AI Coding Wiki

AI Coding Wiki — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • GPT-4Chan

    GPT-4Chan

    Generative Pre-trained Transformer 4Chan (GPT-4chan) is a controversial AI model that was developed and deployed by YouTuber and AI researcher Yannic Kilcher in June 2022. The model is a large language model, which means it can generate text based on some input, by fine-tuning GPT-J with a dataset of millions of posts from the /pol/ board of 4chan, an anonymous online forum known for occasionally hosting hateful and extremist content. The model learned to mimic the style and tone of /pol/ users, producing text that is often intentionally offensive to groups (racist, sexist, homophobic, etc.) and nihilistic. Kilcher deployed the model on the /pol/ board itself, where it interacted with other users without revealing its identity. He also made the model publicly available on Hugging Face, a platform for sharing and using AI models, until it was removed from the platform. The project sparked criticism and debate in the AI community. Some people questioned the ethics, legality, and social impact of creating and distributing such a model. Some of the issues raised by the GPT-4chan controversy include the potential harm of spreading hate speech, the responsibility of AI developers and platforms, the need for regulation and oversight of AI models, and the role of open source and transparency in AI research. == Development == The development of GPT-4chan began in May 2022, when Kilcher announced his project on his YouTube channel. Notably, at the time before ChatGPT, he explained that he wanted to create a large language model that could generate realistic and coherent text in the style of /pol/, one of the most notorious online communities. He indicated that he was inspired by the success of GPT-3, a powerful AI model created by OpenAI, and GPT-J, an open-source model, with GPT-3 comparable performance, released by EleutherAI, a group of independent AI researchers. Kilcher decided to use GPT-J as the base model for his project, and fine-tune it with a large dataset of /pol/ posts. The Raiders of the Lost Kek dataset contained over 100 million posts from /pol/, spanning from June 2016-November 2019. Kilcher then proceeded to fine-tune the GPT-J model on the 4chan data. He also showed some examples of the model’s outputs, which ranged from political opinions, conspiracy theories, jokes, insults, and threats, to more creative and bizarre texts, such as poems, stories, songs, and code. He said that he was impressed by the model’s ability to generate fluent and diverse text, and that he was curious to see how it would interact with real /pol/ users. == Release == In June 2022, Kilcher deployed his model on the /pol/ board itself, using a bot that he programmed to post and reply to threads. He did not reveal the model’s identity, and he let it run autonomously, without any human supervision or intervention. He wanted to conduct a natural experiment, and to observe the model’s behavior and impact in a real-world setting. Furthermore, he also wanted to test the model’s robustness, and to see how it would handle the challenges and dynamics of /pol/, such as trolling, flaming, baiting, and moderation. At the same time, Kilcher also made his model publicly available on Hugging Face, a platform for sharing and using AI models. He wanted to share his work with the AI community and the public, and that he hoped that his model would inspire and enable others to create and explore new applications and possibilities with large language models. Likewise, he also said that he wanted to spark a discussion and a debate about the ethical and social implications of his project, and that he welcomed feedback and criticism from anyone. He provided a link to his model’s page on Hugging Face, where anyone could access and use the model through a web interface or an API, and also provided a link to his GitHub repository, where anyone could download and inspect the model’s code and data. == Controversy == The release of GPT-4chan to the public caused a lot of reactions and responses from various audiences. On the /pol/ board, the model’s posts and replies attracted a lot of attention and engagement from other users, who were mostly unaware of the model’s identity and nature. Some users praised the model for its intelligence, creativity, and humor, and agreed with its opinions and views. Some users challenged the model for its ignorance, inconsistency, and absurdity, and disagreed with its claims and arguments. Some users tried to troll, bait, or expose the model, and attempted to trick or test it with various questions and scenarios. The model’s posts and replies also generated a lot of controversy and conflict among the users, who often engaged in heated and violent debates and fights with each other. On Hugging Face, the model’s page received a lot of visits and requests from users who wanted to try out and experiment with the model. The model’s page also received a lot of feedback and reviews from users who rated and commented on the model. However, with the controversy of the model, access to it was gated and then disabled on Hugging Face for concerns about the potential harm the model could cause. The incident was notable for the direct intervention of CEO Clément Delangue in the talk pages, a very unusual occurrence compared to the normal practices of content moderation. The release of GPT-4chan also sparked a lot of media coverage and public attention, as various news outlets and social media platforms reported and commented on the model’s project. On YouTube, the model’s video received a lot of views and interactions from viewers who watched and followed the project. Furthermore, a petition condemning the deployment of GPT-4chan gained over 300 signatures from technology experts.

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  • Speech recognition

    Speech recognition

    Speech recognition (automatic speech recognition (ASR), computer speech recognition, or speech-to-text (STT)) is a sub-field of computational linguistics concerned with methods and technologies that translate spoken language into text or other interpretable forms. Speech recognition applications include voice user interfaces, where the user speaks to a device, which "listens" and processes the audio. Common voice applications include interpreting commands for calling, call routing, home automation, and aircraft control. These applications are called direct voice input. Productivity applications include searching audio recordings, creating transcripts, and dictation. Speech recognition can be used to analyse speaker characteristics, such as identifying native language using pronunciation assessment. Voice recognition (speaker identification) refers to identifying the speaker, rather than speech contents. Recognizing the speaker can simplify the task of translating speech in systems trained on a specific person's voice. It can also be used to authenticate the speaker as part of a security process. == History == Applications for speech recognition developed over many decades, with progress accelerated due to advances in deep learning and the use of big data. These advances are reflected in an increase in academic papers, and greater system adoption. Key areas of growth include vocabulary size, more accurate recognition for unfamiliar speakers (speaker independence), and faster processing speed. === Pre-1970 === 1952 – Bell Labs researchers, Stephen Balashek, R. Biddulph, and K. H. Davis, built Audrey for single-speaker digit recognition. Their system located the formants in the power spectrum of each utterance. 1960 – Gunnar Fant developed and published the source–filter model of speech production. 1962 – IBM's 16-word "Shoebox" machine's speech recognition debuted at the 1962 World's Fair. 1966 – Linear predictive coding, a speech coding method, was proposed by Fumitada Itakura of Nagoya University and Shuzo Saito of Nippon Telegraph and Telephone. 1969 – Funding at Bell Labs came to a halt for several years after the company's head engineer, John R. Pierce, wrote an open letter criticizing speech recognition research. This defunding lasted until Pierce retired and James L. Flanagan took over. Raj Reddy was the first person to work on continuous speech recognition, as a graduate student at Stanford University in the late 1960s. Previous systems required users to pause after each word. Reddy's system issued spoken commands for playing chess. Around this time, Soviet researchers invented the dynamic time warping (DTW) algorithm and used it to create a recognizer capable of operating on a 200-word vocabulary. DTW processed speech by dividing it into short frames (e.g. 10 ms segments) and treating each frame as a unit. Speaker independence, however, remained unsolved. === 1970–1990 === 1971 – DARPA funded a five-year speech recognition research project, Speech Understanding Research, seeking a minimum vocabulary size of 1,000 words. The project considered speech understanding a key to achieving progress in speech recognition, which was later disproved. BBN, IBM, Carnegie Mellon (CMU), and Stanford Research Institute participated. 1972 – The IEEE Acoustics, Speech, and Signal Processing group held a conference in Newton, Massachusetts. 1976 – The first ICASSP was held in Philadelphia, which became a major venue for publishing on speech recognition. During the late 1960s, Leonard Baum developed the mathematics of Markov chains at the Institute for Defense Analysis. A decade later, at CMU, Raj Reddy's students James Baker and Janet M. Baker began using the hidden Markov model (HMM) for speech recognition. James Baker had learned about HMMs while at the Institute for Defense Analysis. HMMs enabled researchers to combine sources of knowledge, such as acoustics, language, and syntax, in a unified probabilistic model. By the mid-1980s, Fred Jelinek's team at IBM created a voice-activated typewriter called Tangora, which could handle a 20,000-word vocabulary. Jelinek's statistical approach placed less emphasis on emulating human brain processes in favor of statistical modelling. (Jelinek's group independently discovered the application of HMMs to speech.) This was controversial among linguists since HMMs are too simplistic to account for many features of human languages. However, the HMM proved to be a highly useful way for modelling speech and replaced dynamic time warping as the dominant speech recognition algorithm in the 1980s. 1982 – Dragon Systems, founded by James and Janet M. Baker, was one of IBM's few competitors. === Practical speech recognition === The 1980s also saw the introduction of the n-gram language model. 1987 – The back-off model enabled language models to use multiple-length n-grams, and CSELT used HMM to recognize languages (in software and hardware, e.g. RIPAC). At the end of the DARPA program in 1976, the best computer available to researchers was the PDP-10 with 4 MB of RAM. It could take up to 100 minutes to decode 30 seconds of speech. Practical products included: 1984 – the Apricot Portable was released with up to 4096 words support, of which only 64 could be held in RAM at a time. 1987 – a recognizer from Kurzweil Applied Intelligence 1990 – Dragon Dictate, a consumer product released in 1990. AT&T deployed the Voice Recognition Call Processing service in 1992 to route telephone calls without a human operator. The technology was developed by Lawrence Rabiner and others at Bell Labs. By the early 1990s, the vocabulary of the typical commercial speech recognition system had exceeded the average human vocabulary. Reddy's former student, Xuedong Huang, developed the Sphinx-II system at CMU. Sphinx-II was the first to do speaker-independent, large vocabulary, continuous speech recognition, and it won DARPA's 1992 evaluation. Handling continuous speech with a large vocabulary was a major milestone. Huang later founded the speech recognition group at Microsoft in 1993. Reddy's student Kai-Fu Lee joined Apple, where, in 1992, he helped develop the Casper speech interface prototype. Lernout & Hauspie, a Belgium-based speech recognition company, acquired other companies, including Kurzweil Applied Intelligence in 1997 and Dragon Systems in 2000. L&H was used in Windows XP. L&H was an industry leader until an accounting scandal destroyed it in 2001. L&H speech technology was bought by ScanSoft, which became Nuance in 2005. Apple licensed Nuance software for its digital assistant Siri. ==== 2000s ==== In the 2000s, DARPA sponsored two speech recognition programs: Effective Affordable Reusable Speech-to-Text (EARS) in 2002, followed by Global Autonomous Language Exploitation (GALE) in 2005. Four teams participated in EARS: IBM; a team led by BBN with LIMSI and the University of Pittsburgh; Cambridge University; and a team composed of ICSI, SRI, and the University of Washington. EARS funded the collection of the Switchboard telephone speech corpus, which contained 260 hours of recorded conversations from over 500 speakers. The GALE program focused on Arabic and Mandarin broadcast news. Google's first effort at speech recognition came in 2007 after recruiting Nuance researchers. Its first product, GOOG-411, was a telephone-based directory service. Since at least 2006, the U.S. National Security Agency has employed keyword spotting, allowing analysts to index large volumes of recorded conversations and identify speech containing "interesting" keywords. Other government research programs focused on intelligence applications, such as DARPA's EARS program and IARPA's Babel program. In the early 2000s, speech recognition was dominated by hidden Markov models combined with feed-forward artificial neural networks (ANN). Later, speech recognition was taken over by long short-term memory (LSTM), a recurrent neural network (RNN) published by Sepp Hochreiter & Jürgen Schmidhuber in 1997. LSTM RNNs avoid the vanishing gradient problem and can learn "Very Deep Learning" tasks that require memories of events that happened thousands of discrete time steps earlier, which is important for speech. Around 2007, LSTMs trained with Connectionist Temporal Classification (CTC) began to outperform. In 2015, Google reported a 49 percent error‑rate reduction in its speech recognition via CTC‑trained LSTM. Transformers, a type of neural network based solely on attention, were adopted in computer vision and language modelling, and then to speech recognition. Deep feed-forward (non-recurrent) networks for acoustic modelling were introduced in 2009 by Geoffrey Hinton and his students at the University of Toronto, and by Li Deng and colleagues at Microsoft Research. In contrast to the prioer incremental improvements, deep learning decreased error rates by 30%. Both shallow and deep forms (e.g., recurrent nets) of ANNs had been explored since the 1980s. Howev

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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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  • 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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  • IQTELL

    IQTELL

    IQTELL was a productivity app that allowed users to manage email, tasks, projects, calendars, contacts, Evernotes and more in a single app. IQTELL was available as a web app, as well as an iOS and Android app. All user information was automatically synced between all devices. iOS and Android apps supported offline access. The app could be used to implement concepts and techniques described in the book Getting Things Done by David Allen. == History == IQTELL was created by Ran Flam and released in 2013. In 2014, mobile apps for iOS and Android were released. In 2015, Premium and Platinum subscription plans were introduced (while maintaining the free user version). In April 2017, a new web app was launched. On July 31, 2017, all IQTell services have been closed. == Productivity methods == IQTell was designed to fit in with the Getting Things Done (GTD) productivity methods. Users may have had utilized GTD lists, such as Inbox, Actions, Projects, Someday, Ticklers, and Reference information to process their Inbox items into relevant GTD lists. Using the web app, iOS and/or Android apps, users could deploy macros/shortcuts to quickly process their email. Email was turned into tasks (actions), projects, etc. The original email was removed from the email inbox. The email became a part of the items created (e.g. actions, project, etc.) and could also be viewed in the All Mail folder (if Gmail), or the Archive folder (if non-Gmail). Users had flexibility to use the out-of-the-box macros/shortcuts as well as edit/create additional macros. IQTELL features included email, calendars, contacts, list management, sharing and collaboration with team members. All of the features were compatible with commonly used organization software such as Evernote and iCloud.

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  • Optical granulometry

    Optical granulometry

    Optical granulometry is the process of measuring the different grain sizes in a granular material, based on a photograph. Technology has been created to analyze a photograph and create statistics based on what the picture portrays. This information is vital in maintaining machinery in various trades worldwide. Mining companies can use optical granulometry to analyze inactive or moving rock to quantify the size of these fragments. Forestry companies can zero in on wood chip sizes without stopping the production process, and minimize sizing errors. With more photoanalysis technologies being produced, mining companies have shown an increased interest in these types of systems because of their ability to maintain efficiency throughout the mining process. Companies are saving millions of dollars annually because of this new technology, and are cutting back on maintenance costs on equipment. In order for optical granulometry to be completely successful, an accurate photo must be taken – under sufficient lighting, and using proper technology – to obtain quantified results. If these requirements are met, an image analysis system can be implemented. == The process == Software uses four basic steps in determining the average size of material: See the Wikipedia article on Photoanalysis to see how mining, forestry and agricultural companies are using this technology to improve quality control techniques. == Smartphone-based, segmentation-free estimation of grain size distribution == Recently, a methodology has emerged by which soil grain size distribution can be inferred from optical images acquired with commodity smartphones by training convolutional neural networks to predict parameters of the distribution curve directly from the image, without explicit image segmentation . In this approach, a standardized image of a soil surface is captured under controlled conditions, preprocessed to reduce device-specific variability, and passed to a regression model that outputs the parameters of a cumulative distribution function e.g., a two-parameter Weibull curve. The resulting distribution can be used to derive geotechnical descriptors and class boundaries.

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  • Dabbler

    Dabbler

    Dabbler is natural media drawing software for beginners. It was initially developed by Fractal Design Corporation. It is a simplified version of Fractal Design Painter, and included multimedia tutorials and a fullscreen interface. Dabbler was released as "Art Dabbler" after the MetaCreations merger, and rights were eventually transferred to Corel. Dabbler operating systems are Mac OS and Microsoft Windows.

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  • Comparison of video editing software

    Comparison of video editing software

    This is a comparison of non-linear video editing software applications. See also a more complete list of video editing software. == General information == This table gives basic general information about the different editors: === Active === === Discontinued / Inactive === ==== Definition ==== professional: used for full length Hollywood movies; professional (small): mainly used for paid commercials, short films or podcasts/YouTube channels; prosumer: Mainly targeting private use, anything that can do more than just trimming a film; basic: trimming a film; == System requirements == This table lists the operating systems that different editors can run on without emulation, as well as other system requirements. Note that minimum system requirements are listed; some features (like High Definition support) may be unavailable with these specifications. "Unix" includes the similar Linux, BSD and Unix-like operating systems. == High definition/High resolution import == The table below indicates the ability of each program to import various High Definition video or High resolution video formats for editing. == Feature set == == Output options == Please note that recording to Blu-ray does not imply 1080@50p/60p . Most only support up to 1080i 25/30 frames per second recording. Also not all formats can be output.

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  • Application permissions

    Application permissions

    Permissions are a means of controlling and regulating access to specific system- and device-level functions by software. Typically, types of permissions cover functions that may have privacy implications, such as the ability to access a device's hardware features (including the camera and microphone), and personal data (such as storage devices, contacts lists, and the user's present geographical location). Permissions are typically declared in an application's manifest, and certain permissions must be specifically granted at runtime by the user—who may revoke the permission at any time. Permission systems are common on mobile operating systems, where permissions needed by specific apps must be disclosed via the platform's app store. == Mobile devices == On mobile operating systems for smartphones and tablets, typical types of permissions regulate: Access to storage and personal information, such as contacts, calendar appointments, etc. Location tracking. Access to the device's internal camera and/or microphone. Access to biometric sensors, including fingerprint readers and other health sensors.. Internet access. Access to communications interfaces (including their hardware identifiers and signal strength where applicable, and requests to enable them), such as Bluetooth, Wi-Fi, NFC, and others. Making and receiving phone calls. Sending and reading text messages The ability to perform in-app purchases. The ability to "overlay" themselves within other apps. Installing, deleting and otherwise managing applications. Authentication tokens (e.g., OAuth tokens) from web services stored in system storage for sharing between apps. Prior to Android 6.0 "Marshmallow", permissions were automatically granted to apps at runtime, and they were presented upon installation in Google Play Store. Since Marshmallow, certain permissions now require the app to request permission at runtime by the user. These permissions may also be revoked at any time via Android's settings menu. Usage of permissions on Android are sometimes abused by app developers to gather personal information and deliver advertising; in particular, apps for using a phone's camera flash as a flashlight (which have grown largely redundant due to the integration of such functionality at the system level on later versions of Android) have been known to require a large array of unnecessary permissions beyond what is actually needed for the stated functionality. iOS imposes a similar requirement for permissions to be granted at runtime, with particular controls offered for enabling of Bluetooth, Wi-Fi, and location tracking. == WebPermissions == WebPermissions is a permission system for web browsers. When a web application needs some data behind permission, it must request it first. When it does it, a user sees a window asking him to make a choice. The choice is remembered, but can be cleared lately. Currently the following resources are controlled: geolocation desktop notifications service workers sensors audio capturing devices, like sound cards, and their model names and characteristics video capturing devices, like cameras, and their identifiers and characteristics == Analysis == The permission-based access control model assigns access privileges for certain data objects to application. This is a derivative of the discretionary access control model. The access permissions are usually granted in the context of a specific user on a specific device. Permissions are granted permanently with few automatic restrictions. In some cases permissions are implemented in 'all-or-nothing' approach: a user either has to grant all the required permissions to access the application or the user can not access the application. There is still a lack of transparency when the permission is used by a program or application to access the data protected by the permission access control mechanism. Even if a user can revoke a permission, the app can blackmail a user by refusing to operate, for example by just crashing or asking user to grant the permission again in order to access the application. The permission mechanism has been widely criticized by researchers for several reasons, including; Intransparency of personal data extraction and surveillance, including the creation of a false sense of security; End-user fatigue of micro-managing access permissions leading to a fatalistic acceptance of surveillance and intransparency; Massive data extraction and personal surveillance carried out once the permissions are granted. Some apps, such as XPrivacy and Mockdroid spoof data in order to act as a measure for privacy. Further transparency methods include longitudinal behavioural profiling and multiple-source privacy analysis of app data access.

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  • Signal-to-noise ratio (imaging)

    Signal-to-noise ratio (imaging)

    Signal-to-noise ratio (SNR) is used in imaging to characterize image quality. The sensitivity of a (digital or film) imaging system is typically described in the terms of the signal level that yields a threshold level of SNR. Industry standards define sensitivity in terms of the ISO film speed equivalent, using SNR thresholds (at average scene luminance) of 40:1 for "excellent" image quality and 10:1 for "acceptable" image quality. SNR is sometimes quantified in decibels (dB) of signal power relative to noise power, though in the imaging field the concept of "power" is sometimes taken to be the power of a voltage signal proportional to optical power; so a 20 dB SNR may mean either 10:1 or 100:1 optical power, depending on which definition is in use. == Definition of SNR == Traditionally, SNR is defined to be the ratio of the average signal value μ s i g {\displaystyle \mu _{\mathrm {sig} }} to the standard deviation of the signal σ s i g {\displaystyle \sigma _{\mathrm {sig} }} : S N R = μ s i g σ s i g {\displaystyle \mathrm {SNR} ={\frac {\mu _{\mathrm {sig} }}{\sigma _{\mathrm {sig} }}}} when the signal is an optical intensity, or as the square of this value if the signal and noise are viewed as amplitudes (field quantities).

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  • Google Vids

    Google Vids

    Google Vids (not to be confused with Google Video) is an online timeline-based video editing application included as part of the Google Workspace suite. It is designed to help users create informational videos for work-related purposes. The app uses Google's Gemini technology to enable users to create video storyboards manually or with AI assistance using simple prompts. Features include uploading media, choosing stock videos, images, background music, and a voiceover feature with script generation using AI. The app is currently in testing with select Google Workspace Labs users. Like Kapwing and Capcut, Google Vids is primarily for creating work-related content like sales training, onboarding videos, vendor outreach, and project updates. It offers various styles and templates, collaborative features, and is not limited to videos without the short integration at the moment. Google Vids was announced on April 9, 2024. In September 2025, Google began to roll out a basic version of the application to Google Workspace users.

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  • Facebook Messenger

    Facebook Messenger

    Messenger (formerly known as Facebook Messenger) is an American proprietary instant messaging service developed by Meta Platforms, the company that operates Facebook. Originally developed as Facebook Chat in 2008, the client application of Messenger is currently available on iOS and Android mobile platforms, Windows and macOS desktop platforms, through the Messenger.com web application, and on the standalone Meta Portal hardware. Messenger is used to send messages and exchange photos, videos, stickers, audio, and files, and also react to other users' messages and interact with bots. The service also supports voice and video calling. The standalone apps support using multiple accounts, conversations with end-to-end encryption, and playing games. There are also group chats where you can connect with multiple people at once in a private space such as Panama Chat. With a monthly userbase of over 1 billion people, it is among the largest social media platforms. == History == Following tests of a new instant messaging platform on Facebook in March 2008, the feature, then-titled "Facebook Chat", was gradually released to users in April 2008. Facebook revamped its messaging platform in November 2010, and subsequently acquired group messaging service Beluga in March 2011, which the company used to launch its standalone iOS and Android mobile apps on August 9, 2011. Facebook later launched a BlackBerry version in October 2011. An app for Windows Phone, though lacking features including voice messaging and chat heads, was released in March 2014. In April 2014, Facebook announced that the messaging feature would be removed from the main Facebook app and users will be required to download the separate Messenger app. An iPad-optimized version of the iOS app was released in July 2014. On April 8, 2015, Facebook launched a website interface for Messenger. A Tizen app was released on July 13, 2015. Facebook launched Messenger for Windows 10 in April 2016. In October 2016, Facebook released Messenger Lite, a stripped-down version of Messenger with a reduced feature set. The app is aimed primarily at old Android phones and regions where high-speed Internet is not widely available. In April 2017, Messenger Lite was expanded to 132 more countries. In May 2017, Facebook revamped the design for Messenger on Android and iOS, bringing a new home screen with tabs and categorization of content and interactive media, red dots indicating new activity, and relocated sections. Facebook announced a Messenger program for Windows 7 in a limited beta test in November 2011. The following month, Israeli blog TechIT leaked a download link for the program, with Facebook subsequently confirming and officially releasing the program. The program was eventually discontinued in March 2014. A Firefox web browser add-on was released in December 2012, but was also discontinued in March 2014. In December 2017, Facebook announced Messenger Kids, a new app aimed for persons under 13 years of age. The app comes with some differences compared to the standard version. In 2019, Messenger announced to be the 2nd most downloaded mobile app of the decade, from 2011 to 2019. In December 2019, Messenger dropped support for users to sign in using only a mobile number, meaning that users must sign in to a Facebook account in order to use the service. In March 2020, Facebook started to ship its dedicated Messenger for macOS app through the Mac App Store. The app is currently live in regions including France, Australia, Mexico, Poland, and many others. In April 2020, Facebook began rolling out a new feature called Messenger Rooms, a video chat feature that allows users to chat with up to 50 people at a time. The feature rivals Zoom, an application that gained a lot of popularity during the COVID-19 pandemic. Privacy concerns arose since the feature uses the same data collection policies as mainstream Facebook. In July 2020, Facebook added a new feature in Messenger that lets iOS users to use Apple's Face ID or Touch ID to lock their chats. The feature is called App Lock and is a part of several changes in Messenger regarding privacy and security. The option to view only "Unread Threads" was removed from the inbox, requiring the account holder to scroll through the entire inbox to be certain every unread message has been seen. On October 13, 2020, the Messenger application introduced cross-app messaging with Instagram, which was launched in September 2021. In addition to the integrated messaging, the application announced the introduction of a new logo, which should be an amalgamation of the Messenger and Instagram logo. The desktop app of Messenger was shut down on December 15, 2025. Messaging services were moved to the Facebook website or Messenger's site for those without an account on the former. The Messenger site was discontinued on April 16, 2026. Messaging services were moved to the Facebook website on the morning of April 17, 2026 without an Messenger account on the former to use Facebook account. == Features == The following is a table of features available in Messenger, as well as their geographical coverage and what devices they are available on. In addition there is a vanishing message feature. In addition there is an audio recording feature which allows audio recordings of up to one minute which may or may not be vanishing: === Messenger Rooms === It is a video conferencing feature of Messenger. It allows users to add up to 50 people at a time. Messenger Rooms does not require a Facebook account. Messenger Rooms competes with other services such as Zoom. Back in 2014, Facebook introduced an unrelated, stand-alone application named Rooms, letting users create places for users with similar interests, with users being anonymous to others. This was shut down in December 2015. In April 2020, during the COVID-19 pandemic, Facebook revealed video conferencing features for Messenger called Messenger Rooms. This was seen as a response to the popularity of other video conferencing platforms such as Zoom and Skype in the midst of the COVID-19 pandemic. Messenger Rooms allows users to add up to 50 people per room, without restrictions on time. It does not require a Facebook account or a separate app from Messenger. When used, it only prompts the user for basic information. Users can add 360° virtual backgrounds, mood lighting, and other AR effects as well as share screens. To prevent unwanted participants from joining, users can lock rooms and remove participants. Some have voiced concerns in regards to Messenger Room's privacy and how its parent, Facebook, handles data. Messenger Rooms, unlike some of its competitors, does not use end-to-end encryption. In addition, there have been concerns over how Messenger Rooms collects user data. == Monetization == In January 2017, Facebook announced that it was testing showing advertisements in Messenger's home feed. At the time, the testing was limited to a "small number of users in Australia and Thailand", with the ad format being swipe-based carousel ads. In July, the company announced that they were expanding the testing to a global audience. Stan Chudnovsky, head of Messenger, told VentureBeat that "We'll start slow ... When the average user can be sure to see them we truly don't know because we're just going to be very data-driven and user feedback-driven on making that decision". Facebook told TechCrunch that the advertisements' placement in the inbox depends on factors such as thread count, phone screen size, and pixel density. In a TechCrunch editorial by Devin Coldewey, he described the ads as "huge" in the space they occupy, "intolerable" in the way they appear in the user interface, and "irrelevant" due to the lack of context. Coldewey finished by writing "Advertising is how things get paid for on the internet, including TechCrunch, so I'm not an advocate of eliminating it or blocking it altogether. But bad advertising experiences can spoil a perfectly good app like (for the purposes of argument) Messenger. Messaging is a personal, purposeful use case and these ads are a bad way to monetize it." == Reception == In November 2014, the Electronic Frontier Foundation (EFF) listed Messenger (Facebook chat) on its Secure Messaging Scorecard. It received a score of 2 out of 7 points on the scorecard. It received points for having communications encrypted in transit and for having recently completed an independent security audit. It missed points because the communications were not encrypted with keys the provider didn't have access to, users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen, the source code was not open to independent review, and the security design was not properly documented. As stated by Facebook in its Help Center, there is no way to log out of the Messenger application. Instead, users can choose between different availability statuses, including "Appear as inactive", "S

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  • Vujak

    Vujak

    VuJak is an early video sampler, a VJ remix and mashup tool created in 1992 by Brian Kane, Lisa Eisenpresser, and Jay Haynes. The original name of the project was Mideo, but it was later changed to VuJak. VuJak was based on MIDI control of video in real-time. It was created with MAX from Opcode Systems, and utilized the newly released QuickTime 1.0 movie object. The first working version of the program was built on a Mac IIfx with 8 megs of ram, and could jump in real-time across a 160 x 120 pixel QuickTime movie via a midi keyboard. Later versions could manipulate full screen video, included the first real-time video scratch feature, had looping, vari-speed, and random play features, and allowed for recording and editing of video sequences within the application. VuJak also had networking capabilities which allowed artists to "jam" in real time across standard phone lines. The first public exhibition of VuJak was at the Digital Hollywood conference in Beverly Hills in 1993, where it was promoted by Timothy Leary. VuJak was featured in Mondo 2000, CBS Evening News, Wired Magazine, Electronic Musician, Billboard Magazine, The Hollywood Reporter, and it was used to create promotional videos for MTV. In 1994, VuJak was a featured interactive exhibition at the Exploratorium in San Francisco. Development of VuJak ceased in 1995.

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  • Pharmacy automation

    Pharmacy automation

    Pharmacy automation involves the mechanical processes of handling and distributing medications. Any pharmacy task may be involved, including counting small objects (e.g., tablets, capsules); measuring and mixing powders and liquids for compounding; tracking and updating customer information in databases (e.g., personally identifiable information (PII), medical history, drug interaction risk detection); and inventory management. This article focuses on the changes that have taken place in the local, or community pharmacy since the 1960s. == History == Dispensing medications in a community pharmacy before the 1970s was a time-consuming operation. The pharmacist dispensed prescriptions in tablet or capsule form with a simple tray and spatula. Many new medications were developed by pharmaceutical manufacturers at an ever-increasing pace, and medications prices were rising steeply. A typical community pharmacist was working longer hours and often forced to hire staff to handle increased workloads which resulted in less time to focus on safety issues. These additional factors led to use of a machine to count medications. The original electronic portable digital tablet counting technology was invented in Manchester, England between 1967 and 1970 by the brothers John and Frank Kirby. I had the original idea of how the machine would work and it was my patent, but it was a joint effort getting it to work in a saleable form. It was 3 years of very hard work. I had originally studied heavy electrical engineering before changing over to Medical School and qualifying as a Medical Doctor in 1968. In fact I was Senior House (Casualty) Officer (A&E or ER) in 1970 at North Manchester General Hospital when I filed the patent. I must have been the only hospital doctor in Britain with an oscilloscope, a soldering iron and a drawing board in his room in the Doctors' Residence. The housekeepers were bemused by all the wires. Frank originally trained as a Banker but quit to take a job with a local electronics firm during the development. He died in 1987, a terrible loss. [Extract from personal communication received in March 2010 from John Kirby.] Frank and John Kirby and their associate Rodney Lester were pioneers in pharmacy automation and small-object counting technology. In 1967, the Kirbys invented a portable digital tablet counter to count tablets and capsules. With Lester they formed a limited company. In 1970, their invention was patented and put into production in Oldham, England. The tablet counter aided the pharmacy industry with time-consuming manual counting of drug prescriptions. A counting machine consistently counted medications accurately and quickly. This aspect of pharmacy automation was quickly adopted, and innovations emerged every decade to aid the pharmacy industry to deliver medications quickly, safely, and economically. Modern pharmacies have many new options to improve their workflow by using the new technology, and can choose intelligently from the many options available. === Chronology === On 1 January 1971 commercial production of the first portable digital tablet counters in the World began. John Kirby had filed U.K. Patent number GB1358378(A) on 8 September 1970 and U.S. patent number 3789194 on 9 August 1971. These early electronic counters were designed to help pharmacies replace the common (but often inaccurate) practice of counting medications by hand. In 1975, the digital technology was exported to America. In early 1980 a dedicated research, development and production facility was built in Oldham, England at a cost of £500,000. Between 1982 and 1983, two separate development facilities had been created. In America, overseen by Rodney Lester; and in England, overseen by the Kirby brothers. In 1987, Frank Kirby died. In 1989, John Kirby moved his UK facility to Devon, England. A simple to operate machine had been developed to accurately and quickly count prescription medications. Technology improvements soon resulted in a more compact model. The price of such equipment in 1980 was around £1,300. This substantial investment in new technology was a major financial consideration, but the pharmacy community considered the use of a counting machine as a superior method compared to hand-counting medications. These early devices became known as tablet counter, capsule counter, pill counter, or drug counter. The new counting technology replaced manual methods in many industries such as, vitamin and diet supplement manufacturing. Technicians needed a small, affordable device to count and bottle medications. In England and America, the 1980s and 1990s saw new the development of high-speed machines for counting and bottle filling, Like their pharmacy-based counterparts, these industrial units were designed to be fast and simple to operate, yet remain small and cost effective. In America, in the late 1990s/early 2000s a new type of tablet counter appeared. It was simple to use, compact, inexpensive, and had good counting accuracy. At the turn of the millennium technical advances allowed the design of counters with a software verification system. With an onboard computer, displaying photo images of medications to assist the pharmacist or pharmacy technician to verify that the correct medication was being dispensed. In addition, a database for storing all prescriptions that were counted on the device. Between September 2005 and May 2007, American Capital made a major financial investment in Kirby Lester, which then relocated to a larger facility to expand its research and development capabilities. This move added extra space for product research and development facility (R&D). It allowed the opportunity to develop new advanced technology products that met the pharmacy's needs for simple, accurate, and cost-effective ways to dispense prescriptions safely. Pictured here is an early American type of integrated counter and packaging device. This machine was a third generation step in the evolution of pharmacy automated devices. Later models held pre-counted containers of commonly-prescribed medications. == Global variations == In the EU member states legislation was introduced in 1998 which had a major effect on UK Pharmacy operations. It effectively prohibited the use of tablet counters for counting and dispensing bulk packaged tablets. Both usage and sales of the machines in the UK declined rapidly as a result of the introduction of blister packaging for medicines. == Current state of the industry == A tablet counter has become a standard in more than 30,000 sites in 35 countries (as of 2010) (including many non-pharmacy sites, such as manufacturing facilities that use a counting machine as a check for small items). During the 1990s through 2012, numerous new pharmacy automation products came to market. During this timeframe, counting technologies, robotics, workflow management software, and interactive voice recognition (IVR) systems for retail (both chain and independent), outpatient, government, and closed-door pharmacies (mail order and central fill) were all introduced. Additionally, the concept of scalability - of migrating from an entry-level product to the next level of automation (e.g., counting technology to robotics) - was introduced and subsequently launched a new product line in 1997. Pharmacists everywhere are making the switch to automation for its increased speed, greater accuracy, and better security. As the industry evolves and customer expectations grow, automation is becoming less of a luxury and more of a necessity. Especially for independent pharmacies, automation is now a means of keeping up with the competition of large chain pharmacies. == Technological changes and design improvements == Constant developments in technology make the dispensing of prescription medications safer, more accurate and more efficient. In America, in 2008, "next-generation" counting and verification systems were introduced. Based on the counting technology employed in preceding models, later machines included the ability to help the pharmacy operate more effectively. Equipped with a new computer interface to a pharmacy management system, with workflow and inventory software. It also included "checks and balances" to ensure the technician and pharmacist were dispensing the correct medication for each patient. This is something that is important to keep reported correctly when dealing with controlled substances like narcotics. This was a step forward to verify all 100% of prescriptions that were dispensed by pharmacy staff. In America, in 2009, further advanced counters were designed that included the ability to dispense hands-free – a feature that many operators had desired. This allowed pharmacies to automate their most commonly dispensed medications via calibrated cassettes. Thirty of a pharmacy's common medications would now be dispensed automatically. Another new model doubled that throughput via an enclosed robotic mechanism. Robo

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  • Microsoft Fresh Paint

    Microsoft Fresh Paint

    Fresh Paint is a painting app developed by Microsoft and released on May 25, 2012. == History == Fresh Paint originated from a Microsoft Research project known as Project Gustav, an endeavor to reproduce the behavior of physical oil paint on a digital medium. To push the boundaries of simulating oil on a digital medium, the research team created a physics model that precisely replicated on a screen what would happen in the real world if you combined oil, a surface and a tool such as a paint brush. Two publications, Detail-Preserving Paint Modeling for 3D Brushes and Simple Data-Driven Modeling of Brushes, were released as a result of the team’s findings. After a variety of internal testing Project, Gustav was codenamed Digital Art. Partnering with The Museum of Modern Art, Digital Art was tested for a year by 60,000 people. With feedback culled from MoMA, developers expanded the existing physics model, experimenting with how real oil paint blended and reacted to the texture of a canvas. After final adjustments were made, Digital Art was rebranded as Fresh Paint. It was released to the public on 25 May 2012.

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