AI Assistant In Teams

AI Assistant In Teams — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • SQLBuddy

    SQLBuddy

    SQL Buddy is an open-source web-based application primarily coded in PHP, that allows users to control both MySQL and SQLite database through a web browser. The project was well regarded for its easy installation process and the friendly user interface it offered. The application was further praised for its cross-platform compatibility, meaning users could manage their databases on various operating systems, including Linux, Windows, and macOS. The development of SQL Buddy has stopped, with version 1.3.3 being the final release on January 18, 2011. No further releases are expected.

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  • Escapex

    Escapex

    Escapex, stylized as escapex, was a mobile app developer specializing in white-label fan engagement apps for celebrities. It was founded by Sephi Shapira in 2014 and has raised $18 million in funding. It allows celebrities to reach fans directly, as well as receiving revenue from fans through its freemium model. == Overview == Shapira is Israeli and previously founded Interchan and MassiveImpact. He graduated from Ben-Gurion University of the Negev. The company has raised $18 million in funding. Its 2018 revenue was $5.5 million. In 2016, the company had 57 employees split between Tel Aviv and New York City. The company's General Manager is Joe Cuello, formerly an executive at MTV, then Chief Creative Officer at TuneCore. Their director of social engagement is Rafe Lopresti-Oakes. A press release from the company described the service as having a "proprietary loyalty program" which allows "monetization of social engagement through e-commerce and in-app advertising". App launches typically offered a contest for one fan to meet the celebrity. The app also allows Escapex to collect and monetize user profiles for advertising. The New York Times described the concept of Escapex, musing, "If people love you, why not make money from them?". == Notable apps == The company has created over 350 applications, including: Enrique Iglesias, June 2016 or earlier Akon, June 2016 or earlier Ricky Martin, June 2016 or earlier Rohan Marley and the Bob Marley estate, February 2017 Marc Anthony, March 2017 Prince Royce, March 2017 Jeremy Renner, March 2017, making over $35,000 per month in April 2019 Galen Gering, June 2017 Yandel, June 2017 Greg Vaughan, June 2017 Jason Thompson, June 2017 Niecy Nash, September 2017 Tyler Posey, September 2017 Osric Chau, January 2018 Chris D'Elia Alessandra Ambrosio, making over $35,000 per month in April 2019 Abigail Ratchford, making over $35,000 per month in April 2019 Amber Rose, making over $35,000 per month in April 2019 Dita Von Teese Tommy Chong === Bollywood stars === Escapex has a large roster of Bollywood celebrities, including: Sunny Leone, December 2016 Remo D'Souza, January 2017 Amy Jackson, March 2017 Kajal Aggarwal, March 2017 Nargis Fakhri, April 2017 Disha Patani Sonam Kapoor Salman Khan == Jeremy Renner app == Renner released a mobile app called "Jeremy Renner" (Android) and "Jeremy Renner Official" (iOS) in March 2017. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer's Kate Knibbs, explaining how self-referential the app is, summarized it stating "Jeremy Renner’s Jeremy Renner app is the Jeremy Renner of apps." The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. As early as October 2017 there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck wrote about discovering that any replies through the app would appear as if they were sent by Renner himself in push notifications. Heck wrote about notifications making it appear Renner was a big enthusiast of "porno"; other users made it appear Renner was a big fan of Casey Anthony. Renner had to ask Escapex to shut down the app the following day, stating "The app has jumped the shark. Literally." In September 2020, comedian/writer Caroline Goldfarb and actress Sarah Ramos launched The Renner Files podcast, a six-part series investigating the Jeremy Renner app.

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  • Affinity (software)

    Affinity (software)

    Affinity is a graphics editor developed by Serif, a subsidiary of Canva. It is simultaneously a vector graphics editor, a raster graphics editor and a desktop publishing application. It was first released in 2025 as a successor to Serif's Affinity Designer, Affinity Photo and Affinity Publisher, uniting the three editors into one application. While the previous versions competed individually against Adobe's Illustrator, Photoshop, and InDesign, Affinity 3.0 integrates their functionality into a single application. It uses a freemium model monetized by AI features exclusive to Canva Pro subscribers. == Functionality == Affinity is divided into a number of workspaces ("studios"), which are equivalent to the previous suite of Affinity applications: "vector" for vector graphics (Designer), "pixel" for raster editing (Photo), and "layout" for desktop publishing (Publisher). Additionally, it introduces the ability to create custom workspaces. The application supports real-time previews and non-destructive editing, which are based on GPU acceleration. Supported file formats include Adobe Photoshop, InDesign and Illustrator files, PDF, SVG, and TIFF, as well as a custom .af file format. === Vector editing === === Raster editing === Affinity includes photo editing tools including adjustments, masks, blend modes, batch processing, and retouching facilities. Additionally, the application can develop RAW files, similar to Adobe Lightroom. === Desktop publishing === Publishing features include master pages, text styles, and advanced typography. === AI features === The application supports Canva's existing AI features, such as background removal and generative fill. This requires a Canva subscription. == Development == === Background and acquisition (2014–2024) === Serif launched the original Affinity suite starting with Affinity Designer in 2014, followed by Photo (2015) and Publisher (2019). The software gained popularity for its one-time purchase model, contrasting with Adobe's subscription-based Creative Cloud. In November 2022, Serif released Version 2 of the suite, introducing a "Universal License" that covered all three apps across all platforms. In March 2024, Canva acquired Serif for approximately A$580 million (£300 million). Following user backlash regarding a potential shift to subscriptions, Canva and Serif issued a joint "Pledge" committing to four key principles: fair pricing, no mandatory subscriptions, perpetual licenses for existing products, and continued development of Affinity as a standalone suite. === Unified release (2025) === In September 2025, Serif pulled all existing versions of Affinity Designer, Affinity Photo and Affinity Publisher from sale ahead an upcoming announcement on 30 October; also ahead of the announcement, the iPadOS versions of the Affinity suite became free on App Store. During a "Creative Freedom" keynote on 30 October 2025, Canva released a new version now simply branded as "Affinity" (also known as "Affinity by Canva"), and referred to internally as version 3.0. Version 3 drops the separate applications and integrates their functionality into a singular application, and adds the ability to export directly to the Canva platform. It also adds a Canva AI studio, including background removal, "Expand & Edit", and generative fill. As of version 3, Affinity has switched to a freemium model; it is now available at no charge to users, although access to Canva AI features are locked behind the existing Canva Pro subscription service. Serif stated that the perpetually-licensed version 2 will remain available to existing owners, although it will no longer be actively maintained. The new version is currently available for macOS and Windows only, with an iPadOS version to be released soon. == Reception == The change in business model by Canva in 2025 was met with mixed reception, including concerns about its incorporation of AI features. Some users were concerned that their projects would be used for machine learning purposes, or that future versions would suffer from a lack of maintenance or become adware. Additionally, some felt it turned Affinity into fundamentally subscription-based software, given the prevalence of these features in professional contexts. Affinity publicly stated on social media that it would remain "free forever", users' projects would not be used to train AI models, and that "Canva has built a sustainable business model that allows this kind of generosity. And when more professionals use Affinity, Canva can sell more seats into businesses."

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  • Ulead DVD MovieFactory

    Ulead DVD MovieFactory

    Corel DVD MovieFactory is a video editing and DVD authoring software product for Microsoft Windows, initially made by Ulead Systems and subsequently by Corel. It creates and authors multimedia discs in HD DVD, Blu-ray, DVD Video and DVD Audio. It also creates and rips Audio CDs and MP3 CDs. DVD MovieFactory is commonly bundled with many of the modern Toshiba Satellite laptops. Official Japanese version is also known as MovieWriter.

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  • Enterprise mobile application

    Enterprise mobile application

    The term enterprise mobile application is used in the context of mobile apps created/brought by individual organizations for their workers to carry out the functions required to run the organization. It is the process of building a mobile application for the requirements of an enterprise. An enterprise mobile application belonging to an organization is expected to be used by only the workers of that organization. The definition of enterprise mobile application does not include the mobile apps that an organization create for its customers or consumers of the products or services generated by the organization. == Example == An organization, whether for-profit or non-profit, may create a mobile app for its members to track inventory levels of supplies they distribute to their target communities or materials used in product manufacturing. Such a mobile app comes under the definition of enterprise mobile application. However, the same organization may also create another mobile app to sell their products to end users or spread awareness of their services to various communities, and that mobile app would not come under definition of enterprise mobile application. == Enterprise mobile solution providers == Enterprise Mobile solution providers create and develop apps for individual organizations that can buy instead of creating the apps themselves. Reasons for Organizations buying the apps include time and cost savings, technical expertise. Today Enterprise Mobility is playing track role for enterprise transformation. Today, enterprises needs productivity is a fast way. Enterprise mobility helps business owners to build their work in a progressive way by assisting enterprise mobility solutions.

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  • Shepp–Logan phantom

    Shepp–Logan phantom

    The Shepp–Logan phantom is a standard test image created by Larry Shepp and Benjamin F. Logan for their 1974 paper "The Fourier Reconstruction of a Head Section". It serves as the model of a human head in the development and testing of image reconstruction algorithms. == Definition == The function describing the phantom is defined as the sum of 10 ellipses inside a 2×2 square:

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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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  • Buckeye Corpus

    Buckeye Corpus

    The Buckeye Corpus of conversational speech is a speech corpus created by a team of linguists and psychologists at Ohio State University led by Prof. Mark Pitt. It contains high-quality recordings from 40 speakers in Columbus, Ohio conversing freely with an interviewer. The interviewer's voice is heard only faintly in the background of these recordings. The sessions were conducted as Sociolinguistics interviews, and are essentially monologues. The speech has been orthographically transcribed and phonetically labeled. The audio and text files, together with time-aligned phonetic labels, are stored in a format for use with speech analysis software (Xwaves and Wavesurfer). Software for searching the transcription files is also available at the project web site. The corpus is available to researchers in academia and industry. The project was funded by the National Institute on Deafness and Other Communication Disorders and the Office of Research at Ohio State University.

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  • Line integral convolution

    Line integral convolution

    In scientific visualization, line integral convolution (LIC) is a method to visualize a vector field (such as fluid motion) at high spatial resolutions. The LIC technique was first proposed by Brian Cabral and Leith Casey Leedom in 1993. In LIC, discrete numerical line integration is performed along the field lines (curves) of the vector field on a uniform grid. The integral operation is a convolution of a filter kernel and an input texture, often white noise. In signal processing, this process is known as a discrete convolution. == Overview == Traditional visualizations of vector fields use small arrows or lines to represent vector direction and magnitude. This method has a low spatial resolution, which limits the density of presentable data and risks obscuring characteristic features in the data. More sophisticated methods, such as streamlines and particle tracing techniques, can be more revealing but are highly dependent on proper seed points. Texture-based methods, like LIC, avoid these problems since they depict the entire vector field at point-like (pixel) resolution. Compared to other integration-based techniques that compute field lines of the input vector field, LIC has the advantage that all structural features of the vector field are displayed, without the need to adapt the start and end points of field lines to the specific vector field. In other words, it shows the topology of the vector field. In user testing, LIC was found to be particularly good for identifying critical points. == Algorithm == === Informal description === LIC causes output values to be strongly correlated along the field lines, but uncorrelated in orthogonal directions. As a result, the field lines contrast each other and stand out visually from the background. Intuitively, the process can be understood with the following example: the flow of a vector field can be visualized by overlaying a fixed, random pattern of dark and light paint. As the flow passes by the paint, the fluid picks up some of the paint's color, averaging it with the color it has already acquired. The result is a randomly striped, smeared texture where points along the same streamline tend to have a similar color. Other physical examples include: whorl patterns of paint, oil, or foam on a river visualisation of magnetic field lines using randomly distributed iron filings fine sand being blown by strong wind === Formal mathematical description === Although the input vector field and the result image are discretized, it pays to look at it from a continuous viewpoint. Let v {\displaystyle \mathbf {v} } be the vector field given in some domain Ω {\displaystyle \Omega } . Although the input vector field is typically discretized, we regard the field v {\displaystyle \mathbf {v} } as defined in every point of Ω {\displaystyle \Omega } , i.e. we assume an interpolation. Streamlines, or more generally field lines, are tangent to the vector field in each point. They end either at the boundary of Ω {\displaystyle \Omega } or at critical points where v = 0 {\displaystyle \mathbf {v} =\mathbf {0} } . For the sake of simplicity, critical points and boundaries are ignored in the following. A field line σ {\displaystyle {\boldsymbol {\sigma }}} , parametrized by arc length s {\displaystyle s} , is defined as d σ ( s ) d s = v ( σ ( s ) ) | v ( σ ( s ) ) | . {\displaystyle {\frac {d{\boldsymbol {\sigma }}(s)}{ds}}={\frac {\mathbf {v} ({\boldsymbol {\sigma }}(s))}{|\mathbf {v} ({\boldsymbol {\sigma }}(s))|}}.} Let σ r ( s ) {\displaystyle {\boldsymbol {\sigma }}_{\mathbf {r} }(s)} be the field line that passes through the point r {\displaystyle \mathbf {r} } for s = 0 {\displaystyle s=0} . Then the image gray value at r {\displaystyle \mathbf {r} } is set to D ( r ) = ∫ − L / 2 L / 2 k ( s ) N ( σ r ( s ) ) d s {\displaystyle D(\mathbf {r} )=\int _{-L/2}^{L/2}k(s)N({\boldsymbol {\sigma }}_{\mathbf {r} }(s))ds} where k ( s ) {\displaystyle k(s)} is the convolution kernel, N ( r ) {\displaystyle N(\mathbf {r} )} is the noise image, and L {\displaystyle L} is the length of field line segment that is followed. D ( r ) {\displaystyle D(\mathbf {r} )} has to be computed for each pixel in the LIC image. If carried out naively, this is quite expensive. First, the field lines have to be computed using a numerical method for solving ordinary differential equations, like a Runge–Kutta method, and then for each pixel the convolution along a field line segment has to be calculated. The final image will normally be colored in some way. Typically, some scalar field in Ω {\displaystyle \Omega } (like the vector length) is used to determine the hue, while the grayscale LIC output determines the brightness. Different choices of convolution kernels and random noise produce different textures; for example, pink noise produces a cloudy pattern where areas of higher flow stand out as smearing, suitable for weather visualization. Further refinements in the convolution can improve the quality of the image. === Programming description === Algorithmically, LIC takes a vector field and noise texture as input, and outputs a texture. The process starts by generating in the domain of the vector field a random gray level image at the desired output resolution. Then, for every pixel in this image, the forward and backward streamline of a fixed arc length is calculated. The value assigned to the current pixel is computed by a convolution of a suitable convolution kernel with the gray levels of all the noise pixels lying on a segment of this streamline. This creates a gray level LIC image. == Versions == === Basic === Basic LIC images are grayscale images, without color and animation. While such LIC images convey the direction of the field vectors, they do not indicate orientation; for stationary fields, this can be remedied by animation. Basic LIC images do not show the length of the vectors (or the strength of the field). === Color === The length of the vectors (or the strength of the field) is usually coded in color; alternatively, animation can be used. === Animation === LIC images can be animated by using a kernel that changes over time. Samples at a constant time from the streamline would still be used, but instead of averaging all pixels in a streamline with a static kernel, a ripple-like kernel constructed from a periodic function multiplied by a Hann function acting as a window (in order to prevent artifacts) is used. The periodic function is then shifted along the period to create an animation. === Fast LIC (FLIC) === The computation can be significantly accelerated by re-using parts of already computed field lines, specializing to a box function as convolution kernel k ( s ) {\displaystyle k(s)} and avoiding redundant computations during convolution. The resulting fast LIC method can be generalized to convolution kernels that are arbitrary polynomials. === Oriented Line Integral Convolution (OLIC) === Because LIC does not encode flow orientation, it cannot distinguish between streamlines of equal direction but opposite orientation. Oriented Line Integral Convolution (OLIC) solves this issue by using a ramp-like asymmetric kernel and a low-density noise texture. The kernel asymmetrically modulates the intensity along the streamline, producing a trace that encodes orientation; the low-density of the noise texture prevents smeared traces from overlapping, aiding readability. Fast Rendering of Oriented Line Integral Convolution (FROLIC) is a variation that approximates OLIC by rendering each trace in discrete steps instead of as a continuous smear. === Unsteady Flow LIC (UFLIC) === For time-dependent vector fields (unsteady flow), a variant called Unsteady Flow LIC has been designed that maintains the coherence of the flow animation. An interactive GPU-based implementation of UFLIC has been presented. === Parallel === Since the computation of an LIC image is expensive but inherently parallel, the process has been parallelized and, with availability of GPU-based implementations, interactive on PCs. === Multidimensional === Note that the domain Ω {\displaystyle \Omega } does not have to be a 2D domain: the method is applicable to higher dimensional domains using multidimensional noise fields. However, the visualization of the higher-dimensional LIC texture is problematic; one way is to use interactive exploration with 2D slices that are manually positioned and rotated. The domain Ω {\displaystyle \Omega } does not have to be flat either; the LIC texture can be computed also for arbitrarily shaped 2D surfaces in 3D space. == Applications == This technique has been applied to a wide range of problems since it first was published in 1993, both scientific and creative, including: Representing vector fields: visualization of steady (time-independent) flows (streamlines) visual exploration of 2D autonomous dynamical systems wind mapping water flow mapping Artistic effects for image generation and stylization: pencil drawing (auto

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  • Escapex

    Escapex

    Escapex, stylized as escapex, was a mobile app developer specializing in white-label fan engagement apps for celebrities. It was founded by Sephi Shapira in 2014 and has raised $18 million in funding. It allows celebrities to reach fans directly, as well as receiving revenue from fans through its freemium model. == Overview == Shapira is Israeli and previously founded Interchan and MassiveImpact. He graduated from Ben-Gurion University of the Negev. The company has raised $18 million in funding. Its 2018 revenue was $5.5 million. In 2016, the company had 57 employees split between Tel Aviv and New York City. The company's General Manager is Joe Cuello, formerly an executive at MTV, then Chief Creative Officer at TuneCore. Their director of social engagement is Rafe Lopresti-Oakes. A press release from the company described the service as having a "proprietary loyalty program" which allows "monetization of social engagement through e-commerce and in-app advertising". App launches typically offered a contest for one fan to meet the celebrity. The app also allows Escapex to collect and monetize user profiles for advertising. The New York Times described the concept of Escapex, musing, "If people love you, why not make money from them?". == Notable apps == The company has created over 350 applications, including: Enrique Iglesias, June 2016 or earlier Akon, June 2016 or earlier Ricky Martin, June 2016 or earlier Rohan Marley and the Bob Marley estate, February 2017 Marc Anthony, March 2017 Prince Royce, March 2017 Jeremy Renner, March 2017, making over $35,000 per month in April 2019 Galen Gering, June 2017 Yandel, June 2017 Greg Vaughan, June 2017 Jason Thompson, June 2017 Niecy Nash, September 2017 Tyler Posey, September 2017 Osric Chau, January 2018 Chris D'Elia Alessandra Ambrosio, making over $35,000 per month in April 2019 Abigail Ratchford, making over $35,000 per month in April 2019 Amber Rose, making over $35,000 per month in April 2019 Dita Von Teese Tommy Chong === Bollywood stars === Escapex has a large roster of Bollywood celebrities, including: Sunny Leone, December 2016 Remo D'Souza, January 2017 Amy Jackson, March 2017 Kajal Aggarwal, March 2017 Nargis Fakhri, April 2017 Disha Patani Sonam Kapoor Salman Khan == Jeremy Renner app == Renner released a mobile app called "Jeremy Renner" (Android) and "Jeremy Renner Official" (iOS) in March 2017. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer's Kate Knibbs, explaining how self-referential the app is, summarized it stating "Jeremy Renner’s Jeremy Renner app is the Jeremy Renner of apps." The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. As early as October 2017 there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck wrote about discovering that any replies through the app would appear as if they were sent by Renner himself in push notifications. Heck wrote about notifications making it appear Renner was a big enthusiast of "porno"; other users made it appear Renner was a big fan of Casey Anthony. Renner had to ask Escapex to shut down the app the following day, stating "The app has jumped the shark. Literally." In September 2020, comedian/writer Caroline Goldfarb and actress Sarah Ramos launched The Renner Files podcast, a six-part series investigating the Jeremy Renner app.

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  • Conference app

    Conference app

    A conference app, also known as an event app or meeting app, is a mobile app developed to help attendees and meeting planners manage their conference experience. It typically includes conference proceedings and venue information, allowing users to create personalized schedules and engage with other users. A conference app can be a native app or web-based. In recent years, conference apps have gained in popularity as a sustainable solution for event management by reducing paper produced by printed materials. Advanced features often include real-time notifications for updates or changes, integration with virtual meeting platforms for hybrid or fully online events, and analytics tools for organizers to measure attendance and engagement. Additionally, some apps support sponsorship and exhibitor features, enabling businesses to showcase their products or services directly within the app.

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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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  • Gemini Enterprise Agent Platform

    Gemini Enterprise Agent Platform

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

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  • Educational robotics

    Educational robotics

    Educational robotics teaches the design, analysis, application and operation of robots. Robots include articulated robots, mobile robots or autonomous vehicles. Educational robotics can be taught from elementary school to graduate programs. Robotics may also be used to motivate and facilitate the instruction other, often foundational, topics such as computer programming, artificial intelligence or engineering design. == Education and training == Robotics engineers design robots, maintain them, develop new applications for them, and conduct research to expand the potential of robotics. Robots have become a popular educational tool in some middle and high schools, as well as in numerous youth summer camps, raising interest in programming, artificial intelligence and robotics among students. First-year computer science courses at several universities now include programming of a robot in addition to traditional software engineering-based coursework. == Category of Educational robotics == The categories of educational robots seen as having more than one category. It can be alienated into different categories based on their physical design and coding method. Generally they are categorised as arm robots, wheeled mobile robots and humanoid robots. Tangibly, coded robots uses a physical means of coding instead of the screens coding. === Initiatives in schools === Leachim, was a robot teacher programmed with the class curricular, as well as certain biographical information on the 40 students whom it was programmed to teach. Leachim could synthesize human speech using Diphone synthesis. It was invented by Michael J. Freeman in 1974 and was tested in a fourth grade classroom in the Bronx, New York. === Post-secondary degree programs === From approximately 1960 through 2005, robotics education at post-secondary institutions took place through elective courses, thesis experiences and design projects offered as part of degree programs in traditional academic disciplines, such as mechanical engineering, electrical engineering, industrial engineering or computer science. Since 2005, more universities have begun granting degrees in robotics as a discipline in its own right, often under the name "Robotic Engineering". Based on a 2015 web-based survey of robotics educators, the degree programs and their estimates annual graduates are listed alphabetically below. Note that only official degree programs where the word "robotics" appears on the transcript or diploma are listed here; whereas degree programs in traditional disciplines with course concentrations or thesis topics related to robotics are deliberately omitted. === Certification === The Robotics Certification Standards Alliance (RCSA) is an international robotics certification authority that confers various industry- and educational-related robotics certifications. === Summer robotics camp === Several summer camp programs include robotics as part of their core curriculum. In addition, youth summer robotics programs are frequently offered by celebrated museums such as the American Museum of Natural History and The Tech Museum of Innovation in Silicon Valley, CA, just to name a few. There are of benefits that come from attending robotics camps. It teaches students how to use teamwork, resilience and motivation, and decision-making. Students learn teamwork because most camps involve exciting activities requiring teamwork. Resilience and motivation is expected because by completing the challenging programs, students feel talented and accomplished after they complete the program. Also students are given unique situations making them make decisions to further their situation. === Educational robotics in special education === Educational robotics can be a useful tool in early and special education. According to a journal on new perspectives in science education, educational robotics can help to develop abilities that promote autonomy and assist their integration into society. Social and personal skills can also be developed through educational robotics. Using Lego Mindstorms NXT, schoolteachers were able to work with middle school aged children in order to develop programs and improve the children's social and personal skills. Additionally, problem solving skills and creativity were utilized through the creation of artwork and scenery to house the robots. Other studies show the benefits of educational robotics in special education as promoting superior cognitive functions, including executive functions. This can lead to an increased ability in "problem solving, reasoning and planning in typically developing preschool children." Through eight weeks of weekly forty-five-minute group sessions using the Bee-Bot, an increase in interest, attention, and interaction between both peers and adults was found in the school and preschool-aged children with Down Syndrome. This study suggests that educational robotics in the classroom can also lead to an improvement in visuo-spatial memory and mental planning. Furthermore, executive functions seemed to be possible in one child during this study.

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  • Bandhan Tod

    Bandhan Tod

    Bandhan Tod is a mobile app to stop child marriage in India's Bihar state through SOS button in the app. When the SOS on Bandhan Tod is activated, the nearest small NGO will attempt to resolve the issue. If the family resists, then the police gets notified. Till now so many child marriages has been cancelled through Bandhan Tod interventions. Bandhan Tod is an initiative of Gender Alliance managed by Prashanti Tiwari to support the state government's efforts to end child marriage and dowry.

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