AI For Business Development

AI For Business Development — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Showcase Workshop

    Showcase Workshop

    Showcase Workshop, also referred to as Showcase, is a SaaS company that develops a presentation-building application for business use. Users upload files and images to a web platform which generates presentations viewable on a suite of mobile apps. Showcase was founded in 2011. The company’s headquarters are in Wellington, New Zealand. == History == Showcase Workshop was originally developed in response to dynamically changing content being presented on iPads at the 2012 Olympics. After market-testing a beta version of the core application, Showcase Workshop launched commercially in 2012. In 2014 Showcase partnered with Vodafone Global Enterprise. == Product == Users upload pre-existing PDFs, videos, images and Microsoft Office documents to a secure server, building presentations or ‘showcases’ which can then be downloaded via the mobile apps. The presentations are used for mobile sales enablement, training, or operational/health and safety purposes. == Reception == Reviewers have praised the ease of use of Showcase, calling it a “better alternative to developing a native app” and “intuitive”. Criticisms include the lack of differing templates and a lack of complex customisation controls. Showcase was nominated for a Tabby Award in 2014 and won a Tabby Award in 2015 for its Windows app.

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  • Open-source robotics

    Open-source robotics

    Open-source robotics is a branch of robotics where robots are developed with open-source hardware and free and open-source software, publicly sharing blueprints, schematics, and source code. It is thus closely related to the open design movement, the maker movement and open science. == Requirements == Open source robotics means that information about the hardware is easily discerned, so that others can easily rebuild it. In turn, this requires design to use only easily available standard subcomponents and tools, and for the build process to be documented in detail including a bill of materials and detailed ('Ikea style') step-by-step building and testing instructions. (A CAD file alone is not sufficient, as it does not show the steps for performing or testing the build). These requirements are standard to open source hardware in general, and are formalised by various licences, certifications, especially those defined by the peer-reviewed journals Journal of Open Hardware and HardwareX. Licensing requirements for software are the same as for any open source software. But in addition, for software components to be of practical use in real robot systems, they need to be compatible with other software, usually as defined by some robotics middleware community standard. == Hardware systems == Applications to date include: Robot arms, e.g. PARA or Thor Wheeled mobile robots. e.g. OpenScout Four-legged robots such as the Open Dynamic Robot Initiative UAV quadcopters (drones) such as Agilicious Humanoid robots, e.g. iCub, Berkeley Humanoid Lite Self-driving cars, e.g. OpenPodcar (→ Personal rapid transit) Submersible robots, eg. OpenFish Laboratory robotics such as chemical liquid handling Vertical farming Swarm robots, e.g. HeRoSwarm Domestic tasks: vacuum cleaning, floor washing and grass mowing Robot sports including robot combat and autonomous racing Education == Hardware subcomponents == Most open source hardware definitions allow non-open subcomponents to be used in modular design, as long as they are easily available. However many designs try to push openness down into as many subcomponents as possible, with the aim of ultimately reaching fully open designs. Open hardware manual-drive vehicles and their subcomponents, such as from Open Source Ecology, are often used as starting points and extended with automation systems. Open subcomponents can include open-source computing hardware as subcomponents, such as Arduino and RISC-V, as well as open source motors and drivers such as the Open Source Motor Controller and ODrive. Open hardware robotics interface boards can simplify interfacing between middleware software and physical hardware. == Software subcomponents == === Middleware === Robotics middleware is software which links multiple other software components together. In robotics, this specifically means real-time communication systems with standardized message passing protocols. The predominant open source middleware is ROS2, the robot operating system, now as version 2. Other alternatives include ROS1, YARP — used in the iCub, URBI, and Orca. Open source middleware is usually run on an open source operating system, especially the Ubuntu distribution of Linux. === Driver software === Most robot sensors and actuators require software drivers. There is little standardization of open source software at this level, because each hardware device is different. Creating open drivers for closed hardware is difficult as it requires both low level programming and reverse engineering. === Simulation software === Open source robotics simulators include Gazebo, MuJoCo and Webots. Open source 3D game engines such as Godot are also sometimes used as simulators, when equipped with suitable middleware interfaces. === Automation software === At the level of AI, many standard algorithms have open source software implementations, mostly in ROS2. Major components include: Machine vision systems such as the YOLO object detector. 3D photogrammetry Navigation including SLAM and planning such as nav2 Arm inverse kinematics such as moveIt2 == Community == The first signs of the increasing popularity of building and sharing robot designs were found with the maker culture community. What began with small competitions for remote operated vehicles (e.g. Robot combat), soon developed to the building of autonomous telepresence robots such as Sparky and then true robots (being able to take decisions themselves) as the Open Automaton Project. Several commercial companies now also produce kits for making simple robots. The community has adopted open source hardware licenses, certifications, and peer-reviewed publications, which check that source has been made correctly and permanently available under community definitions, and which validate that this has been done. These processes have become critically important due to many historical projects claiming to be open source but them reverting on the promise due to commercialisation or other pressures. As with other forms of open source hardware, the community continues to debate precise criteria for 'ease of build'. A common standard is that designs should be buildable by a technical university student, in a few days, using typical fablab tools, but definitions of all of these subterms can also be debated. Compared to other forms of open source hardware, open source robotics typically includes a large software element, so involves software as well as hardware engineers. Open source concepts are more established in open source software than hardware, so robotics is a field in which those concepts can be shared and transferred from software to hardware. While the community in open source robotics is multi-faceted with a wide range of backgrounds, a sizable sub-community uses the ROS middleware and meets at the ROSCon conferences to discuss development of ROS itself and automation components built on it.

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  • Logogen model

    Logogen model

    The logogen model of 1969 is a model of speech recognition that uses units called "logogens" to explain how humans comprehend spoken or written words. Logogens are a vast number of specialized recognition units, each able to recognize one specific word. This model provides for the effects of context on word recognition. == Overview == The word logogen can be traced back to the Greek-language word logos, which means "word", and genus, which means "birth". British scientist John Morton's logogen model was designed to explain word recognition using a new type of unit known as a logogen. A critical element of this theory is the involvement of lexicons, or specialized aspects of memory that include semantic and phonemic information about each item that is contained in memory. A given lexicon consists of many smaller, abstract items known as logogens. Logogens contain a variety of properties about given word such as their appearance, sound, and meaning. Logogens do not store words within themselves, but rather they store information that is specifically necessary for retrieval of whatever word is being searched for. A given logogen will become activated by psychological stimuli or contextual information (words) that is consistent with the properties of that specific logogen and when the logogen's activation level rises to or above its threshold level, the pronunciation of the given word is sent to the output system. Certain stimuli can affect the activation levels of more than one word at a time, usually involving words that are similar to one another. When this occurs, whichever of the words' activation levels reaches the threshold level, it is that word that is then sent to the output system with the subject remaining unaware of any partially excited logogens. This assumption was made by Marslen-Wilson and Welch (1978), who added to the model some assumptions of their own in order to account for their experimental results. They also assumed that the analysis of phonetic input can only become available to other parts of the system by process of how the input affects the logogen system. Finally, Marslen-Wilson and Welch assume that the first syllable of a given word will increase the activation level of a given logogen more than those of the latter syllables, which supported the data found at the time. == Analysis == The logogen model can be used to help linguists explain particular occurrences in the human language. The most-helpful application of the model is to show how one accesses words and their meanings in the lexicon. The word-frequency effect is best explained by the logogen model in that words (or logogens) that have a higher frequency (or are more common) have a lower threshold. This means that they require less perceptual power in the brain to be recognized and decoded from the lexicon and are recognized faster than those words that are less common. Also, with high-frequency words, the recovery from lowering the item's threshold is less fulfilled compared to low-frequency words so less sensory information is needed for that particular item's recognition. There are ways to lower thresholds, such as repetition and semantic priming. Also, each time a word is encountered through these methods, the threshold for that word is temporarily lowered partially because of its recovering ability. This model also conveys that specific concrete words are recalled better because they use images and logogens, whereas abstract words are not as easily recalled well because they only use logogens, hence showing the difference in thresholds between these two types of words. At the time of its conception, Morton's logogen model was one of the most influential models in springing up other parallel word access models and served as the essential basis for these subsequent models. Morton's model also strongly influenced other contemporary theories on lexical access. However, despite the advantages that the logogen theory presents, it also displays some negative facets. First and foremost, the logogen model does not explain all occurrences in language, such as the introduction of new words or non-words into a person's lexicon. Also, because of the distinctive model application, it may vary in its effectiveness in different languages. == Criticisms == While this model does a reasonable job of understanding the underlying semantics of many aspects in psycholinguistics, there are some flaws that have been pointed out in the logogen model. It has been argued that the prior stimulus patterns that have been seen in the logogen theory are not centrally localized in the logogen itself but are actually distributed throughout the different pathways over which the stimulus is being processed. What this directs at is that the notion and proliferation of logogens was due to modality. In essence, the logogen is unnecessary in the idea of attaining the title of being a recognition unit because of the variety of pathways that it is open to, not just logogens. Another criticism has been that this model essentially ignores larger and more critical structures in language and phonetics such as the different syntactic rules or grammatical construction that innately exists in language. Since this model overtly limits itself to the scope of lexical access then this model is seen as biased and misunderstood. To many psychologists, the logogen model does not meet the functional or representational adequacy that a theory should include to sufficiently comprehend language. Also, another criticism is that the logogen theory was supposed to predict that stimulus degradation should affect priming and word frequency in humans. However, many psychologists have conducted studies and researched the model to show that only priming and not word frequency is interacted with stimulus degradation. Priming is supposed to deteriorate a stimulus because it postulates that the semantic characteristics of previously known words are fed back into the detector of a person which in turn raises the threshold of related items. In word frequency, stimulus degradation is supposed to occur because it postulates that familiar words have lower thresholds than their low-frequency counterparts. However, in studies, priming is the only structure that does show observable and notable stimulus decadence. Even though the logogen theory has many unfilled holes, Morton was a revolutionary of his field whose speculation and research has opened up a remarkable era of psycholinguistics. == Other models to consider == cohort model – This model was proposed by Marslen-Wilson and was designed specifically to account for auditory word recognition. It works by breaking the word down and states that when a word is heard all words that begin with the first sound of the target word are activated. This set of words is considered the cohort. Once the first cohort has been activated, the other information, or sounds in the word narrow down the choices. The person recognizes the word when you are left with a single choice; this is considered the "recognition point". checking model – This model was developed by Norris in 1986. In this particular model, he took the approach that any word that partially matches the input is analyzed and checked to see if it fits with the context of the situation. interactive-activation model – This model is considered a connectionist model. Proposed by McClelland and Rumelhart in the 1981 to 1982 period, it is based around nodes, which are visual features, and positions of letters within a given word. They also act as word detectors which have inhibitory and excitatory connections between them. This model starts with first letter and suggests that all the words with that first letter are activated at first and then going through the word one can determine what the word is they are looking at. The main principle is that mental phenomena can be described by interconnected networks of simple units. verification model – The model was developed by Curtis Becker in 1970. The main idea is that a small number of candidates that are activated in parallel are subject to a serial-verification process. This model starts the word-recognition process with a basic representation of the stimulus. Then, sensory trace, consisting of line features is used to activate word detectors. When an acceptable number of detectors are activated these are used to generate a search set. These items are drawn from the lexicon on the basis of similarity to the sensory trace, which help with the identity of the stimulus. Then, in a serial process the candidates are compared to the representation of the sensory-trace input. == Related concepts == word frequency – This is the belief that the speed and accuracy with which a word is recognized is related to how frequently the word occurs in our language. Each logogen has a threshold (for identification) and words with higher frequencies have lower thresholds. Words with higher freq

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  • Aseprite

    Aseprite

    Aseprite ( ace-prite) is a proprietary, source-available image editor designed primarily for pixel art drawing and animation. It runs on Windows, macOS, and Linux, and features different tools for image and animation editing such as layers, frames, tilemap support, command-line interface, Lua scripting, among others. It is developed by Igara Studio S.A. and led by the developers David, Gaspar, and Martín Capello. Aseprite can be downloaded as freeware, (albeit it does not have the ability to save sprites) or purchased on Steam or Itch.io. Aseprite source code and binaries are distributed under EULA, educational, and Steam proprietary licenses. == History == Aseprite, formerly known as Allegro Sprite Editor, had its first release in 2001 as a free software project under the GPLv2 license. This license was kept until August 2016 with version v1.1.8, when the developers switched to a EULA, thus making the software proprietary. On the 1st of September 2016, the main developer, David Capello, wrote a post on the Aseprite Devblog explaining this change. The EULA permits others to download the Aseprite source code, compile it, and use it for personal purposes, but forbids its redistribution to third parties. After the license change, LibreSprite, a free and open source version of it, was created. Both before and after the license change, Aseprite was sold online, on Steam, itch.io, and the project's website. The project's code repository was hosted on Google Code until August 2014, when it was migrated to GitHub, where it remains hosted to date. As of October 2022, its repository has had 68 contributors and around 19 thousand stars. From 2014 to 2021, Aseprite had 66 different releases. Aseprite was used in the development of several notable games such as TowerFall (2013), Celeste (2018), Minit (2018), Wargroove (2019), Loop Hero (2021), Eastward (2021), Unpacking (2021), Haiku the Robot (2022) and Pizza Tower (2023). == Design and features == The main design purpose of Aseprite is to create animated 2D pixel-art sprites. Some of its features include: Layers and frames, with layer grouping and animation tagging Pixel-art specific transformations and tools (pixel-perfect modes, custom brushes, etc.) Animation real-time preview and onion skinning Tilemap and tileset modes Color palette managing, including 65 default palettes Color profiles and modes (RGBA, indexed and grayscale) Non-square pixels Command line interface (CLI) and Lua scripting Aseprite uses its own binary file type to store data, which is typically saved with .ase or .aseprite extensions. Different third-party projects were developed to support parsing of .ase files in programming languages including C#, Python and JavaScript, and in game engines such as Unity and Godot. Images and animations can be exported to different file formats including PNG, GIF, FLC, FLI, JPEG, PCX, TGA, ICO, SVG, and bitmap (BMP).

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  • Amália (LLM)

    Amália (LLM)

    Amália is a Portuguese large language model (LLM) announced in November 2024 by the Portuguese Prime-Minister Luís Montenegro. Its final version is expected to be launched in 2026. It is being developed by Center for Responsible AI (Centro para a AI Responsável) and by the research centers of NOVA School of Science and Technology and Instituto Superior Técnico. == History == In 2024 it was announced that the Portuguese Agency for Administrative Modernization (Agência para a Modernização Administrativa) transpose this LLM to Portuguese Public Administration. According to Paulo Dimas (CEO of the Center for Responsible AI) the three fundamental points of this LLM project are the linguistic variant (European Portuguese), cultural representation and data protection. In April 2025 it was announced that Amália had entered beta phase with an improved version being expected to be launched in September 2025. The beta version released in September is available only to the Public Administration, but the website launched in October reiterates the final version will be an open model.

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  • Super app

    Super app

    A super app or super-app (also known as an everything app) is a mobile or web application that can provide multiple services including payment and instant messaging services, effectively becoming an all-encompassing, self-contained, commerce and communication online platform that embraces many aspects of personal and commercial life. Notable examples of super apps include Tencent's WeChat in China, Tata Neu in India, Grab in Southeast Asia and Max in Russia. For end users, a super app is an application that provides a set of core features while also giving access to independently developed miniapps. For app developers, a super app is an application integrated with the capabilities of platforms and ecosystems that allows third-parties to develop and publish miniapps. == History == The super app term was first used to describe WeChat when it combined the instant messaging service with the digital wallet function. Recognition of WeChat as a super app stems from its combination of messaging, payments, e-commerce, and much more within a single application, making it indispensable for many users. WeChat's establishment of the super app model has led companies like Meta to try to build similar applications outside of China. In India, Tata Group has announced that it is currently developing a super app named Tata Neu. Major Indian companies like Paytm, PhonePe, and ITC Maars also have apps in development that might constitute super apps. In Southeast Asia, Grab and Gojek lay claim to the super app classification despite lacking many of the features offered by WeChat. Accordingly, growth-stage companies like Shopee, Traveloka, and AirAsia have also expanded the range of services offered by their respective applications. == Notable examples == === Alipay === Alipay is a third-party mobile and online payment platform established in Hangzhou, China in February 2004 by Alibaba Group and its founder Jack Ma. It operates in association with Ant Group, an affiliate company of the Chinese Alibaba Group. === Gojek === Gojek is an Indonesian on-demand multiservice digital platform and fintech payment super app. Established in Jakarta in 2010, as a call center to connect consumers to courier delivery and two-wheeled ride-hailing services, it launched its mobile app in 2015 with four services: GoRide, GoSend, GoShop, and GoFood, which has since expanded to offer over 20 services. In 2021, it merged with another Indonesian unicorn, Tokopedia, forming the decacorn GoTo Gojek Tokopedia. === Grab === Grab is a Southeast Asian technology company headquartered in Singapore and Indonesia. Founded in 2012 as the MyTeksi app in Kuala Lumpur, Malaysia, it expanded the following year as GrabTaxi, before moving its headquarters to Singapore in 2014 and rebranding officially as Grab. In addition to ride-hailing and transportation services, the company's mobile app also offers food delivery and digital payment services. === Max === Max is a messenger from the Russian company VK, positioned as a super app. The application combines messaging, calls, and channels features with the integration of additional services: payments, miniapps, taxi ordering, deliveries, and other everyday services are available within a single interface. The goal is to unite communication and routine tasks in a unified ecosystem. === Tata Neu === Tata Neu is a multipurpose super app, developed in India by the Tata Group. It is the country's first super app. The app was launched to coincide with the start of a 2022 Indian Premier League cricket match. === WeChat === WeChat is a Chinese multipurpose instant messaging, social media and mobile payment app. First released in 2011, it became the world's largest standalone mobile app in 2018, with over 1 billion monthly active users. WeChat provides text messaging, hold-to-talk voice messaging, broadcast (one-to-many) messaging, video conferencing, video games, the sharing of photographs and videos and location sharing. === X === X is an American social network, originally known as Twitter from its launch through 2023. Prior to his acquisition of the service, new owner Elon Musk stated that he planned for Twitter to become an "everything app" known as "X"; in 2023, the service added an AI chatbot known as "Grok" as well as integrated job search tools known as "X Hiring". In January 2025, X announced its intent to offer a digital wallet service in the future. Later in the year, X revamped its direct messaging system as "Chat". == Criticism == Although apps that fit the super app classification can offer users a wider variety of services in comparison to single-purpose alternatives, internet regulators in regions such as the US and Europe have become more concerned about the overall power of the technology industry and have become more critical of companies developing such apps. In China, WeChat and other local firms have been ordered to open up their platforms to rivals by local regulators. There are also reports that suggest it might be difficult to replicate WeChat's super app model. This stems partly from the peaking of smartphone penetration rates in many regions worldwide, which has led to overcrowded app stores and tighter restrictions on targeted advertising as regulators assert more control over the companies. From a technical viewpoint, single-purpose apps are comparatively faster, more responsive and easier to navigate than super apps, which helps improve the overall user experience. Super-apps are also likelier to store larger amounts of personal data to facilitate the delivery of their services, so users run a greater risk of becoming victims of severe data breaches. In 2020, this unfolded with Tokopedia, which had the data of 91 million of its users stolen and shared by crackers. It has also been noted that a user who loses access to their account or is banned from a super app generally loses access to multiple real-life services and digital applications; the Chinese government has used this approach to penalize people who shared the photos of the Sitong Bridge protest.

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  • Clip Studio Paint

    Clip Studio Paint

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

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  • Fyre (software)

    Fyre (software)

    Fyre, formerly de Jong Explorer, is a cross-platform tool for producing artwork based on histograms of iterated chaotic functions. It implements the Peter de Jong map in a fixed function pipeline through either a GTK GUI frontend, or a command line facility for easier rendering of high-resolution, high quality images. The program was renamed from de Jong Explorer to Fyre simply because 'It wasn't taken yet' and so that in the future, it could support more functions than just the standard Peter de Jong map. Fyre features a sidebar on the left to which the user can input the required variables and on the right is displayed the result of the equation. == Extra features == Additional image manipulation tools such as Gaussian blurs and Gamma controls are included in the program. The advantage to using them directly within Fyre is that the image accuracy and quality do not decline. Fyre features animation capabilities so that a user can link together several maps and create uncompressed AVIs from them. However, the uncompressed animation files are very large and so should be compressed with a separate tool, such as mencoder. == Peter de Jong Map == For most values of a,b,c and d the point (x,y) moves chaotically. The resulting image is a map of the probability that the point lies within the area represented by each pixel. Therefore, the longer that the user lets Fyre render for, the larger the probability map becomes and the more accurate the resulting image.

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  • Artificial psychology

    Artificial psychology

    Artificial psychology (AP) has had multiple meanings dating back to 19th century, with recent usage related to artificial intelligence (AI).Artificial psychology is a theoretical field related to artificial intelligence, cognitive science, and psychology, which explores how advanced AI systems may develop human-like decision-making processes. In 1999, Zhiliang Wang and Lun Xie presented a theory of artificial psychology based on artificial intelligence. They analyze human psychology using information science research methods and artificial intelligence research to probe deeper into the human mind. == Main Theory == Dan Curtis (b. 1963) proposed AP is a theoretical discipline. The theory considers the situation when an artificial intelligence approaches the level of complexity where the intelligence meets two conditions: Condition I A: Makes all of its decisions autonomously B: Is capable of making decisions based on information that is New Abstract Incomplete C: The artificial intelligence is capable of reprogramming itself based on the new data, allowing it to evolve. D: And is capable of resolving its own programming conflicts, even in the presence of incomplete data. This means that the intelligence autonomously makes value-based decisions, referring to values that the intelligence has created for itself. Condition II All four criteria are met in situations that are not part of the original operating program When both conditions are met, then, according to this theory, the possibility exists that the intelligence will reach irrational conclusions based on real or created information. At this point, the criteria are met for intervention which will not necessarily be resolved by simple re-coding of processes due to extraordinarily complex nature of the codebase itself; but rather a discussion with the intelligence in a format which more closely resembles classical (human) psychology. If the intelligence cannot be reprogrammed by directly inputting new code, but requires the intelligence to reprogram itself through a process of analysis and decision based on information provided by a human, in order for it to overcome behavior which is inconsistent with the machines purpose or ability to function normally, then artificial psychology is by definition, what is required. The level of complexity that is required before these thresholds are met is currently a subject of extensive debate. The theory of artificial psychology does not address the specifics of what those levels may be, but only that the level is sufficiently complex that the intelligence cannot simply be recoded by a software developer, and therefore dysfunctionality must be addressed through the same processes that humans must go through to address their own dysfunctionalities. Along the same lines, artificial psychology does not address the question of whether or not the intelligence is conscious. As of 2022, the level of artificial intelligence does not approach any threshold where any of the theories or principles of artificial psychology can even be tested, and therefore, artificial psychology remains a largely theoretical discipline. Even at a theoretical level, artificial psychology remains an advanced stage of artificial intelligence.

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  • Pixlr

    Pixlr

    Pixlr is a group of SaaS creative tools including Pixlr.com, Designs.ai and Vectr.com. Pixlr.com is a cloud-based set of image editing tools and utilities, including AI image generation and enhancements. The Pixlr suite targets users who require subjectively simple, or more advanced, photo editing as well as graphic design. It features a freemium business model with subscription plans—Plus, Premium and Teams. The platform can be used on desktop and also smartphones and tablets. Pixlr is compatible with various image formats such as JPEG, PNG, WEBP, GIF, PSD (Photoshop Document) and PXZ (native Pixlr document format). Designs.ai lets users create content using AI, with a goal of being within two minutes, across different media types including videos, text, banners and audio. Vectr.com was acquired in 2017 before being spun out into Pixlr Group in 2023. == History == Pixlr was founded in 2008 and built on Macromedia Flash. On 19 July 2011, Autodesk announced that they had acquired the Pixlr suite. In 2013, Time listed Pixlr as one of the top 50 websites of the year. In 2017, Pixlr was acquired from Autodesk. It was subsequently rebuilt and relaunched in HTML5 in 2019. In September 2023, Pixlr was awarded as the Top 13 GenAi Web Product by the world's top venture firm Andreessen Horowitz. In November 2023, Pixlr, Designs.ai and Vectr were combined as a new business group named Pixlr Group focusing on generative AI and creative software solutions. In May 2024, Pixlr was featured as one of the top 18 progressive web applications highlighted on Google I/O. == Versions == Pixlr.com rebranded itself as a full creative suite in 2019 by introducing Pixlr X, Pixlr E and Pixlr M. The platform introduced more features in December 2021 with a new logo and added tools which included: Brushes, the 'Heal tool', Animation, and Batch upload. The brush feature enables the creation of hand-drawn effects. The Heal tool allows users to remove unwanted objects from their images whereas the Animation feature can be used to include movements into their edits. Users can also utilize Batch upload to edit up to 50 images simultaneously. In November 2022, Pixlr 2023 was launched, adding more tools such as "AI smart resize", colorization, text wrapping and other additional effects. In November 2023, Pixlr 2024 was launched with Pixlr Designer and new AI-powered updates which includes AI image generation, AI infill, AI inpainting and more.

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  • Final Cut Express

    Final Cut Express

    Final Cut Express was a video editing software suite created by Apple Inc. It was the consumer version of Final Cut Pro and was designed for advanced editing of digital video as well as high-definition video, which was used by many amateur and professional videographers. Final Cut Express was considered a step above iMovie in terms of capabilities, but a step underneath Final Cut Pro and its suite of applications. As of June 21, 2011, Final Cut Express was discontinued in favor of Final Cut Pro X. == History == Final Cut Express 1.0, based on Final Cut Pro 3, was released at Macworld Conference and Expo in San Francisco in 2003. The second version, based on Final Cut Pro 4, was released at Macworld San Francisco in 2004. The third version, capable of editing high definition video, was also announced at Macworld San Francisco a year later, and was released as Final Cut Express HD in February 2005. It was based on Final Cut Pro HD (version 4.5) and included LiveType 1.2 and Soundtrack 1.2. Final Cut Express version 3.5 was released with little fanfare in May 2006 as a Universal Binary. In addition to improving real-time rendering with Dynamic RT, version 3.5 upgraded LiveType to version 2.0 and Soundtrack to version 1.5. In November 2007, Apple released Final Cut Express 4, which although it did not support real-time editing in the AVCHD format (it only allowed for transcoding AVCHD to Apple Intermediate Codec (AIC) provided that the camera was actually attached to the computer - it did not convert AVCHD files stored elsewhere and is currently for Intel processors only), imported iMovie '08 projects and included 50 new filters. It did not include Soundtrack 1.5, but it still included LiveType which enables users to create advanced text for the movies they created in Final Cut. The price was dropped from $299 for version 3.5 to $199 for version 4.0. In June 2011, Final Cut Express was officially discontinued, in favor of Final Cut Pro X. == Features == Final Cut Express' interface was identical to that of Final Cut Pro, but lacks some film-specific features, including Cinema Tools, multi-cam editing, batch capture, and a time code view. The program performed 32 undo operations, while Final Cut Pro did 99 [2]. Features the program did include were: The ability to keyframe filters Dynamic RT, which changes real-time settings on-the-fly Motion path keyframing Opacity keyframing Ripple, roll, slip, slide and blade edits Picture-in-picture and split-screen effects Up to 99 video tracks and 12 compositing modes Up to 99 audio tracks Motion project import Two-way color correction. Chroma key One feature of Final Cut Express that was not available in Final Cut Pro is the ability to import iMovie '08 projects (though transitions are not preserved). === RT Extreme === Inherited from Final Cut Pro, Final Cut Express features RT Extreme, which allows previews of some video filters and transitions without rendering. Audio that is not in the native AIFF file format needs rendering before it can be played back. RT Extreme has three modes: 'Safe', for seeing multiple video layers at a quality that more or less guarantees a smooth playback; 'Unlimited', which allows the maximum number of composited video layers to be viewed at the same time; and 'Dynamic', which alternates between these settings depending on how many simultaneous video tracks are present. Frame dropping may result from using 'Unlimited' on low-resource machines. === Boris Calligraphy === Like Final Cut Pro, Express also comes with Boris Calligraphy, a plugin for advanced titling and scrolling/crawling titles more sophisticated than the ones that can be created with the built-in title overlays. Calligraphy has a WYSIWYG interface and features wrapping, alignment, leading, kerning and tracking features, as well as allowing up to five custom outlines and five custom drop shadows to be defined for a selected portion of the title. == Soundtrack == Prior to version 4, Final Cut Express included Soundtrack 1.5, a music program similar to the consumer-level GarageBand, but designed for videographers who wish to add music to their films. Soundtrack comes with around 4,000 professionally recorded instrument loops and sound effects that can be arranged in multiple tracks beneath the video track. To use Soundtrack, users export their Final Cut Express sequence, or a marked portion thereof, as a reference file, which can include scoring markers defined in the timeline. This reference file can be imported as the video track in Soundtrack. Soundtrack is functionally and visually identical to Soundtrack Pro's multitrack editing mode, but includes fewer Logic plugins and lacks the highly regarded noise removal tool. Soundtrack was removed from Final Cut Express 4, which lowered its price and may have encouraged people to buy Logic Express.

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  • Straight-Through Quality

    Straight-Through Quality

    Straight-Through Quality (STQ) are approaches and outputs of test automation that have quality and deliver business benefit. STQ takes its name from the business concept of straight-through processing (STP). Also acting as a tool and enabler for STP. Traditional techniques for testing and delivery have often required a great deal of manual support and intervention. These approaches are subject to human error, cost of delay and lack of reuse. These also have the negative side-effect of being unable to deliver 'fail-fast' approaches, which have proven popular with Agile practitioners. Previous traditional approaches have been typically expensive where whole silo'ed departments are created within commercial companies to deliver Quality and Deployment alone. Thus STQ as an approach hopes to resolve this problem. == Examples == Tangible examples of STQ approaches in the software industry are present and often known as continuous integration (CI) and continuous delivery (CD). These combined can ensure that software delivery is integrated, automatically tested and ready for automatic delivery at any time. Together CI/CD can enable STQ which can be used as Business output terminology for business users who do not understand the technical complexities of CI/CD.

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  • Shell Control Box

    Shell Control Box

    Shell Control Box (SCB) is a network security appliance that controls privileged access to remote IT systems, records activities in replayable audit trails, and prevents malicious actions. For example, it records as a system administrator updates a file server or a third-party network operator configures a router. The recorded audit trails can be replayed like a movie to review the events as they occurred. The content of the audit trails is indexed to make searching for events and automatic reporting possible. SCB is a Linux-based device developed by Balabit. It is an application level proxy gateway. In 2017, Balabit changed the name of the product to Privileged Session Management (PSM) and repositioned it as the core module of its Privileged Access Management solution. == Main Features == Balabit’s Privileged Session Management (PSM), Shell Control Box (SCB) is a device that controls, monitors, and audits remote administrative access to servers and network devices. It is a tool to oversee system administrators by controlling the encrypted connections used for administration. PSM (SCB) has full control over the SSH, RDP, Telnet, TN3270, TN5250, Citrix ICA, and VNC connections, providing a framework (with solid boundaries) for the work of the administrators. === Gateway Authentication === PSM (SCB) acts as an authentication gateway, enforcing strong authentication before users access IT assets. PSM can also integrate to user directories (for example, a Microsoft Active Directory) to resolve the group memberships of the users who access the protected servers. Credentials for accessing the server are retrieved transparently from PSM’s credential store or a third-party password management system by PSM impersonating the authenticated user. This automatic password retrieval protects the confidentiality of passwords as users can never access them. === Access Control === PSM controls and audits privileged access over the most wide-spread protocols such as SSH, RDP, or HTTP(s). The detailed access management helps to control who can access what and when on servers. It is also possible to control advanced features of the protocols, like the type of channels permitted. For example, unneeded channels like file transfer or file sharing can be disabled, reducing the security risk on the server. With PSM policies for privileged access can be enforced in one single system. === 4-eyes Authorization === To avoid accidental misconfiguration and other human errors, PSM supports the 4-eyes authorization principle. This is achieved by requiring an authorizer to allow administrators to access the server. The authorizer also has the possibility to monitor – and terminate - the session of the administrator in real-time, as if they were watching the same screen. === Real-time Monitoring and Session Termination === PSM can monitor the network traffic in real time, and execute various actions if a certain pattern (for example, a suspicious command, window title or text) appears on the screen. PSM can also detect specific patterns such as credit card numbers. In case of detecting a suspicious user action, PSM can send an e-mail alert or immediately terminate the connection. For example, PSM can block the connection before a destructive administrator command, such as the „rm” comes into effect. === Session Recording === PSM makes user activities traceable by recording them in tamper-proof and confidential audit trails. It records the selected sessions into encrypted, timestamped, and digitally signed audit trails. Audit trails can be browsed online, or followed real-time to monitor the activities of the users. PSM replays the recorded sessions just like a movie – actions of the users can be seen exactly as they appeared on their monitor. The Balabit Desktop Player enables fast forwarding during replays, searching for events (for example, typed commands or pressing Enter) and texts seen by the user. In the case of any problems (database manipulation, unexpected shutdown, etc.) the circumstances of the event are readily available in the trails, thus the cause of the incident can be identified. In addition to recording audit trails, transferred files can be also recorded and extracted for further analysis.

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  • Pixelmator

    Pixelmator

    Pixelmator is a series of graphics editors developed by Apple for macOS, iOS, and iPadOS. Pixelmator apps leverage Apple-specific technologies such as CoreML and Metal. Pixelmator uses a proprietary format across their apps (.PXD), but supports editing a variety of file types including Photoshop, RAW, and WebP. == History == Pixelmator Team was founded in 2007 by Lithuanian brothers Saulius and Aidas Dailidė, and released Pixelmator (now Pixelmator Classic) 1.0 in September of the same year. The company resided in Vilnius, Lithuania. In November 2024, Pixelmator Team agreed to be acquired by Apple for an unknown monetary amount, which was completed on 11 February 2025, the company was later folded into Apple with its products coming under them fully. == Pixelmator Classic == Pixelmator Classic was the original version of Pixelmator released for Mac on 25 September 2007. It uses a palette-style interface with floating toolbars compared to Pixelmator Pro's single-window interface. It is no longer being updated and has been delisted from the Mac App Store. == Pixelmator iOS == Pixelmator for iOS launched on 23 October 2014 as an iPad-exclusive app with touch-optimized versions of Pixelmator's desktop features. In May 2015, Pixelmator for iOS 2.0 was released with support for the iPhone. Apple no longer updates Pixelmator for iOS as of 13 January 2026, shortly before the release of Pixelmator Pro for iPad. == Pixelmator Pro == Pixelmator Pro is an image, video, and vector editing software for macOS that launched on 29 November 2017. It was a paid upgrade for Pixelmator Classic users, featuring a redesigned interface, a graphics pipeline rewritten using Metal, Apple silicon support and a greater focus on ML/AI editing features. On 28 January 2026, Apple announced Apple Creator Studio, a subscription bundle for their professional software that contains Pixelmator Pro. They also brought Pixelmator Pro to iPad, shortly after discontinuing Pixelmator iOS. == Photomator == Photomator (formerly Pixelmator Photo) is a photo-oriented editing app which launched on iPad in 2019, on iOS in 2021, and macOS in 2022. After launching the macOS version, the app moved from a one-time purchase to a subscription; however, a lifetime license can still be purchased for $99. Photomator differentiates itself from other Pixelmator apps with features such as batch editing of full photoshoots and AI-powered color correction. Edits in Photomator are made on a single layer and are non-destructive.

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  • Eaze

    Eaze

    Eaze is an American company based in San Francisco, California that launched a medical cannabis delivery app of the same name in 2014. == History == Eaze was launched in 2014 by Keith McCarty to deliver medical marijuana to patients in California. McCarty started the company in his San Francisco apartment with four employees. The company provides a mobile app to connect users with cannabis dispensaries, but does not grow or sell marijuana itself, and has been nicknamed “the Uber of Weed”. As of 2017, the company operates in more than 100 cities within California. In 2017, Eaze reported 300 percent growth over the previous year. It has 81 employees, and performs 120,000 deliveries per month to 250,000 users. A survey of Eaze users revealed that 66% are male, 57% are between 22 and 34, just over half have a bachelor's degree, and 49% have an annual income over $75,000. The company's vaporizer cartridge sales reached $1 million in sales in 4 months, and 31% of customers had ordered a vaporizer by the end of 2016. In 2016, Eaze founder Keith McCarty stepped down from his position as CEO and was replaced by Jim Patterson, who served as the company's chief product and technology officer. == EazeMD == EazeMD is a service that helps people acquire a medical marijuana card. It is a California-based telemedicine service in which physicians assess patients through an online video chat. It is California's largest telemedicine service for marijuana referrals. In June 2017, a former employee of one of these physicians accessed patient data in the physician's records system, causing a security breach. However, there was no evidence that Eaze data was accessed. == Eaze Insights == Eaze Insights conducts surveys of their users and compiles data into reports on cannabis use. Statistics from their reports have been cited in Seattle Weekly, Forbes, The Huffington Post, Business Insider, Fortune, and other general interest publications. == Financing == The company announced its $10 million Series A funding in April 2015 by multiple venture capital firms, including the Snoop Dogg-backed Casa Verde Capital. In October 2016, Eaze announced its series B funding in the amount of $13 million from five investors, making the company "the highest-funded startup in the history of the cannabis industry, as well as its fastest-growing one". In September 2017, the company raised another $27 million in venture funding. The Series B funding was led by Bailey Capital, joined by DCM Ventures, Kaya Ventures, and FJ Labs. According to the company' officials in 2017, Eaze managed to raise more than $52 million since its inception in 2014.

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