AI Ease Headshot Generator

AI Ease Headshot Generator — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • DesktopTwo

    DesktopTwo

    Desktoptwo was a free Webtop (whose URL was desktoptwo.com and which is now a parked domain) developed by Sapotek (whose URL was sapotek.com, which also is now a parked domain). It's also been called a WebOS although Sapotek stated on its website that the term is premature and presumptuous. It mimics the look, feel and functionality of the desktop environment of an operating system. The software only reached beta stage. It had a Spanish version called Computadora.de. Desktoptwo was web-based and required Adobe Flash Player to operate. The web applications' found on Desktoptwo were built on PHP in the back end. Features included drag-and-drop functionality. Sapotek had liberated all the web applications found on Desktoptwo through Sapodesk on an AGPL license. Desktoptwo belonged to a category of services that intended to turn the Web into a full-fledged platform by using web services as a foundation along with presentation technologies that replicated the experience of desktop applications for users. In a "Cloud OS" the functionality of a server was granularized and abstracted as Web services that Web developers used to create composite applications similar to how desktop software developers use several APIs of the OS to create their applications. Sites like Facebook attempt to create a similar effect by exposing their APIs and allowing developers to create applications upon these. Some of the features found on Desktoptwo were: File sharing, Webmail, Blog creator, Instant messenger, Address book, Calendar, RSS Reader and Office productivity applications. Desktoptwo.com and the Sapotek website no longer operate.

    Read more →
  • I Am Rich

    I Am Rich

    I Am Rich is a discontinued 2008 mobile app for iPhones which had minimal function and was priced at US$999.99 (equivalent to $1,495 in 2025). The app was pulled from the App Store less than 24 hours after its launch. Receiving negative reviews from critics, only eight copies were sold. In the years since, several similar applications have been released at lower prices. == Overview == I Am Rich was developed as a joke by German software developer, Armin Heinrich, after he saw iPhone users complaining about software priced above $0.99. The app only showed a glowing red gem and an icon that, when pressed, displayed the following mantra in large text: I am richI deserv [sic] itI am good,healthy & successful Heinrich told The New York Times that "I regard it as art. I did not expect many people to buy it and did not expect all the fuss about it." The application is described as "a work of art with no hidden function at all", with its only purpose being to show other people that they were able to afford it. Vox writer Zachary Crockett called it "the ultimate Veblen good in app form". == Release == Heinrich released and distributed I Am Rich through the App Store on 5 August 2008. The app was sold for US$999.99 (equivalent to $1,495 in 2025), €799.99 (equivalent to €1,078 in 2023), and £599.99 (equivalent to £978.12 in 2025)—the highest prices Apple allowed for App Store content. Without explanation, the application was removed from the App Store by Apple less than a day after its release. === Purchases === Eight people bought the application, at least one of whom claimed to have done so accidentally. Six US sales and two European sales netted $5,600 for Heinrich and $2,400 for Apple (respectively equivalent to $8,374 and $3,589 in 2025). In correspondence with the Los Angeles Times, Heinrich told the newspaper that Apple had refunded two purchasers of his app, and that he was happy to not have dissatisfied customers. == Reception == Discussing the app on the website Silicon Alley Insider, Dan Frommer described the program as a "scam", "worthless", and finally "a joke that smells like a scammy rip-off" on August 5, 6, and 8, respectively. Without purchasing the app, Fox News's Paul Wagenseil guessed that the secret mantra was "German for 'Sucker!'" (Heinrich is German). Wired's Brian X. Chen described I Am Rich as a waste of money to "prove you're a jerk", and contrasted the expenditure with donating to cancer foundations and Third World countries. Heinrich told the Los Angeles Times's Mark Milian that he had received correspondence from satisfied customers: "I've got e-mails from customers telling me that they really love the app [... and that they had] no trouble spending the money". In an interview with The New York Times, though, he told of receiving many insulting emails and telephone messages. == Similar applications == The next year, Heinrich released I Am Rich LE. Priced at US$9.99 (equivalent to $14.99 in 2025), the new app has several new features (including a calculator, "help system", and the "famous mantra without the spelling mistakes") to meet Apple's requirement that apps have "definable content". Some customers were disappointed by the new functionality, poorly rating the app due to its ostensible improvements. On 23 February 2009, CNET Asia reported on the "conceptually similar" app, I Am Richer, developed by Mike DG for Google's Android. The app was released on the Android Market for US$200 (equivalent to $300.14 in 2025), a limit imposed by Google, who had no objection to the application. With the same name, the I Am Rich that was released on the Windows Phone Marketplace on 22 December 2010, was developed by DotNetNuzzi. Described by MobileCrunch as equally useless as the original, this app cost US$499.99 (equivalent to $738.2 in 2025), the price cap imposed by Microsoft.

    Read more →
  • TU Me

    TU Me

    TU (formerly TU Me) is a digital platform developed by Telefónica and operated through its subsidiary Telefónica Innovación Digital. Initially launched in 2012 as a messaging app under the name TU Me, the brand was later revived in 2024 to designate a new suite of digital products focused on privacy, cybersecurity, and digital identity. == TU Me (2012–2014) == TU Me was a free mobile application released by Telefónica in May 2012. It allowed users to make voice calls, send texts, share photos and locations, and store conversation history in the cloud. The app was available for iOS and Android platforms, positioned as an alternative to services like WhatsApp and Viber. Despite early interest, TU Me was discontinued a few years later and removed from major app stores. Telefónica did not continue development of this version beyond its initial release cycle. == TU (2024–present) == In January 2024, Telefónica relaunched the brand TU through its technology subsidiary Telefónica Innovación Digital. Unlike its predecessor, the new TU is not a messaging app but a digital product platform offering solutions in cybersecurity, identity management, and cryptographic technology. The project includes a range of services built with technologies such as artificial intelligence, blockchain, and post-quantum cryptography. It operates independently from Movistar and targets both individual users and businesses. Notable products include: Latch: a digital access control system for securing user accounts. VerifAI: an AI-based tool for detecting manipulated media (images, audio, video). Metashield: software to identify and remove hidden metadata in documents. Wallet: a digital wallet for managing crypto-assets. Quantum Drop: encrypted file transfer system using post-quantum technology. Quantum Encryption: a security tool for IoT and private networks. Gallery: a blockchain-based digital art marketplace.

    Read more →
  • Gas (app)

    Gas (app)

    Gas (sometimes stylized in all caps), formerly known as Melt as well as Crush, was an American anonymous social media app. Launched in August 2022, the app is oriented towards high schoolers. The app was developed by Nikita Bier, Isaiah Turner, and former Facebook engineer Dave Schatz. Gas was largely based upon the prior tbh app developed by co-founder Nikita Bier, along with Erik Hazzard, Kyle Zaragoza, and Nicolas Ducdodon in September 2017. tbh was acquired by Facebook inc. (now Meta Platforms) on October 16, 2017, and nearly a year later in July 2018 was dissolved, owing to low usage. Gas follows a similar purpose to tbh in being a social media app oriented towards high schoolers. In the app, users participate in anonymous polls regarding pre-written complimentary statements to their peers, such as "I'd say yes if (blank) asked me out on a date," "I think (blank) is the coolest kid in school," or "would make an ugly face and still look pretty." Winners of said polls receive a "flame." The name of the app is derived from this, with "gassing someone up" being Gen Z slang for complimenting someone. Users can pay a $6.99 subscription that enables "God Mode," which shows hints regarding who voted for them in a poll. Gas overtook TikTok and BeReal as the most downloaded app on the Apple App Store in October 2022 (the app is currently not available for Android). The app has over 5.1 million downloads as of early November 2022, over a million active users and 300 thousand daily downloads as of October 2022. Currently, the app is available in Canada and the majority of the United States. On January 17, 2023, Gas was acquired by Discord, however it would remain a standalone app and its developers became Discord staff members. On October 18, 2023, Discord announced that service for Gas would be permanently ending effective November 7, 2023, due to a steep decline in users. Effective November 7, the app became completely unusable. == Controversy regarding human-trafficking == Beginning in October 2022, rumors spread largely throughout TikTok and Snapchat alleged that the app was linked to human trafficking (in particular sex trafficking). According to Bier, the rumor originated with a single user review from China on October 5, and then was disseminated through TikTok accounts with "few to no US teen followers." Although largely dismissed as a hoax by experts, who cite how the app doesn't log user locations and general anonymity, the hoax became pervasive to the extent that various police departments, school systems, and local news outlets began issuing warnings regarding the app. For instance, on October 31, 2022, the police department of Piedmont, Oklahoma issued a warning to parents, encouraging them to check their children's phones, while on November 3, the Oklahoma Oktaha Public School system stated in a Facebook post that "Children are being kidnapped in other towns and this new app is thought to be the source of predators finding their location." (both statements have since been retracted by Police Chief Scott Singer and Superintendent Jerry Needham respectively). Additionally, local medial outlets such as KOCO in Oklahoma City ran stories making similar statements. The rumor had a negative impact on the app, with downloads plateauing for a two-week period in late October and with 3% of users in a single day reportedly uninstalling the app. Revenue and ratings have also reportedly dropped and the company's social media accounts have been bombarded with comments labeling them as sex-traffickers. Additionally, the four-person development team has reportedly been bombarded with various death threats as a result.

    Read more →
  • Alias Eclipse

    Alias Eclipse

    Eclipse was a professional 2D image editing program available on Silicon Graphics and Windows workstations. Designed to manipulate high-resolution images like digitized movie frames and photographs for print, it offered color correction tools, image processing effects, rudimentary paint features, and spline-based drawing and masking. == History == Eclipse was originally developed in the late 1980s by Full Color Computing, an early provider of photo retouch and color prepress software for Silicon Graphics workstations. Alias Research (later Alias Systems Corporation), a developer of professional 3D graphics applications for the SGI platform, purchased the rights to Eclipse in fall 1990. Alias developed Eclipse through the early to mid-1990s, releasing version 2.5 in 1995 with improvements to the speed of color correction, effects, and rendering. Xyvision's Contex Prepress division purchased exclusive rights to Eclipse from Alias in 1996, and released version 3.0 the following year. Eclipse was subsequently sold to German developer Form & Vision GmbH, which continued development and ported it to the Windows platform. In 1999, Form & Vision released a demo of Eclipse 3.1.3 on the SGI platform which was limited to 1600 x 1600 pixel images, then ceased development of Eclipse on the SGI platform. Eclipse was thereafter developed exclusively for the Windows platform, culminating with version 3.1.4 in 2001. In the same year the firm went bankrupt. == Features == Eclipse was designed to work with very large images that could not be manipulated in real time on contemporary computer systems due to memory limitations, and thus allowed the user to make modifications to a lower-resolution copy of the original image in "proxy mode." Brush strokes, color corrections, and other edits were saved in proxy mode, then applied to the full-size image in post processing. This method also allowed for batch processing of a high-resolution image sequence using the edits applied to the original proxy image. Other features included color correction and separation, warping, special effects, text, and shape masking. Wavelet image compression created by LuraTech was added to Eclipse 3.1.4

    Read more →
  • Spyglass (app)

    Spyglass (app)

    Spyglass is a navigation and orientation mobile application developed by Pavel Ahafonau. It combines data from a digital compass, GNSS positioning, motion sensors, maps, and the device camera to provide direction finding, waypoint navigation, and measurement tools. The application is designed for offline and off-road use and is used in outdoor navigation, orientation tasks, astronomy, and fieldwork. == History == Spyglass was created by independent software developer Pavel Ahafonau as a personal project in 2009, following the introduction of a digital compass sensor in the iPhone. It initially focused on combining compass, GPS, and camera data into an augmented-reality tool for navigation and orientation. In September 2009, a public prototype was demonstrated, showing a live camera view combined with a digital compass overlay aligned to device orientation, presenting an early augmented-reality, location-aware heads-up display. The application was released on the Apple App Store in October 2009. In February 2010, a major update introduced target-based navigation, allowing users to navigate to saved locations, bearings, and selected celestial objects. The update also added visual measurement tools, including an optical-style rangefinder, as well as a vertical speed indicator displaying ascent and descent rates derived from device sensor data. In December 2010, Spyglass was featured by Apple in iTunes Rewind 2010 under augmented-reality applications. The application expanded to Android on 28 October 2017. In May 2021, Spyglass expanded its offline mapping capabilities by adding support for additional map styles by Thunderforest, extending the range of available cartographic themes for offline use. Also in 2021, navigation satellite tracking was introduced, allowing visualization and tracking of major GPS/GNSS satellite constellations. In 2022, a searchable offline database of major locations was added, including airports, seaports, mountains, castles, and landmarks, along with nearest-airport tracking functionality. In July 2024, previously separate iOS editions (Spyglass, Commander Compass, and Commander Compass Go) were consolidated into a single Spyglass application. At the same time, the app transitioned to a freemium model. == Features == Spyglass provides navigation and orientation functions by combining sensor data from the device. Core functionality includes a digital compass, GNSS-based positioning, waypoint creation and tracking, and map-based navigation with offline support. The application includes an augmented-reality viewfinder mode that overlays navigation and sensor information onto the live camera view. Displayed data may include heading, bearing, distance to targets, pitch, roll, yaw, altitude, speed, and estimated time of arrival. Additional tools include an altimeter, speedometer, vertical speed indicator, inclinometer, artificial horizon, coordinate conversion utilities, optical rangefinding, and angular measurement tools. Spyglass also supports celestial navigation features, such as tracking of the Sun, Moon, stars, and global navigation satellite systems. Spyglass uses data from the device's GNSS receiver, digital compass, gyroscope, accelerometer, barometer (when available), and camera. Sensor data are combined to calculate position, orientation, movement, and measurement overlays. The application is designed to function without an internet connection. Navigation tools, sensor readings, waypoint tracking, augmented-reality features, celestial tracking, and the built-in location database operate offline. Internet access is required only for loading online map tiles; previously downloaded offline maps remain available without connectivity.

    Read more →
  • Morphing

    Morphing

    Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

    Read more →
  • Commitment ordering

    Commitment ordering

    Commitment ordering (CO) is a class of interoperable serializability techniques in concurrency control of databases, transaction processing, and related applications. It allows optimistic (non-blocking) implementations. With the proliferation of multi-core processors, CO has also been increasingly utilized in concurrent programming, transactional memory, and software transactional memory (STM) to achieve serializability optimistically. CO is also the name of the resulting transaction schedule (history) property, defined in 1988 with the name dynamic atomicity. In a CO compliant schedule, the chronological order of commitment events of transactions is compatible with the precedence order of the respective transactions. CO is a broad special case of conflict serializability and effective means (reliable, high-performance, distributed, and scalable) to achieve global serializability (modular serializability) across any collection of database systems that possibly use different concurrency control mechanisms (CO also makes each system serializability compliant, if not already). Each not-CO-compliant database system is augmented with a CO component (the commitment order coordinator—COCO) which orders the commitment events for CO compliance, with neither data-access nor any other transaction operation interference. As such, CO provides a low overhead, general solution for global serializability (and distributed serializability), instrumental for global concurrency control (and distributed concurrency control) of multi-database systems and other transactional objects, possibly highly distributed (e.g., within cloud computing, grid computing, and networks of smartphones). An atomic commitment protocol (ACP; of any type) is a fundamental part of the solution, utilized to break global cycles in the conflict (precedence, serializability) graph. CO is the most general property (a necessary condition) that guarantees global serializability, if the database systems involved do not share concurrency control information beyond atomic commitment protocol (unmodified) messages and have no knowledge of whether transactions are global or local (the database systems are autonomous). Thus CO (with its variants) is the only general technique that does not require the typically costly distribution of local concurrency control information (e.g., local precedence relations, locks, timestamps, or tickets). It generalizes the popular strong strict two-phase locking (SS2PL) property, which in conjunction with the two-phase commit protocol (2PC), is the de facto standard to achieve global serializability across (SS2PL based) database systems. As a result, CO compliant database systems (with any different concurrency control types) can transparently join such SS2PL based solutions for global serializability. In addition, locking based global deadlocks are resolved automatically in a CO based multi-database environment, a vital side-benefit (including the special case of a completely SS2PL based environment; a previously unnoticed fact for SS2PL). Furthermore, strict commitment ordering (SCO; Raz 1991c), the intersection of Strictness and CO, provides better performance (shorter average transaction completion time and resulting in better transaction throughput) than SS2PL whenever read-write conflicts are present (identical blocking behavior for write-read and write-write conflicts; comparable locking overhead). The advantage of SCO is especially during lock contention. Strictness allows both SS2PL and SCO to use the same effective database recovery mechanisms. Two major generalizing variants of CO exist, extended CO (ECO; Raz 1993a) and multi-version CO (MVCO; Raz 1993b). They also provide global serializability without local concurrency control information distribution, can be combined with any relevant concurrency control, and allow optimistic (non-blocking) implementations. Both use additional information for relaxing CO constraints and achieving better concurrency and performance. Vote ordering (VO or Generalized CO (GCO); Raz 2009) is a container schedule set (property) and technique for CO and all its variants. Local VO is necessary for guaranteeing global serializability if the atomic commitment protocol (ACP) participants do not share concurrency control information (have the generalized autonomy property). CO and its variants inter-operate transparently, guaranteeing global serializability and automatic global deadlock resolution together in a mixed, heterogeneous environment with different variants. == Overview == The Commitment ordering (CO; Raz 1990, 1992, 1994, 2009) schedule property has been referred to also as Dynamic atomicity (since 1988), commit ordering, commit order serializability, and strong recoverability (since 1991). The latter is a misleading name since CO is incomparable with recoverability, and the term "strong" implies a special case. This means that a substantial recoverability property does not necessarily have the CO property and vice versa. In 2009 CO has been characterized as a major concurrency control method, together with the previously known (since the 1980s) three major methods: Locking, Time-stamp ordering, and Serialization graph testing, and as an enabler for the interoperability of systems using different concurrency control mechanisms. In a federated database system or any other more loosely defined multidatabase system, which are typically distributed in a communication network, transactions span multiple and possibly Distributed databases. Enforcing global serializability in such system is problematic. Even if every local schedule of a single database is still serializable, the global schedule of a whole system is not necessarily serializable. The massive communication exchanges of conflict information needed between databases to reach conflict serializability would lead to unacceptable performance, primarily due to computer and communication latency. The problem of achieving global serializability effectively had been characterized as open until the public disclosure of CO in 1991 by its inventor Yoav Raz (Raz 1991a; see also Global serializability). Enforcing CO is an effective way to enforce conflict serializability globally in a distributed system since enforcing CO locally in each database (or other transactional objects) also enforces it globally. Each database may use any, possibly different, type of concurrency control mechanism. With a local mechanism that already provides conflict serializability, enforcing CO locally does not cause any other aborts, since enforcing CO locally does not affect the data access scheduling strategy of the mechanism (this scheduling determines the serializability related aborts; such a mechanism typically does not consider the commitment events or their order). The CO solution requires no communication overhead since it uses (unmodified) atomic commitment protocol messages only, already needed by each distributed transaction to reach atomicity. An atomic commitment protocol plays a central role in the distributed CO algorithm, which enforces CO globally by breaking global cycles (cycles that span two or more databases) in the global conflict graph. CO, its special cases, and its generalizations are interoperable and achieve global serializability while transparently being utilized together in a single heterogeneous distributed environment comprising objects with possibly different concurrency control mechanisms. As such, Commitment ordering, including its special cases, and together with its generalizations (see CO variants below), provides a general, high performance, fully distributed solution (no central processing component or central data structure are needed) for guaranteeing global serializability in heterogeneous environments of multidatabase systems and other multiple transactional objects (objects with states accessed and modified only by transactions; e.g., in the framework of transactional processes, and within Cloud computing and Grid computing). The CO solution scales up with network size and the number of databases without any negative impact on performance (assuming the statistics of a single distributed transaction, e.g., the average number of databases involved with a single transaction, are unchanged). With the proliferation of Multi-core processors, Optimistic CO (OCO) has also been increasingly utilized to achieve serializability in software transactional memory, and numerous STM articles and patents utilizing "commit order" have already been published (e.g., Zhang et al. 2006). == The commitment ordering solution for global serializability == === General characterization of CO === Commitment ordering (CO) is a special case of conflict serializability. CO can be enforced with non-blocking mechanisms (each transaction can complete its task without having its data-access blocked, which allows optimistic concurrency control; however, commitment could be blo

    Read more →
  • EXAPT

    EXAPT

    EXAPT (a portmanteau of "Extended Subset of APT") is a production-oriented programming language that allows users to generate NC programs with control information for machining tools and facilitates decision-making for production-related issues that may arise during various machining processes. EXAPT was first developed to address industrial requirements. Through the years, the company created additional software for the manufacturing industry. Today, EXAPT offers a suite of SAAS products and services for the manufacturing industry. The trade name, EXAPT, is most commonly associated with the CAD/CAM-System, production data, and tool management software of the German company EXAPT Systemtechnik GmbH based in Aachen, DE. == General == EXAPT is a modularly built programming system for all NC machining operations as Drilling Turning Milling Turn-Milling Nibbling Flame-, laser-, plasma- and water jet cutting Wire eroding Operations with industrial robots Due to the modular structure, the main product groups, EXAPTcam and EXAPTpdo, are gradually expandable and permit individual software for the manufacturing industry used individually and also in a compound with an existing IT environment. == Functionality == EXAPTcam meets the requirements for NC planning, especially for the cutting operations such as turning, drilling, and milling up to 5-axis simultaneous machining. Thereby new process technologies, tool, and machine concepts are constantly involved. In the NC programming data from different sources such as 3D CAD models, drawings or tables can flow in. The possibilities of NC programming reaches from language-oriented to feature-oriented NC programming. The integrated EXAPT knowledge database and intelligent and scalable automatisms support the user. The EXAPT NC planning also covers the generation of production information as clamping and tool plans, presetting data or time calculations. The realistic simulation possibilities of NC planning and NC control data provide with production reliability. EXAPTpdo (EXAPT ProductionsDataOrganization) provides a neutrally applicable technology platform for the information compound of the NC planning - to the shop floor. This applies to all NC production data that are necessary for the set-up of NC machines, for the provision, presetting, and stocking of manufacturing resources and provided by EXAPTpdo in a central database. Besides classical functions of the tool management system (TMS) as the management of cutting tools, measuring, testing and clamping devices the technology data management and tool lifecycle management (TLM) is also included. System-supported "where-used lists" helps to handle the manufacturing resource cycle by secured requirement determination and requirement fulfillment. Unnecessary transports and unplanned dispositive adjustments are dropped, stocks are reduced, set-up times reduced and the throughput is increased. EXAPTpdo synchronizes involved systems within the value chain. Stock systems, MES systems or ERP systems (e.g. from the purchasing or production areas) do not work in isolation from each other but they interact with each other. EXAPTpdo provides the base to Smart Factory, for more flexibility in production and faster communication. == History == With the foundation of the EXAPT-Verein in 1967 as spin-off of the universities Aachen, Berlin and Stuttgart the further development "EXAPT (EXtended Subset of APT)" of the programming language "APT (Automatically Programmed Tool)" was focused and so the first milestone for the EXAPT history was set. In the same year the system EXAPT 1 for drilling and simple milling tasks became available. 1969 The industrial application of EXAPT 2 for the programming of NC machines with 2-axis linear and path control begins. In the following year, the development of the EXAPT modular system starts. 1972 BASIC-EXAPT is provided for the universal, homogeneous programming of all NC tasks. The support is made by the EXAPT applications consultancy. 1973 EXAPT 1.1 is provided for the programming of straight-cut and continuous-path controlled drilling and milling machines and machining centers. At the Hanover Fair (IHA 73) the interactive access to a mainframe via a time-sharing terminal for the part program entry and correction is presented and starts the replacement of the punch card. 1974 The possibilities for the use of process computers for the NC data transfer are leveled out. EXAPT offers the possibility of the result simulation when using plotters with display of tool paths and tools in assignment to the workpiece. In April 1975, the EXAPT NC Systemtechnik GmbH was founded with the aim, of enabling entry into the NC technique for small and medium-sized companies by a complete product and service program. In the following year, the system portfolio is extended with further system modules and service programs and the provision of postprocessors. 1978 The development activities on the EXAPT module system started in 1970 are completed. Using modern software techniques, the different system parts BASIC-EXAPT, EXAPT 1, EXAPT 1.1, and EXAPT 2 are composed of a total system. System support and applications consultancy become a new working focus. From the beginning to the middle of the 1980s Beside new portable software modules for CAD/CAM applications (e. g. CAPEX, NESTEX, CADEX, CADCPL), the first version of the EXAPT DNC system and extensions of the EXAPT NC programming system for the machining of sculptured surfaces are presented. 1988 EXAPT expands the software product range by systems for tool data management (BMO) and production data management (FDO). EXAPT trains more than 1,300 course participants including company-specific courses. 1992 The first version of the completely new product generation EXAPTplus is presented and the agency in Dresden is opened. 1993 The company name "EXAPT NC Systemtechnik GmbH" is changed to "EXAPT Systemtechnik GmbH." EXAPTplus is presented on PC under Windows NT at the EMO '93. The decentralization of the use of EXAPT systems expands the range of applications. In the following year, EXAPT-DNC is executable under Windows on a customary PC. Special hardware is not needed and so it can be used in compound with the database-supported EXAPT production data management system (FDO). 1995 EXAPTplus is also ready for complex application cases such as machining of tubes at extrusion tools. EXAPT-CADI provides the transfer of 2D CAD data to EXAPTplus. With the new office Gießen the marketing is strengthened. In the following year the EXAPT NC editor is developed for the direct processing of NC control data with tool path display and visualization of the tools. In the course of the market entry of more comfortable 3D CAD systems for the solid modelling of components a detailed evaluation of current systems is made in 1997. It is decided to use SolidWorks as a reference system for the solid-oriented NC planning with EXAPT. 1998 The first solution for the transfer of geometry data between SolidWorks and EXAPTplus is generated. The EXAPT organization systems are (beside SQL) also executable under Oracle now. The use of client server solutions supports the data flow in the production. 1999 AFR functions are provided in connection with EXAPTsolid to support a workpiece modelling for NC. The millennium capability is ensured for all EXAPT systems. AFR is a ground-breaking for the integration of third-party products. 2002 EXAPT-BMG is developed for the generation and visualization of tools with additional functions for the assembly from components. The acquisition of tools with their geometric and technological presentation offers extensive support of the NC planning with EXAPT systems. 2003 EXAPTpdo is available to optimize the process chains in production planning and production execution optimally regarding the increasing requirements of changing production conditions. 2004 Diverse system extensions are made in EXAPTplus, EXAPTsolid, EXAPT NC editor, EXAPTpdo for the complete machining on turning/milling centres with result reliability because of more extensive simulation based on realNC (Tecnomatix), for the use of new complex tool systems and the compound use between ERP systems as SAP and intelligent CNC systems. In the following year, EXAPTpdo is extended for the cross-order set-up optimization and provision of manufacturing re-sources especially for single and small series production with connection to purchase and physical portfolio management. 2006 The EXAPT systems are available for extended use as an information platform for production, the time management, and similar requirements. EXAPTsolid is extended for the feature-oriented milling operation and machine simulation. The NC programming of complex machine tools, e.g. three-turret-turning/milling centers is supported by EXAPT systems, as well as the use of multi-functional tools. 2007 A module for 3-5-axis simultaneous milling machining is presented.

    Read more →
  • Intel Management Engine

    Intel Management Engine

    The Intel Management Engine (ME), also known as the Intel Manageability Engine, is an autonomous subsystem that has been incorporated in virtually all of Intel's processor chipsets since 2008. It is located in the Platform Controller Hub of modern Intel motherboards. The Intel Management Engine always runs as long as the motherboard is receiving power, even when the computer is turned off. This issue can be mitigated with the deployment of a hardware device which is able to disconnect all connections to mains power as well as all internal forms of energy storage. The Electronic Frontier Foundation and some security researchers have voiced concern that the Management Engine is a backdoor. Intel's main competitor, AMD, has incorporated the equivalent AMD Secure Technology (formally called Platform Security Processor) in virtually all of its post-2013 CPUs. == Difference from Intel AMT == The Management Engine is often confused with Intel AMT (Intel Active Management Technology). AMT runs on the ME, but is only available on processors with vPro. AMT gives device owners remote administration of their computer, such as powering it on or off, and reinstalling the operating system. However, the ME itself has been built into all Intel chipsets since 2008, not only those with AMT. While AMT can be unprovisioned by the owner, there is no official, documented way to disable the ME. == Design == The subsystem primarily consists of proprietary firmware running on a separate microprocessor that performs tasks during boot-up, while the computer is running, and while it is asleep. As long as the chipset or SoC is supplied with power (via battery or power supply), it continues to run even when the system is turned off. Intel claims the ME is required to provide full performance. Its exact workings are largely undocumented and its code is obfuscated using confidential Huffman tables stored directly in hardware, so the firmware does not contain the information necessary to decode its contents. === Hardware === Starting with ME 11 (introduced in Skylake CPUs), it is based on the Intel Quark x86-based 32-bit CPU and runs the MINIX 3 operating system. The ME firmware is stored in a partition of the SPI BIOS Flash, using the Embedded Flash File System (EFFS). Previous versions were based on an ARC core, with the Management Engine running the ThreadX RTOS. Versions 1.x to 5.x of the ME used the ARCTangent-A4 (32-bit only instructions) whereas versions 6.x to 8.x used the newer ARCompact (mixed 32- and 16-bit instruction set architecture). Starting with ME 7.1, the ARC processor could also execute signed Java applets. The ME has its own MAC and IP address for the out-of-band management interface, with direct access to the Ethernet controller; one portion of the Ethernet traffic is diverted to the ME even before reaching the host's operating system, for what support exists in various Ethernet controllers, exported and made configurable via Management Component Transport Protocol (MCTP). The ME also communicates with the host via PCI interface. Under Linux, communication between the host and the ME is done via /dev/mei or /dev/mei0. Until the release of Nehalem processors, the ME was usually embedded into the motherboard's northbridge, following the Memory Controller Hub (MCH) layout. With the newer Intel architectures (Intel 5 Series onwards), the ME is integrated into the Platform Controller Hub (PCH). === Firmware === By Intel's current terminology as of 2017, ME is one of several firmware sets for the Converged Security and Manageability Engine (CSME). Prior to AMT version 11, CSME was called Intel Management Engine BIOS Extension (Intel MEBx). Management Engine (ME) – mainstream chipsets Server Platform Services (SPS) – server chipsets and SoCs Trusted Execution Engine (TXE) – tablet/embedded/low power It was also found that the ME firmware version 11 runs MINIX 3. Management of the ME modules for provisioning inside the UEFI is done via a tool called Intel Flash Image Tool (FITC). ==== Modules ==== Active Management Technology (AMT) Intel Boot Guard (IBG) and Secure Boot Quiet System Technology (QST), formerly known as Advanced Fan Speed Control (AFSC), which provides support for acoustically optimized fan speed control, and monitoring of temperature, voltage, current and fan speed sensors that are provided in the chipset, CPU and other devices present on the motherboard. Communication with the QST firmware subsystem is documented and available through the official software development kit (SDK). Protected Audio Video Path, enforces HDCP Intel Anti-Theft Technology (AT), discontinued in 2015 Serial over LAN (SOL) Intel Platform Trust Technology (PTT), a firmware-based Trusted Platform Module (TPM) Near Field Communication, a middleware for NFC readers and vendors to access NFC cards and provide secure element access, found in later MEI versions. == The intricacies of working with Intel ME == It should also be noted that the ME region requires special cleaning and subsequent initialisation, for example, after replacing the platform hub on the motherboard. Usually, this requires an SPI programmer. There are known successful cases of this operation being performed. == Security vulnerabilities == Several weaknesses have been found in the ME. On May 1, 2017, Intel confirmed a Remote Elevation of Privilege bug (SA-00075) in its Management Technology. Every Intel platform with provisioned Intel Standard Manageability, Active Management Technology, or Small Business Technology, from Nehalem in 2008 to Kaby Lake in 2017 has a remotely exploitable security hole in the ME. Several ways to disable the ME without authorization that could allow ME's functions to be sabotaged have been found. Additional major security flaws in the ME affecting a very large number of computers incorporating ME, Trusted Execution Engine (TXE), and Server Platform Services (SPS) firmware, from Skylake in 2015 to Coffee Lake in 2017, were confirmed by Intel on November 20, 2017 (SA-00086). Unlike SA-00075, this bug is even present if AMT is absent, not provisioned or if the ME was "disabled" by any of the known unofficial methods. In July 2018, another set of vulnerabilities was disclosed (SA-00112). In September 2018, yet another vulnerability was published (SA-00125). === Ring −3 rootkit === A ring −3 rootkit was demonstrated by Invisible Things Lab for the Q35 chipset; it does not work for the later Q45 chipset as Intel implemented additional protections. The exploit worked by remapping the normally protected memory region (top 16 MB of RAM) reserved for the ME. The ME rootkit could be installed regardless of whether the AMT is present or enabled on the system, as the chipset always contains the ARC ME coprocessor. (The "−3" designation was chosen because the ME coprocessor works even when the system is in the S3 state. Thus, it was considered a layer below the System Management Mode rootkits.) For the vulnerable Q35 chipset, a keystroke logger ME-based rootkit was demonstrated by Patrick Stewin. === Zero-touch provisioning === Another security evaluation by Vassilios Ververis showed serious weaknesses in the GM45 chipset implementation. In particular, it criticized AMT for transmitting unencrypted passwords in the SMB provisioning mode when the IDE redirection and Serial over LAN features are used. It also found that the "zero touch" provisioning mode (ZTC) is still enabled even when the AMT appears to be disabled in BIOS. For about 60 euros, Ververis purchased from GoDaddy a certificate that is accepted by the ME firmware and allows remote "zero touch" provisioning of (possibly unsuspecting) machines, which broadcast their HELLO packets to would-be configuration servers. === SA-00075 (a.k.a. Silent Bob is Silent) === In May 2017, Intel confirmed that many computers with AMT have had an unpatched critical privilege escalation vulnerability (CVE-2017-5689). The vulnerability was nicknamed "Silent Bob is Silent" by the researchers who had reported it to Intel. It affects numerous laptops, desktops and servers sold by Dell, Fujitsu, Hewlett-Packard (later Hewlett Packard Enterprise and HP Inc.), Intel, Lenovo, and possibly others. Those researchers claimed that the bug affects systems made in 2010 or later. Other reports claimed the bug also affects systems made as long ago as 2008. The vulnerability was described as giving remote attackers: "full control of affected machines, including the ability to read and modify everything. It can be used to install persistent malware (possibly in firmware), and read and modify any data." === PLATINUM === In June 2017, the PLATINUM cybercrime group became notable for exploiting the serial over LAN (SOL) capabilities of AMT to perform data exfiltration of stolen documents. SOL is disabled by default and must be enabled to exploit this vulnerability. === SA-00086 === Some months after the previous bugs, and subsequent warnings from the EFF, securi

    Read more →
  • Visual hull

    Visual hull

    A visual hull is a geometric entity created by shape-from-silhouette 3D reconstruction technique introduced by A. Laurentini. This technique assumes the foreground object in an image can be separated from the background. Under this assumption, the original image can be thresholded into a foreground/background binary image, which we call a silhouette image. The foreground mask, known as a silhouette, is the 2D projection of the corresponding 3D foreground object. Along with the camera viewing parameters, the silhouette defines a back-projected generalized cone that contains the actual object; this cone is called a silhouette cone. The intersection of the two silhouette cones defines a visual hull. which is a bounding geometry of the actual 3D object. When the reconstructed geometry is only used for rendering from a different viewpoint, the implicit reconstruction together with rendering can be done using graphics hardware. == In two dimensions == A technique used in some modern touchscreen devices employs cameras placed in the corners situated opposite infrared LEDs. The one-dimensional projection (shadow) of objects on the surface may be used to reconstruct the convex hull of the object. Visual hull generation method has also been used within experimental tele-meeting systems that aim to allow a user in a remote location to interact with virtual objects. The method uses multiple cameras to capture the real-world movements and interactions of the "sender", employing hardware-accelerated volumetric visual hull representation to create 3D volume from 2D multi-view images. Its ultimate aim is to allow 3D collaboration between the two users in the virtual realm, with the visual hull technique reducing the computational power required to allow this type of interaction and enabling the use of consumer goods such as the Wii Remote as a tool for interaction.

    Read more →
  • AI content watermarking

    AI content watermarking

    AI content watermarking is the process of embedding imperceptible yet detectable signals into content generated by artificial intelligence systems, such as text, images, audio, or video. The technique allows the content to be traced and identified as machine-generated without compromising its quality for the end user. AI watermarking has emerged as a key approach to address growing concerns about misinformation, deepfakes, copyright infringement, and the traceability of synthetic content in the context of the rapid development of generative artificial intelligence. Unlike traditional visible watermarks used in photography, AI content watermarks are typically invisible to humans and can only be detected and deciphered algorithmically. The concept is distinct from the watermarking of AI models themselves (to prevent model theft) and from the watermarking of training data (to combat unauthorized data use). Modern AI watermarking schemes are typically formalized as a pair of algorithms, an embedding (or generation) algorithm and a detection algorithm, sharing a secret key, whose performance is evaluated along three competing axes: quality (the watermark must not noticeably degrade outputs), detectability (the watermark must be statistically distinguishable from unwatermarked content), and robustness (the watermark must persist under adversarial or incidental modifications). == Background == Digital watermarking has been used for decades to protect physical and digital media, from paper currency to photographs. Classical schemes typically embedded a fixed bit-string into a fixed cover signal, with robustness criteria defined against a small fixed set of distortions such as JPEG compression or additive Gaussian noise. The rapid advancement of generative AI in the early 2020s, however, created a new and qualitatively different demand: rather than protecting a single artifact, watermarks for AI content must be embedded automatically across an open-ended distribution of generated outputs while remaining robust to a much wider class of adversarial transformations, including paraphrasing, image regeneration via diffusion models, and re-recording. Large image generation models such as DALL-E, Stable Diffusion, and Midjourney, along with large language models like ChatGPT, made it possible to produce highly realistic synthetic text, images, audio, and video at scale, raising significant ethical and security concerns. In July 2023, the Biden administration secured voluntary commitments from leading AI companies, including OpenAI, Alphabet, Meta, and Amazon, to develop watermarking and other provenance technologies to help users identify AI-generated content. == Formal definitions and design goals == Most modern AI watermarking schemes can be formalized as a pair of algorithms ( W m , D e t e c t ) {\displaystyle ({\mathsf {Wm}},{\mathsf {Detect}})} parameterized by a secret key k {\displaystyle k} . The embedding algorithm W m {\displaystyle {\mathsf {Wm}}} takes a generative model M {\displaystyle M} (and optionally a prompt) and returns a watermarked output x {\displaystyle x} ; the detection algorithm D e t e c t ( x , k ) {\displaystyle {\mathsf {Detect}}(x,k)} outputs a real-valued score (typically a p-value or log-likelihood ratio) used to decide whether x {\displaystyle x} was produced by the watermarked generator. The literature evaluates such schemes along several largely conflicting criteria: Criteria for evaluation include imperceptibility or quality preservation, measured for text via perplexity and human preference judgments, and for images and audio via metrics such as PSNR, SSIM, LPIPS, or PESQ. Detectability is typically expressed as the true positive rate at a fixed false positive rate (e.g. 1% or 10^-6), or as the number of tokens or pixels needed to reach a given confidence level. Robustness refers to the requirement that the watermark should survive expected modifications like JPEG or MP3 compression, cropping, noise, paraphrasing, or machine translation. Distortion-freeness is a stronger property requiring that the marginal distribution of any single watermarked output be statistically identical to the unwatermarked model's distribution. Schemes due to Aaronson, Christ et al., and Kuditipudi et al. are distortion-free in this sense, while the original Kirchenbauer et al. scheme is not. Forgery resistance or unforgeability means an adversary without the secret key should be unable to produce content that passes detection. == Techniques == AI watermarking techniques vary significantly depending on the type of content being watermarked. At its core, the process involves two main stages: embedding (or encoding) the watermark, and detection. There are two primary methods for embedding: watermarking during content generation, which requires access to the AI model itself but is generally more robust, and post-generation watermarking, which can be applied to content from any source, including closed-source models. Watermarks can be broadly classified as visible, including overt marks such as logos or text overlays, or imperceptible, which are detectable only by algorithms. They can also be classified by durability: robust watermarks are designed to withstand common transformations such as compression, cropping, and re-encoding, while fragile watermarks are easily destroyed by any alteration, making them useful for tamper detection. A further axis distinguishes zero-bit watermarks, which only signal "this content was generated by model M," from multi-bit watermarks, which embed an arbitrary payload (such as a user identifier) that can be recovered at detection time. === Text === Text watermarking is considered one of the most challenging modalities because natural language offers relatively limited redundancy compared to images or audio. Modern approaches for large language models alter the autoregressive sampling process so that some statistical signature is left in the choice of tokens, while leaving the surface form of the text unchanged. The literature distinguishes three main families of generation-time text watermarks. Logit-biasing schemes (e.g. KGW) add a fixed bias δ {\displaystyle \delta } to a pseudorandomly selected subset of vocabulary logits before softmax sampling. Reweighting or sampling-based schemes (e.g. SynthID-Text) compose multiple pseudorandom tournaments over the model's full distribution. Distortion-free schemes based on the Gumbel-max trick or inverse transform sampling (Aaronson 2022; Kuditipudi et al. 2023; Christ et al. 2024) preserve the marginal output distribution of the model. ==== KGW: token-probability shifting ==== The pioneering "green list / red list" scheme of Kirchenbauer et al. (KGW), introduced at ICML 2023, is the foundation for most subsequent text watermarks. At each decoding step t {\displaystyle t} , a pseudorandom function (PRF) keyed by a secret k {\displaystyle k} is applied to a context window of h {\displaystyle h} previous tokens to deterministically partition the vocabulary V {\displaystyle V} of size N {\displaystyle N} into a "green list" G ⊂ V {\displaystyle G\subset V} of size γ N {\displaystyle \gamma N} and its complement, the "red list" R = V ∖ G {\displaystyle R=V\setminus G} , where γ ∈ ( 0 , 1 ) {\displaystyle \gamma \in (0,1)} (typically γ = 1 / 2 {\displaystyle \gamma =1/2} ) is the green fraction. A logits processor then increments every green-list logit by a fixed bias δ > 0 {\displaystyle \delta >0} before softmax: ℓ v ′ = ℓ v + δ ⋅ 1 [ v ∈ G ] {\displaystyle \ell '_{v}=\ell _{v}+\delta \cdot \mathbf {1} [v\in G]} so that, after sampling, green tokens are over-represented but generation is not constrained to green tokens alone; high-entropy positions tolerate the bias gracefully, while low-entropy positions (where one token dominates the logits) override the watermark and preserve correctness on factual content. Detection requires only the secret key and the candidate text, not the language model itself. The detector recomputes the partition g ( ⋅ ) {\displaystyle g(\cdot )} for each token, counts the number of green hits | G | hits {\displaystyle |G|_{\text{hits}}} in a sequence of length T {\displaystyle T} , and computes a one-proportion z-test statistic: z = | G | hits − γ T T γ ( 1 − γ ) {\displaystyle z={\frac {|G|_{\text{hits}}-\gamma T}{\sqrt {T\gamma (1-\gamma )}}}} Under the null hypothesis that the text was written by an unwatermarked source (human or another model), the green-hit count is approximately binomially distributed with mean γ T {\displaystyle \gamma T} ; a large positive z {\displaystyle z} rejects the null hypothesis. The original paper reports that fewer than 25 watermarked tokens are sufficient to detect a watermark with a false positive rate below 10^-5 on the OPT-1.3B model. A follow-up study by the same group documented robustness under temperature sampling, top-p (nucleus) sampling, and human paraphrasing, and proposed sliding-window

    Read more →
  • Token maxxing

    Token maxxing

    Token Maxxing or Token Maxing is a metric used in an attempt to track productivity in the workplace especially for those using Artificial Intelligence (AI) based services. AI services charge for each token which represent units of effort expended by an AI service to solve a problem. Some believe that token consumption equates to productivity and thus can be used as a metric to monitor an employee's work. Supporters believe that higher token usage indicates higher productivity and higher utilization of powerful AI services. This also suggests that those not consuming enough tokens may be less productive and underutilizing powerful AI services. This belief might lead to an environment that incentivizes higher token usage to predict increased productivity. Critics of token maxxing as a metric claim that prudent workers will maximize any metric that management wants increased to gain a workplace advantage. For example: Engineers in the tech industries pressed to consume as many tokens as possible might run several AI agents in tandem, enter longer input prompts, or automate their tasks to maximize their token consumption. To management, this higher token usage may indicate potential productivity, but in reality may cause additional token costs, worker burnout, or actually create more bloated code of lower quality. Another claim is AI service companies potentially benefit from such an emphasis on token consumption and actively encourage the trend. Some developers have publicly advocated the practice. Developer Sigrid Jin, who said he used 50 billion tokens in a single year, has argued that maximizing token consumption is the best way to understand the value of AI, advising others to spend as much on AI usage as they pay in rent to obtain a return on investment. == See Also == Goodhart's law Perverse incentive Jevons Paradox

    Read more →
  • T-pose

    T-pose

    In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

    Read more →
  • Digital Image Processing with Sound

    Digital Image Processing with Sound

    DIPS (Digital Image Processing with Sound) is a set of plug-in objects that handle real-time digital image processing in Max/MSP programming environment. Combining with the built-in objects of the environment, DIPS enables to program the interaction between audio and visual events with ease, and supports the realization of interactive multimedia art as well as interactive computer music. == Summary of Features == A plug-in software for Max/MSP (Max 5 and 6) More than 300 Max external objects and abstractions More than 90 OpenGL objects included More than 110 visual effect objects (Dfx library, Core Image Filters) A utility library for the easy of programming (prefix Dlib) A comprehensive set of sample patches, and a detailed tutorial Handling images & movie files (QuickTime, OpenGL) Render and move 3D models (OpenGL) Video signal input (QuickTime, video texture) Video input analysis: motion detect, face tracking (OpenCV, OpenGL) Importing 3D models (.obj file) Importing Quartz Composer files OpenGL Shading Language (GLSL) programming interface Easy integration of visual events using DIPSWindowMixer (OpenGL) == Description == DIPS is a free plug-in software (a set of external objects) for Max/MSP. It supports the designing of the interaction between sound and visual events in Max using Apple’s Core Image, OpenGL and OpenCV technologies, and consequently, provides a powerful and user-friendly programming environment for the creation of interactive multimedia art. DIPS can be used to detect a performer’s motions and to track positions of subtle details, such as the face, mouth, and eyes. It can also be used to measure the distance between objects and a Kinect sensor system, and offers powerful tools for realtime image processing of incoming video stream and stored movie files. In addition, it can be used to create complex images in a virtual three-dimensional space. The DIPS consists of a library of more than 300 Max external objects and abstractions, a comprehensive set of sample patches, and a detailed tutorial. Some of its strong points, in comparison with other similar plug-ins and software, are its ease of programming, power, and efficiency. The sample patches and tutorial contained in the installation package allows composers and artists who are interested in the creation of interactive art to realize sophisticated realtime video effects on a live video signal at their first practice. And because of its ease of programming, it is likely that one will soon acquire skills needed to create state-of-the-art interactive performance works, multimedia installations, interactive multimedia artworks, and Max VJ applications using DIPS. == History == Initially developed by Shu Matsuda in 1997, DIPS was a plug-in software for Max/FTS running on SGI Octane and O2 computers. Since 2000, it has been developed by the DIPS Development Group supervised by Takayuki Rai. Current active group members are Shu Matsuda, Yota Morimoto, Takuto Fukuda, and Keitaro Takahashi. Previously, Chikashi Miyama, Daichi Ando and Takayuki Hamano also contributed to its development. 2013 DIPS5 for Max (Mac OS X) 2009 DIPS4 for Max/MSP (Mac OS X) 2006 DIPS3 for Max/MSP (Mac OS X) 2003 DIPS2 for jMax4 (Mac OS X) 2002 DIPS for jMax2 (Mac OS X & Linux) 2000 DIPS for jMax (Linux)

    Read more →