modern versions of kinescopes. == Design == === Operation === All film recorders typically work in the same manner. The image is fed from a host computer as a raster stream over a digital interface. A film recorder exposes film through various mechanisms; flying spot (early recorders); photographing a high resolution video monitor; electron beam recorder (Sony HDVS); a CRT scanning dot (Celco); focused beam of light from a light valve technology (LVT) recorder; a scanning laser beam (Arrilaser); or recently, full-frame LCD array chips. For color image recording on a CRT film recorder, the red, green, and blue channels are sequentially displayed on a single gray scale CRT, and exposed to the same piece of film as a multiple exposure through a filter of the appropriate color. This approach yields better resolution and color quality than possible with a tri-phosphor color CRT. The three filters are usually mounted on a motor-driven wheel. The filter wheel, as well as the camera's shutter, aperture, and film motion mechanism are usually controlled by the recorder's electronics and/or the driving software. CRT film recorders are further divided into analog and digital types. The analog film recorder uses the native video signal from the computer, while the digital type uses a separate display board in the computer to produce a digital signal for a display in the recorder. Digital CRT recorders provide a higher resolution at a higher cost compared to analog recorders due to the additional specialized hardware. Typical resolutions for digital recorders were quoted as 2K and 4K, referring to 2048×1366 and 4096×2732 pixels, respectively, while analog recorders provided a resolution of 640×428 pixels in comparison. Higher-quality LVT film recorders use a focused beam of light to write the image directly onto a film loaded spinning drum, one pixel at a time. In one example, the light valve was a liquid-crystal shutter, the light beam was steered with a lens, and text was printed using a pre-cut optical mask. The LVT will record pixel beyond grain. Some machines can burn 120-res or 120 lines per millimeter. The LVT is basically a reverse drum scanner. The exposed film is developed and printed by regular photographic chemical processing. === Formats === Film recorders are available for a variety of film types and formats. The 35 mm negative film and transparencies are popular because they can be processed by any photo shop. Single-image 4×5 film and 8×10 are often used for high-quality, large format printing. Some models have detachable film holders to handle multiple formats with the same camera or with Polaroid backs to provide on-site review of output before exposing film. == Uses == Film recorders are used in digital printing to generate master negatives for offset and other bulk printing processes. For preview, archiving, and small-volume reproduction, film recorders have been rendered obsolete by modern printers that produce photographic-quality hardcopies directly on plain paper. They are also used to produce the master copies of movies that use computer animation or other special effects based on digital image processing. However, most cinemas nowadays use Digital Cinema Packages on hard drives instead of film stock. === Computer graphics === Film recorders were among the earliest computer graphics output devices; for example, the IBM 740 CRT Recorder was announced in 1954. Film recorders were also commonly used to produce slides for slide projectors; but this need is now largely met by video projectors that project images directly from a computer to a screen. The terms "slide" and "slide deck" are still commonly used in presentation programs. === Current uses === Currently, film recorders are primarily used in the motion picture film-out process for the ever increasing amount of digital intermediate work being done. Although significant advances in large venue video projection alleviates the need to output to film, there remains a deadlock between the motion picture studios and theater owners over who should pay for the cost of these very costly projection systems. This, combined with the increase in international and independent film production, will keep the demand for film recording steady for at least a decade. == Key manufacturers == Traditional film recorder manufacturers have all but vanished from the scene or have evolved their product lines to cater to the motion picture industry. Dicomed was one such early provider of digital color film recorders. Polaroid, Management Graphics, Inc, MacDonald-Detwiler, Information International, Inc., and Agfa were other producers of film recorders. Arri is the only current major manufacturer of film recorders. Kodak Lightning I film recorder. One of the first laser recorders. Needed an engineering staff to set up. Kodak Lightning II film recorder used both gas and diode laser to record on to film. The last LVT machines produced by Kodak / Durst-Dice stopped production in 2002. There are no LVT film recorders currently being produced. LVT Saturn 1010 uses a LED exposure (RGB) to 8"x10" film at 1000-3000ppi. LUX Laser Cinema Recorder from Autologic/Information International in Thousand Oaks, California. Sales end in March 2000. Used on the 1997 film “Titanic”. Arri produces the Arrilaser line of laser-based motion picture film recorders. MGI produced the Solitaire line of CRT-based motion picture film recorders. Matrix, originally ImaPRO, a branch of Agfa Division, produced the QCR line of CRT-based motion picture film recorders. CCG, formerly Agfa film recorders, has been a steady manufacturer of film recorders based in Germany. In 2004 CCG introduced Definity, a motion picture film recorder utilizing LCD technology. In 2010 CCG introduced the first full LED LCD film recorder as a new step in film recording. Cinevator was made by Cinevation AS, in Drammen, Norway. The Cinevator was a real-time digital film recorder. It could record IN, IP and prints with and without sound Oxberry produced the Model 3100 film recorder camera system, with interchangeable pin-registered movements (shuttles) for 35 mm (full frame/Silent, 1.33:1) and 16 mm (regular 16, "2R"), and others have adapted the Oxberry movements for CinemaScope, 1.85:1, 1.75:1, 1.66:1, as well as Academy/Sound (1.37:1) in 35 mm and Super-16 in 16 mm ("1R"). For instance, the "Solitaire" and numerous others employed the Oxberry 3100 camera system. == History == Before video tape recorders or VTRs were invented, TV shows were either broadcast live or recorded to film for later showing, using the kinescope process. In 1967, CBS Laboratories introduced the Electronic Video Recording format, which used video and telecined-to-video film sources, which were then recorded with an electron-beam recorder at CBS' EVR mastering plant at the time to 35mm film stock in a rank of 4 strips on the film, which was then slit down to 4 8.75 mm (0.344 in) film copies, for playback in an EVR player. All types of CRT recorders were (and still are) used for film recording. Some early examples used for computer-output recording were the 1954 IBM 740 CRT Recorder, and the 1962 Stromberg-Carlson SC-4020, the latter using a Charactron CRT for text and vector graphic output to either 16 mm motion picture film, 16 mm microfilm, or hard-copy paper output. Later 1970 and 80s-era recording to B&W (and color, with 3 separate exposures for red, green, and blue)) 16 mm film was done with an EBR (Electron Beam Recorder), the most prominent examples made by 3M), for both video and COM (Computer Output Microfilm) applications. Image Transform in Universal City, California used specially modified 3M EBR film recorders that could perform color film-out recording on 16 mm by exposing three 16 mm frames in a row (one red, one green and one blue). The film was then printed to color 16 mm or 35 mm film. The video fed to the recorder could either be NTSC, PAL or SECAM. Later, Image Transform used specially modified VTRs to record 24 frame for their "Image Vision" system. The modified 1 inch type B videotape VTRs would record

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  • Necrobotics

    Necrobotics

    Necrobotics is the practice of using biotic materials (or dead organisms) as robotic components. Necrobotics can serve as an alternative to mechanical components that are difficult to manufacture by using biological components designed by natural selection in order to exploit the highly developed selective design implemented in biological lifeforms via the process of evolution. In July 2022, researchers in the Preston Innovation Lab at Rice University in Houston, Texas published a paper in Advanced Science introducing the concept and demonstrating its capability by repurposing dead spiders as robotic grippers and applying pressurized air to activate their gripping arms. In April 2025 researchers at Shinshu University created a “bio-hybrid drone” using silk-worm moth antennae to detect the source of a smell. In November 2025 researchers at McGill University demonstrated the use of a mosquito proboscis as a fine nozzle in experimental 3D printing. Necrobotics utilizes the spider's organic hydraulic system and their compact legs to create an efficient and simple gripper system. The necrobotic spider gripper is capable of lifting small and light objects, thereby serving as an alternative to complex and costly small mechanical grippers. == Background == The main appeal of the spider's body in necrobotics is its compact leg mechanism and use of hydraulic pressure. The spider's anatomy utilizes a simple hydraulic (fluid) pressure system. Spider legs have flexor muscles that naturally constrict their legs when relaxed. A force is required to straighten and extend their legs, which spiders accomplish by pumping hemolymph fluid (blood) through their joints as a means of hydraulic pressure. It takes no external power to curl their legs due to their flexor muscles' natural curled state. In July 2022, researchers in the Preston Innovation Lab at Rice University published a paper detailing their experiments with the gripper. Although dead spiders no longer produce hemolymph, Te Faye Yap (lead author and mechanical engineering graduate) found that pumping air through a needle into the spider's cephalothorax (main body) accomplishes the same results as hemolymph. The original hydraulic (fluid) system is essentially converted into a pneumatic (air) system. == Fabrication == Obtain a spider Euthanize the spider using a cold temperature of around -4°C for 5-7 days Insert a 25 gauge hypodermic needle into the spider's cephalothorax (main body) Apply glue around the needle to form a seal and allow it to dry Connect a syringe or pump to the needle Extend the spider's legs by pumping air in == Testing and Data == === Internal Force Versus Gripping Force === The typical pressure in a resting spider's legs ranges from 4 kPa to 6.1 kPa. Researchers extended the legs by increasing the spider's internal pressure to 5.5 kPa. Pumping air into the body increases the internal pressure, causing the legs to expand. Pumping air out of the body decreases internal pressure, causing the legs to contract due to their flexor leg muscles. When the internal pressure decreases to 0 kPa, the gripper would be fully closed, allowing for the gripper to grasp objects. This action demonstrates that as internal pressure decreases, the gripping force increases. Inversely, when internal pressure increases, the gripping force decreases. By gripping individual weighted acetate beads, it is found that the necrobotic gripper achieves a maximum gripping force of 0.35 milinewtons. === Spider Weight Versus Gripping Force === To estimate the gripping forces of smaller and larger spiders, researchers created a plot to predict the gripping force relative to the size of the spider. The wolf spider's body weight is relatively equal to the gripping force of its legs. The mass of the gripper is 33.5 mg and can lift 1.3 times its body weight (43.6 mg or 0.35 mN). However, with larger spiders, the gripping force relative to body weight decreases. For example, a 200-gram goliath birdeater is predicted to lift 10% of its weight (20 grams or 196 mN). Though there is an inverse relationship between spider mass and gripping force, larger spiders exert greater gripping forces than smaller spiders. === Gripper Lifespan === The necrobotic gripper's functionality is entirely reliant on the structural integrity of the spider. If the spider were to break down easily and frequently, the gripper would not be practical. Using cyclic testing, a series of repeated actions, it is found that the necrobotic gripper can actuate 700 to 1000 times. After 1000 cycles, cracks begin forming on the membrane of the leg joints due to dehydration. Weakened and decomposing joints lead to frequent breakage and replacement, thereby serving as an obstacle in applying necrobotics to real-world scenarios. One theorized fix to this issue is applying beeswax or a lubricant to the joints. Researchers found that over 10 days, the mass of an uncoated spider decreased 17 times more than the mass of a spider coated with beeswax. Lubricating joints combats dehydration and slows the loss of organic material. == Constraints == With the usage of organic material, there is a higher chance of the component decomposing and breaking down as opposed to traditional mechanical systems. There may be additional work and management required to replace these grippers if they fail. Additionally, organic inconsistencies with the spiders will yield inaccurate results. Not all wolf spiders develop the same, so gripping force and leg contraction can vary between grippers. There are moral implications behind euthanizing spiders for robotics. The ethical boundaries that necrobotics push in the pursuit of biohybrid systems raise concerns, as opponents say it may lead to the hybridization of mammals and is intrusive to nature. Proponents respond that repurposing dead animals has been human practice for millennia and that necrobotics should be pursued to advance science.

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  • LumenVox

    LumenVox

    LumenVox is a privately held speech recognition software company based in San Diego, California. LumenVox has been described as one of the market leaders in the speech recognition software industry. == History == LumenVox was founded in 2001 as subsidiary of Progressive Computing. According to LumenVox CEO Edward Miller, when Progressive had initially looked to add speech recognition to its own phone system, it found the existing offerings too expensive and recognized a niche in the market for a more affordable speech recognition product. This led to the development of LumenVox with an aim to bring speech recognition to small-to-midsized businesses. LumenVox is one of the major providers of automatic speech recognition for telephone systems, and as of 2006, became the second largest provider of speech recognition software. == Products == The primary LumenVox product is the LumenVox Speech Engine. It is a speaker-independent automatic speech recognizer that uses the Speech Recognition Grammar Specification for building and defining grammars. It has been integrated with several of the major voice platforms, including Avaya Voice Portal/Interactive Response, Aculab, and BroadSoft's BroadWorks. The Speech Engine was originally derived from CMU Sphinx, but LumenVox has added considerable development effort to make it a commercial-ready product. LumenVox also offers a product called the Speech Tuner, which provides a graphical means of testing and troubleshooting speech recognition applications. == Open source support == LumenVox was recognized as one of the top VoIP companies in 2008 for its work in providing its offerings to the open source community, an effort by the company that began in 2006 when it partnered with Digium. At that time, Digium, maintainer of the open source Asterisk PBX, integrated the LumenVox Speech Engine into Asterisk. This made LumenVox the first commercially available speech recognition engine for Asterisk. As one of the earlier commercial software integrations with Asterisk, the LumenVox integration has been described as one of the applications that helped to mainstream Asterisk. In 2009, LumenVox also began offering access to the Speech Engine as a monthly subscription, bringing the cost of entry down even lower for open source users. LumenVox is also integrated with the open source UniMRCP project, which provides open source client and server libraries for the Media Resource Control Protocol.

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  • Voice search

    Voice search

    Voice search, also called voice-enabled search, allows the user to use a voice to search the Internet, a website, or an app. In a broader definition, voice search includes open-domain keyword query on any information on the Internet, for example in Google Voice Search, Cortana, Siri and Amazon Echo. Voice search is often interactive, involving several rounds of interaction that allows a system to ask for clarification. Voice search is a type of dialog system. Voice search is not a replacement for typed search. Rather the search terms, experience and use cases can differ heavily depending on the input type. == Supported language == Language is the most essential factor for a system to understand, and provide the most accurate results of what the user searches. This covers across languages, dialects, and accents, as users want a voice assistant that both understands them and speaks to them understandably. While spoken and written languages differ, voice search should support natural spoken language instead of only transforming voice into text and doing a regular text search with the help speech recognition. For example, in typed search an eCommerce user can easily copy and paste an alphanumeric product code to search field, but when speaking the search terms can be very different, such as "show me the new Bluetooth headphones by Samsung". == How it works == The difference between text and voice search is not only the input type. The mechanism must include an automatic speech recognition (ASR) for input, but it can also include natural language understanding for natural spoken search queries such as "What's the population for the United States" It can include text-to-speech (TTS) or a regular display for output modalities. Users might sometimes be required to activate the search by using a wake word. Then, the search system will detect the language spoken by the user. It will then detect the keywords and context of the sentence. Lastly, the device will return results depending on its output. A device with a screen might display the results, while a device without a screen will speak them back to the searcher.

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  • Wix.com

    Wix.com

    Wix.com Ltd. (Hebrew: וויקס.קום, romanized: wix.com) or simply Wix is an Israeli software company, publicly listed in the US, that provides cloud-based web development services. It offers tools for creating HTML5 websites for desktop and mobile platforms using online drag-and-drop editing. Along with its headquarters and other offices in Israel, Wix also has offices in Brazil, Canada, Germany, India, Ireland, Japan, Lithuania, Poland, the Netherlands, the United States, Ukraine, and Singapore. Users can add applications for social media, e-commerce, online marketing, contact forms, e-mail marketing, and community forums to their websites. The Wix website builder is built on a freemium business model, earning its revenues through premium upgrades. According to the W3Techs technology survey website, Wix was used by 2.5% of websites as of September 2023; at the end of May 2025, it was 3.8%. == History == === Corporate affairs === Wix was founded in 2006 by Israeli developers Avishai Abrahami, Nadav Abrahami, and Giora Kaplan. With its main offices in Tel Aviv, Wix was backed by investors Insight Venture Partners, Mangrove Capital Partners, Bessemer Venture Partners, DAG Ventures, and Benchmark Capital. By April 2010, Wix had 3.5 million users and raised US$10 million in Series C funding provided by Benchmark Capital and existing investors Bessemer Venture Partners and Mangrove Capital Partners. In March 2011, Wix had 8.5 million users and raised US$40 million in Series D funding, bringing its total funding to that date to US$61 million. By August 2013, the Wix platform had more than 34 million registered users. On 5 November 2013, Wix had an initial public offering on NASDAQ, raising about US$127 million for the company and some share holders. In 2016, Mark Tluszcz became the chair of the board of directors. In 2020, Wix's revenue increased to $989 million, a 30% rise year-on-year, primarily due to the shift of businesses online during the coronavirus pandemic. The company added over 31 million new registered users in 2020, reaching a total of 196.7 million by year's end. Wix added approximately 1 million net new premium subscriptions in 2020, surpassing $1 billion in annual collections for the first time. By the end of the year, there were 5.5 million premium subscriptions, a 22% increase compared to the end of 2019. As of its most recent reporting in June 2024, Wix has over 260 million users worldwide. === Product development === ==== 2000s ==== Wix entered an open beta phase in 2007 using a platform based on Adobe Flash. ==== 2010s ==== In June 2011, Wix launched the Facebook store module, making its first step into social commerce. In March 2012, Wix launched a new HTML5 site builder, replacing the Adobe Flash technology. In October 2012, Wix launched an app market for users to sell applications built with the company's automated web development technology. In August 2014, Wix launched Wix Hotels, a booking system for hotels, bed and breakfasts, and vacation rentals that use Wix websites. In June 2016, Wix introduced Wix ADI (Artificial Design Intelligence), a platform that uses artificial intelligence to design websites. ==== 2020s ==== In 2020, Wix launched an additional CMS, EditorX, which included additional CSS features to the original builder. In July 2023, Wix announced that it would be building on its ADI technology to create an AI powered website generator In October 2023, Wix launched the Wix Studio website builder. Co-founder and CEO, Avishai Abrahami described the platform as a “product for agencies”. In March 2024, the AI web builder, which uses a chatbot to help users create content was launched to the public. In March 2025, the digital publisher CNET has identified Wix as the "Best overall website builder overall." In August 2025, Wix announced it would launch banking services—including checking accounts and loans for small businesses—via a partnership with Israeli fintech Unit Finance, as it sought to diversify amid what it described as threats to its core website-building business from artificial intelligence. In January 2026, Wix launched Wix Harmony. Wix harmony is an AI website builder that uses agentic technology, generative design and vibe coding—with manual editing features for additional control. In May 2026, Wix announced layoffs affecting approximately 1,000 employees, or 20% of its workforce. CEO Avishai Abrahami cited two factors: the need to restructure around artificial intelligence and the appreciation of the Israeli shekel against the US dollar, which increased the cost of its Israel-based workforce relative to its dollar-denominated revenue. === Acquisitions === In April 2014, Wix announced the acquisition of Appixia, an Israeli startup for creating native mobile commerce (mCommerce) apps. In October 2014, Wix announced its acquisition of OpenRest, a developer of online ordering systems for restaurants. In April 2015, Wix acquired Moment.me, a mobile website builder for events and marketing tools for social lead generation. On 23 February 2017, Wix acquired the online art community DeviantArt for US$36 million. In January 2017, the company acquired Flok, a provider of customer loyalty programs tools. In February 2020, Wix acquired Inkfrog for eBay sellers, a web design company that provides customized business management software for eBay sellers. On 2 March 2021, Wix acquired SpeedETab, a Miami-based restaurant online technology provider. In May 2021, Wix acquired Rise.ai, a gift card and customer re-engagement package for online brands. A month later, Wix acquired Modalyst, a marketplace and drop-shipping platform. In May 2025, Wix acquired Hour One, a startup specializing in AI-powered video creation tools, to enhance its generative AI capabilities. In June 2025, the company acquired Base44, owned by independent entrepreneur Maor Shlomo, with the intention of integrating Base44's artificial intelligence capabilities and conversational interface into Wix's website and app building platform. == Description == Wix uses a freemium business model. Users can create websites for free then must purchase premium packages to connect their sites to their own domains, remove Wix ads, access the form builder, add e-commerce capabilities, or buy extra data storage and bandwidth. Wix provides customizable website templates and a drag-and-drop HTML5 website builder that includes apps, graphics, image galleries, fonts, vectors, animations, and other options. Users also may opt to create their web sites from scratch. In October 2013, Wix introduced a mobile editor for mobile viewing customization. Wix App Market offers both free and subscription-based applications, with a revenue split of 80% for the developer and 20% for Wix. Customers can integrate third-party applications into their own web sites, such as photograph feeds, blogging, music playlists, online community, e-mail marketing, and file management. Custom JavaScript code can be inserted into Wix webpages using the Velo API. == Controversies == === Use of WordPress code === In October 2016, there was a controversy over Wix's use of WordPress's GPL-licensed code. In response, Avishai Abrahami, Wix's CEO, published a response describing which open-source code was used and how Wix says it collaborates with the open-source community. However, it was subsequently noted that collaboration with the open-source community was not sufficient under the terms of the GPL license, which requires any code built on GPL-licensed code to be released under the same license. === Censorship === On 31 May 2021, 2021 Hong Kong Charter, a Wix-hosted website run by exiled Hong Kong activists, was shut down at the request of the Hong Kong Police. This was the first known case of Hong Kong's National Security Law being used to censor content on an overseas website. Wix later apologized for "mistakenly removing the website" and reinstated the website after it had been down for four days. In October 2023, Wix fired an employee in Dublin, Ireland, for having made social media posts critical of Israel. This incident led to criticism of Wix from members of the Oireachtas (the Irish parliament) and from the head of the Irish government, Taoiseach Leo Varadkar, who said it was "not okay to dismiss somebody because of their political views". Deputy head of government, Tánaiste Micheál Martin, also condemned their dismissal, stating "we tolerate debate with freedom of speech, freedom of opinion, and people have different opinions on these issues." The dismissed employee, Courtney Carey, successfully sued the company for unfair dismissal. Wix did not contest the charge, admitting liability. === Outreach abroad === In October 2023, The Irish Times reported that an Israeli advertising agency advised Wix staff how they can tailor posts for "outreach abroad". This included advice for Wix employees to “show Westernity” in social media posts supporting Israel, stating that “unlike the Gazans,

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  • Microscope image processing

    Microscope image processing

    Microscope image processing is a broad term that covers the use of digital image processing techniques to process, analyze and present images obtained from a microscope. Such processing is now commonplace in a number of diverse fields such as medicine, biological research, cancer research, drug testing, metallurgy, etc. A number of manufacturers of microscopes now specifically design in features that allow the microscopes to interface to an image processing system. == Image acquisition == Until the early 1990s, most image acquisition in video microscopy applications was typically done with an analog video camera, often simply closed circuit TV cameras. While this required the use of a frame grabber to digitize the images, video cameras provided images at full video frame rate (25-30 frames per second) allowing live video recording and processing. While the advent of solid state detectors yielded several advantages, the real-time video camera was actually superior in many respects. Today, acquisition is usually done using a CCD camera mounted in the optical path of the microscope. The camera may be full colour or monochrome. Very often, very high resolution cameras are employed to gain as much direct information as possible. Cryogenic cooling is also common, to minimise noise. Often digital cameras used for this application provide pixel intensity data to a resolution of 12-16 bits, much higher than is used in consumer imaging products. Ironically, in recent years, much effort has been put into acquiring data at video rates, or higher (25-30 frames per second or higher). What was once easy with off-the-shelf video cameras now requires special, high speed electronics to handle the vast digital data bandwidth. Higher speed acquisition allows dynamic processes to be observed in real time, or stored for later playback and analysis. Combined with the high image resolution, this approach can generate vast quantities of raw data, which can be a challenge to deal with, even with a modern computer system. While current CCD detectors allow very high image resolution, often this involves a trade-off because, for a given chip size, as the pixel count increases, the pixel size decreases. As the pixels get smaller, their well depth decreases, reducing the number of electrons that can be stored. In turn, this results in a poorer signal-to-noise ratio. For best results, one must select an appropriate sensor for a given application. Because microscope images have an intrinsic limiting resolution, it often makes little sense to use a noisy, high resolution detector for image acquisition. A more modest detector, with larger pixels, can often produce much higher quality images because of reduced noise. This is especially important in low-light applications such as fluorescence microscopy. Moreover, one must also consider the temporal resolution requirements of the application. A lower resolution detector will often have a significantly higher acquisition rate, permitting the observation of faster events. Conversely, if the observed object is motionless, one may wish to acquire images at the highest possible spatial resolution without regard to the time required to acquire a single image. == 2D image techniques == Image processing for microscopy application begins with fundamental techniques intended to most accurately reproduce the information contained in the microscopic sample. This might include adjusting the brightness and contrast of the image, averaging images to reduce image noise and correcting for illumination non-uniformities. Such processing involves only basic arithmetic operations between images (i.e. addition, subtraction, multiplication and division). The vast majority of processing done on microscope image is of this nature. Another class of common 2D operations called image convolution are often used to reduce or enhance image details. Such "blurring" and "sharpening" algorithms in most programs work by altering a pixel's value based on a weighted sum of that and the surrounding pixels (a more detailed description of kernel based convolution deserves an entry for itself) or by altering the frequency domain function of the image using Fourier Transform. Most image processing techniques are performed in the Frequency domain. Other basic two dimensional techniques include operations such as image rotation, warping, color balancing etc. At times, advanced techniques are employed with the goal of "undoing" the distortion of the optical path of the microscope, thus eliminating distortions and blurring caused by the instrumentation. This process is called deconvolution, and a variety of algorithms have been developed, some of great mathematical complexity. The end result is an image far sharper and clearer than could be obtained in the optical domain alone. This is typically a 3-dimensional operation, that analyzes a volumetric image (i.e. images taken at a variety of focal planes through the sample) and uses this data to reconstruct a more accurate 3-dimensional image. == 3D image techniques == Another common requirement is to take a series of images at a fixed position, but at different focal depths. Since most microscopic samples are essentially transparent, and the depth of field of the focused sample is exceptionally narrow, it is possible to capture images "through" a three-dimensional object using 2D equipment like confocal microscopes. Software is then able to reconstruct a 3D model of the original sample which may be manipulated appropriately. The processing turns a 2D instrument into a 3D instrument, which would not otherwise exist. In recent times this technique has led to a number of scientific discoveries in cell biology. == Analysis == Analysis of images will vary considerably according to application. Typical analysis includes determining where the edges of an object are, counting similar objects, calculating the area, perimeter length and other useful measurements of each object. A common approach is to create an image mask which only includes pixels that match certain criteria, then perform simpler scanning operations on the resulting mask. It is also possible to label objects and track their motion over a series of frames in a video sequence.

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  • Separable filter

    Separable filter

    A separable filter in image processing can be written as product of two more simple filters. Typically a 2-dimensional convolution operation is separated into two 1-dimensional filters. This reduces the computational costs on an N × M {\displaystyle N\times M} image with a m × n {\displaystyle m\times n} filter from O ( M ⋅ N ⋅ m ⋅ n ) {\displaystyle {\mathcal {O}}(M\cdot N\cdot m\cdot n)} down to O ( M ⋅ N ⋅ ( m + n ) ) {\displaystyle {\mathcal {O}}(M\cdot N\cdot (m+n))} . == Examples == 1. A two-dimensional smoothing filter: 1 3 [ 1 1 1 ] ∗ 1 3 [ 1 1 1 ] = 1 9 [ 1 1 1 1 1 1 1 1 1 ] {\displaystyle {\frac {1}{3}}{\begin{bmatrix}1\\1\\1\end{bmatrix}}{\frac {1}{3}}{\begin{bmatrix}1&1&1\end{bmatrix}}={\frac {1}{9}}{\begin{bmatrix}1&1&1\\1&1&1\\1&1&1\end{bmatrix}}} 2. Another two-dimensional smoothing filter with stronger weight in the middle: 1 4 [ 1 2 1 ] ∗ 1 4 [ 1 2 1 ] = 1 16 [ 1 2 1 2 4 2 1 2 1 ] {\displaystyle {\frac {1}{4}}{\begin{bmatrix}1\\2\\1\end{bmatrix}}{\frac {1}{4}}{\begin{bmatrix}1&2&1\end{bmatrix}}={\frac {1}{16}}{\begin{bmatrix}1&2&1\\2&4&2\\1&2&1\end{bmatrix}}} 3. The Sobel operator, used commonly for edge detection: [ 1 2 1 ] ∗ [ 1 0 − 1 ] = [ 1 0 − 1 2 0 − 2 1 0 − 1 ] {\displaystyle {\begin{bmatrix}1\\2\\1\end{bmatrix}}{\begin{bmatrix}1&0&-1\end{bmatrix}}={\begin{bmatrix}1&0&-1\\2&0&-2\\1&0&-1\end{bmatrix}}} This works also for the Prewitt operator. In the examples, there is a cost of 3 multiply–accumulate operations for each vector which gives six total (horizontal and vertical). This is compared to the nine operations for the full 3x3 matrix. Another notable example of a separable filter is the Gaussian blur whose performance can be greatly improved the bigger the convolution window becomes.

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  • Macromedia FreeHand

    Macromedia FreeHand

    Macromedia FreeHand (formerly Aldus FreeHand) is a discontinued computer application for creating two-dimensional vector graphics oriented primarily to professional illustration, desktop publishing and content creation for the Web. FreeHand was similar in scope, intended market, and functionality to Adobe Illustrator, CorelDRAW and Xara Designer Pro. Because of FreeHand's dedicated page layout and text control features, it also compares to Adobe InDesign and QuarkXPress. Professions using FreeHand include graphic design, illustration, cartography, fashion and textile design, product design, architects, scientific research, and multimedia production. FreeHand was created by Altsys Corporation in 1988 and licensed to Aldus Corporation, which released versions 1 through 4. In 1994, Aldus merged with Adobe Systems and because of the overlapping market with Adobe Illustrator, FreeHand was returned to Altsys by order of the Federal Trade Commission. Altsys was later bought by Macromedia, which released FreeHand versions 5 through 11 (FreeHand MX). In 2005, Adobe Systems acquired Macromedia and its product line which included FreeHand MX, under whose ownership it presently resides. Since 2003, FreeHand development has been discontinued; in the Adobe Systems catalog, FreeHand has been replaced by Adobe Illustrator. FreeHand MX continues to run under Windows 11 and under Mac OS X 10.6 (Snow Leopard) within Rosetta, a PowerPC code emulator, and requires a registration patch supplied by Adobe. FreeHand 10 runs without problems on Mac OS X Snow Leopard with Rosetta enabled, and does not require a registration patch. Later versions of macOS can use a Mac OS X Snow Leopard Server virtual machine to emulate the required PowerPC support. == History == === Altsys and Aldus FreeHand === In 1984, James R. Von Ehr founded Altsys Corporation to develop graphics applications for personal computers. Based in Plano, Texas, the company initially produced font editing and conversion software; Fontastic Plus, Metamorphosis, and the Art Importer. Their premier PostScript font-design package, Fontographer, was released in 1986 and was the first such program on the market. With the PostScript background having been established by Fontographer, Altsys also developed FreeHand (originally called Masterpiece) as a Macintosh Postscript-based illustration program that used Bézier curves for drawing and was similar to Adobe Illustrator. FreeHand was announced as "... a Macintosh graphics program described as having all the features of Adobe's Illustrator plus drawing tools such as those in Mac Paint and Mac Draft and special effects similar to those in Cricket Draw." Seattle's Aldus Corporation acquired a licensing agreement with Altsys Corporation to release FreeHand along with their flagship product, Pagemaker, and Aldus FreeHand 1.0 was released in 1988. FreeHand's product name used intercaps; the F and H were capitalized. The partnership between the two companies continued with Altsys developing FreeHand and with Aldus controlling marketing and sales. After 1988, a competitive exchange between Aldus FreeHand and Adobe Illustrator ensued on the Macintosh platform with each software advancing new tools, achieving better speed, and matching significant features. Windows PC development also allowed Illustrator 2 (aka, Illustrator 88 on the Mac) and FreeHand 3 to release Windows versions to the graphics market. FreeHand 1.0 sold for $495 in 1988. It included the standard drawing tools and features as other draw programs including special effects in fills and screens, text manipulation tools, and full support for CMYK color printing. It was also possible to create and insert PostScript routines anywhere within the program. FreeHand performed in preview mode instead of keyline mode but performance was slower. FreeHand 2.0 sold for $495 in 1989. Besides improving on the features of FreeHand 1.0, FreeHand 2 added faster operation, Pantone colors, stroked text, flexible fill patterns and automatically import graphic assets from other programs. It added accurate control over a color monitor screen display, limited only by its resolution. FreeHand 3.0 sold for $595 in 1991. New features included resizable color, style, and layer panels including an Attributes menu. Also tighter precision of both the existing tools and aligning of objects. FH3 created compound Paths. Text could be converted to paths, applied to an ellipse, or made vertical. Carried over from version 1.0, FreeHand 3 suffered by having text entered into a dialog box instead of directly to the page. In October 1991, a 3.1 upgrade made FreeHand work with System 7 but additionally, it supported pressure-sensitive drawing which offered varying line widths with a users stroke. It improved element manipulation and added more import/export options. FreeHand 4.0 sold for $595 in 1994. Altsys ported FreeHand 3.0 to the NeXT system creating a new program named Virtuoso. Virtuoso continued its development at Altsys and version 2.0 of Virtuoso was feature-equivalent to FreeHand 4 (with the addition of NeXT-specific features such as Services and Display PostScript) and file compatible, with Virtuoso 2 able to open FreeHand 4 files and vice versa. A prominent feature of this version was the ability to type directly into the page and wrap inside or outside any shape. It also included drag-and-drop color imaging, a larger pasteboard, and a user interface that featured floating, rollup panels. The colors palette included a color mixer for adding new colors to the swatch list. Speed increases were made. In the same year of FreeHand 4 release, Adobe Systems announced merger plans with Aldus Corporation for $525 million. Fear about the end of competition between these two leading applications was reported in the media and expressed by customers (Illustrator versus FreeHand and Adobe Photoshop versus Aldus PhotoStyler.) Because of this overlapping of the market, Altsys stepped in by suing Aldus, saying that the merger deal was "a prima facie violation of a non-compete clause within the FreeHand licensing agreement." Altsys CEO Jim Von Ehr explained, "No one loves FreeHand more than we do. We will do whatever it takes to see it survive." The Federal Trade Commission issued a complaint against Adobe Systems on October 18, 1994, ordering a divestiture of FreeHand to "remedy the lessening of competition resulting from the acquisition as alleged in the Commission's complaint," and further, the FTC ordering, "That for a period of ten (10) years from the date on which this order becomes final, respondents shall not, without the prior approval of the Commission, directly or indirectly, through subsidiaries, partnerships, or otherwise .. Acquire any Professional Illustration Software or acquire or enter into any exclusive license to Professional Illustration Software;" (referring to FreeHand.) FreeHand was returned to Altsys with all licensing and marketing rights as well as Aldus FreeHand's customer list. === Macromedia Freehand === By late 1994, Altsys still retained all rights to FreeHand. Despite brief plans to keep it in-house to sell it along with Fontographer and Virtuoso, Altsys reached an agreement with the multimedia software company, Macromedia, to be acquired. This mutual agreement provided FreeHand and Fontographer a new home with ample resources for marketing, sales, and competition against the newly merged Adobe-Aldus company. Altsys would remain in Richardson, Texas, but would be renamed as the Digital Arts Group of Macromedia and was responsible for the continued development of FreeHand. Macromedia received FreeHand's 200,000 customers and expanded its traditional product line of multimedia graphics software to illustration and design graphics software. CEO James Von Ehr became a Macromedia vice-president until 1997 when he left to start another venture. FreeHand 5.0 sold for $595 in 1995. This version featured a more customizable and expanded workspace, multiple views, stronger design and editing tools, a report generator, spell check, paragraph styles, multicolor gradient fills up to 64 colors, speed improvements, and it accepted Illustrator plugins. In September 1995, a 5.5 upgrade added Photoshop plug-in support, PDF import capabilities, the Extract feature, inline graphics to text, improved auto-expanding text containers, the Crop feature, and the Create PICT Image feature. A FreeHand 5.5 upgrade was part of the FreeHand Graphics Studio (a suite that included Fontographer, Macromedia xRes image editing application, and Extreme 3D animation and modeling application). FreeHand 6.0 in 1996. This version only existed in beta. Some Freehand 7 prerelease versions were released under the Freehand 6 tag. FreeHand 7.0 sold for $399 in 1996, or $449 as part of the FreeHand Graphics Studio (see above.) Features included a redesigned user interface that allowed recombining Inspectors, Panel Tabs, Dockable Panels, Smart Cursors,

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  • AI Mode

    AI Mode

    AI Mode is a search feature used within Google Search. In March 2025, Google introduced an experimental "AI Mode" within its search platform, enabling users to input complex, multi-part queries and receive comprehensive, AI-generated responses. This feature uses Google's Gemini model, which enhances the system's reasoning capabilities and supports multimodal inputs, including text, images, and voice. Users need to be signed in to be able to use the image generation features. Initially, AI Mode was available to Google One AI Premium subscribers in the United States, who could access it through the Search Labs platform. This phased rollout allowed Google to gather user feedback and refine the feature before a broader release.

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  • Adobe ImageReady

    Adobe ImageReady

    Adobe ImageReady was a bitmap graphics editor that was shipped with Adobe Photoshop for six years. It was available for Windows, Classic Mac OS and Mac OS X from 1998 to 2007. ImageReady was designed for web development and closely interacted with Photoshop. == Function == ImageReady was designed for web development rather than effects-intensive photo manipulation. To that end, ImageReady has specialized features such as animated GIF creation, image compression optimization, image slicing, adding rollover effects, and HTML generation. Photoshop versions with which ImageReady was released have an "Edit in ImageReady" button that enables editing of image directly in ImageReady. ImageReady, in turn, has an "Edit in Photoshop" button. ImageReady has strong resemblances to Photoshop; it can even use the same set of Photoshop filters. One set of tools that does not resemble the Photoshop tools, however, is the Image Map set of tools, indicated by a shape or arrow with a hand that varied depending upon the version. This toolbox has several features not found in Photoshop, including: Toggle Image Map Visibility and Toggle Slice Visibility tools: toggle between showing and hiding image maps and slices, respectively Export Animation Frames as Files option: saves all or specified frames for an alternate use, e.g., to e-mail slides for review Preview Document tool: provides a preview of rollover effects in ImageReady rather than previewing them in a browser Preview in Default Browser tool: previews the image in a browser, including any rollover or animation effects Edit in Photoshop button: opens the current image in Photoshop == History == Adobe ImageReady 1.0 was released in July 1998 as a standalone application. Version 2.0 was packaged with Photoshop 5.5, and the program was included with Photoshop through version 9.0 (CS2). Starting with Photoshop 7.0, Adobe changed the version numbers of ImageReady to match. With the release of the Creative Suite 3, ImageReady was discontinued. According to Adobe, ImageReady's most popular features were merged into Photoshop. (Even before discontinuation, some of ImageReady's web optimization functionality could be found in Photoshop's Save For Web & Devices tool.) Around the same time, Adobe purchased rival software developer Macromedia, whose application Fireworks had been a competitor to ImageReady.

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  • Video browsing

    Video browsing

    Video browsing, also known as exploratory video search, is the interactive process of skimming through video content in order to satisfy some information need or to interactively check if the video content is relevant. While originally proposed to help users inspecting a single video through visual thumbnails, modern video browsing tools enable users to quickly find desired information in a video archive by iterative human–computer interaction through an exploratory search approach. Many of these tools presume a smart user that wants features to interactively inspect video content, as well as automatic content filtering features. For that purpose, several video interaction features are usually provided, such as sophisticated navigation in video or search by a content-based query. Video browsing tools often build on lower-level video content analysis, such as shot transition detection, keyframe extraction, semantic concept detection, and create a structured content overview of the video file or video archive. Furthermore, they usually provide sophisticated navigation features, such as advanced timelines, visual seeker bars or a list of selected thumbnails, as well as means for content querying. Examples of content queries are shot filtering through visual concepts (e.g., only shots showing cars), through some specific characteristics (e.g., color or motion filtering), through user-provided sketches (e.g., a visually drawn sketch), or through content-based similarity search. == History == Video browsing was originally proposed by Iranian engineer Farshid Arman, Taiwanese computer scientist Arding Hsu, and computer scientist Ming-Yee Chiu, while working at Siemens, and it was presented at the ACM International Conference in August 1993. They described a shot detection algorithm for compressed video that was originally encoded with discrete cosine transform (DCT) video coding standards such as JPEG, MPEG and H.26x. The basic idea was that, since the DCT coefficients are mathematically related to the spatial domain and represent the content of each frame, they can be used to detect the differences between video frames. In the algorithm, a subset of blocks in a frame and a subset of DCT coefficients for each block are used as motion vector representation for the frame. By operating on compressed DCT representations, the algorithm significantly reduces the computational requirements for decompression and enables effective video browsing. The algorithm represents separate shots of a video sequence by an r-frame, a thumbnail of the shot framed by a motion tracking region. A variation of this concept was later adopted for QBIC video content mosaics, where each r-frame is a salient still from the shot it represents. === Video Notebook === Modern video browsing solutions include Video Notebook, a Menlo Park startup founded in 2021 by Mike Lanza, which uses computer vision to extract slides and optical character recognition and speech recognition to facilitate video search. The software can be either used on the client side (using a browser extension), where the slides and text are extracted while the video is watched (e.g. on a video platform like YouTube or Udemy), or on the server side. Processed videos, which can be viewed in the Video Notebook web app, feature a video browsing user interface with extracted timestamped slides, a search bar for querying the video (or a collection of videos), and text chapters. Video Notebook customers include organisations like Ernst & Young. === Video Browser Showdown === The Video Browser Showdown (VBS) is an annual live evaluation competition for exploratory video search tools, where international researchers use video browsing tools to solve ad-hoc video search tasks on a moderately large data set as fast as possible. The main goal of the VBS, which started in 2012 at the International Conference on MultiMedia Modeling (MMM), is to advance the performance of video browsing tools. Since 2016, the VBS also collaborates with TRECVID. The aim of the VBS is to evaluate video browsing tools for efficiency at known-item search (KIS) tasks with a well-defined data set in direct comparison to other tools.

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