Adobe GoLive

Adobe GoLive

Adobe GoLive was a WYSIWYG HTML editor and web site management application from Adobe Systems. It replaced Adobe PageMill as Adobe's primary HTML editor and was itself discontinued in favor of Dreamweaver. The last version of GoLive that Adobe released was GoLive 9. == History == GoLive originated as the flagship product of a company named GoNet Communication, Inc. then based in Menlo Park, California, and the development company GoNet Communications GmbH in Hamburg, Germany, in 1996. Later GoNet changed its name to GoLive Systems, Inc, and the name of its product to GoLive CyberStudio. Adobe acquired GoLive in 1999 and re-branded the GoLive CyberStudio product to what became Adobe GoLive. Adobe took over the Hamburg office as an Adobe development site to continue to develop the product. At the time of the acquisition, CyberStudio was a Macintosh-only application. In the spring of 1999 Adobe released Adobe GoLive for both Macintosh and Microsoft Windows. The first versions of Dreamweaver and CyberStudio were released in a similar timeframe. However, Dreamweaver eventually became the dominant WYSIWYG HTML editor in market share. After the Adobe acquisition of Macromedia (the company that had owned Dreamweaver), GoLive was progressively re-targeted toward Adobe's traditional design market, and the product became better integrated with Adobe's existing suite of design-oriented software products and less focused on the professional web development market. The Adobe CS2 Premium suite contained GoLive CS2. With the release of Creative Suite 3, Adobe integrated Dreamweaver as a replacement for GoLive and released GoLive 9 as a standalone product. In April 2008, Adobe announced that sales and development of GoLive would cease in favor of Dreamweaver. == General description and distinctive aspects == GoLive incorporated a largely modeless workflow that relied heavily on drag-and-drop. Most user interaction was done via a contextual inspector rather than the modal workflow found in Dreamweaver. Among its features were a separate editor for tables that supported nesting, and a two-dimensional panel for applying CSS styles to elements. GoLive supported drag-and-drop of native Adobe Photoshop and Adobe Illustrator files via what the company called "Smart Objects", which then automatically guided the user through saving those files in web-supported formats. Updates to the original Photoshop or Illustrator assets were automatically tracked by GoLive. It also implemented a tool called "Components" which allowed updates to interface elements throughout a site to be updated globally by changing one single file. As a website management tool, GoLive allowed users to transfer and publish content directly from within the application, and allowed individual files to be excluded from uploading. == Features == One of the new features of GoLive version 5 was Dynamic Link, which was a method of creating dynamic, database-driven web content without the need to know a server-side language and with full WYSIWYG support in the GoLive user interface. GoLive had a powerful set of extensibility API which could be used to add additional functionality to the product. The GoLive SDK provided interfaces which allowed developers to use a combination of XML, JavaScript and C/C++ to create plugins for the product. The extensibility API allowed developers access to custom drawing and event handling using JavaScript, as well as a full JavaScript debugger and command line interpreter. This allowed intermediate-level developers using interpreted JavaScript to create sophisticated user interfaces. == Language and framework structure == Adobe GoLive is coded in the C++ programming language. It uses a custom C++ framework called SCL (Simple Class Library) which was initially built from scratch by the engineers at GoLive Systems Inc. The SCL framework was also used in the short-lived Adobe Atmosphere 3D software. == Release history == As the final version, GoLive 9 was discontinued in April 2008.

Pronunciation assessment

Automatic pronunciation assessment uses computer speech recognition to determine how accurately speech has been pronounced, instead of relying on a human instructor or proctor. It is also called speech verification, pronunciation evaluation, and pronunciation scoring. This technology is used to grade speech quality, for language testing, for computer-aided pronunciation teaching (CAPT) in computer-assisted language learning (CALL), for speaking skill remediation, and for accent reduction. Pronunciation assessment is different from dictation or automatic transcription, because instead of determining unknown speech, it verifies learners' pronunciation of known word(s), often from prior transcription of the same utterance; ideally scoring the intelligibility of the learners' speech. Sometimes pronunciation assessment evaluates the prosody of the learners' speech, such as intonation, pitch, tempo, rhythm, and syllable and word stress, although those are usually not essential for being understood in most languages. Pronunciation assessment is also used in reading tutoring, for example in products from Google, Microsoft, and Amira Learning. Automatic pronunciation assessment can also be used to help diagnose and treat speech disorders such as apraxia. == Intelligibility == Intelligibility refers to how well a learner's utterance is understood by a listener, rather than how much it sounds like a native speaker. This is separate from measures of fluency, such as so-called "Goodness of Pronunciation" (GoP) scores, which estimate how closely an utterance aligns with those of native speakers. Intelligibility is widely regarded as the most important communicative goal in pronunciation teaching and assessment. For example, in the Common European Framework of Reference for Languages (CEFR) assessment criteria for "overall phonological control", intelligibility outweighs formally correct pronunciation at all levels. Studies in applied linguistics have shown that accent reduction does not always increase intelligibility because listeners can often comprehend heavily accented speech without difficulty. Pronunciation assessment systems often rely on acoustic methods such as GoP which compare learner speech to reference models to produce phoneme-level scores, which are in turn aggregated to produce word and phrase scores. While these methods are effective for identifying deviations from native speakers' utterances, they do not effectively measure how understandable speech is to human listeners. Intelligibility is influenced by broader linguistic and contextual factors such as stress placement, speech rate, and coarticulation, which are not represented in purely segmental scores. The earliest work on pronunciation assessment avoided measuring genuine listener intelligibility, a shortcoming corrected in 2011 at the Toyohashi University of Technology, and included in the Versant high-stakes English fluency assessment from Pearson and mobile apps from 17zuoye Education & Technology, but still missing in 2023 products from Google Search, Microsoft, Educational Testing Service, Speechace, and ELSA. Assessing authentic listener intelligibility is essential for avoiding inaccuracies from accent bias, especially in high-stakes assessments; from words with multiple correct pronunciations; and from phoneme coding errors in machine-readable pronunciation dictionaries. In 2022, researchers found that some newer speech-to-text systems, based on end-to-end reinforcement learning to map audio signals directly into words, produce word and phrase confidence scores (from 10-25ms audio frame logit aggregation) closely correlated with genuine listener intelligibility. Others have been able to assess intelligibility using Levenshtein or dynamic time warping distance measures from Wav2Vec2 representation of good speech. Further work through 2025 has focused specifically on measuring intelligibility. A 2025 study of 42 pronunciation and speech coaching apps (32 mobile and 10 web) found that none offered intelligibility assessment. Instead, most provided only segmental and accent-focused scoring. About two-thirds of the apps provided some form of specific pronunciation feedback, usually with phonetic transcriptions, but accompanied by visual cues (such as animations of the vocal tract or the lips and tongue from the front) in only about 5% of the apps. Less than a third provided feedback on learner perception of exemplar speech. == Evaluation == Although there are as yet no industry-standard benchmarks for evaluating pronunciation assessment accuracy, researchers occasionally release evaluation speech corpuses for others to use for improving assessment quality. Such evaluation databases often emphasize formally unaccented pronunciation to the exclusion of genuine intelligibility evident from blinded listener transcriptions. As of mid-2025, state of the art approaches for automatically transcribing phonemes typically achieve an error rate of about 10% from known good speech. The International Speech Communication Association (ISCA) 2025 Workshop on Speech and Language Technology in Education (SLaTE) administered a Speak & Improve Challenge: Spoken Language Assessment and Feedback, introducing benchmarks for evaluating pronunciation assessment and remediation systems across languages, accents, and learner populations. The challenge emphasized cross-lingual generalization and alignment with human intelligibility judgments, for more robust and interpretable assessment systems. Ethical issues in pronunciation assessment are present in both human and automatic methods. Authentic validity, fairness, and mitigating bias in evaluation are all crucial. Diverse speech data should be included in automatic pronunciation assessment models. Combining human judgments, especially blinded transcriptions from a wide diversity of listeners, with automated feedback can improve accuracy and fairness. Second language learners benefit substantially from their use of widely available speech recognition systems for dictation, virtual assistants, and AI chatbots. In such systems, users naturally try to correct their own errors evident in speech recognition results that they notice. Such use improves their grammar and vocabulary development along with their pronunciation skills. The extent to which explicit pronunciation assessment and remediation approaches improve on such self-directed interactions remains an open question. Similarly, automatic dictation results have been shown to reflect intelligibility about as well as human scorers. == Recent developments == During 2021–22, a smartphone-based CAPT system was used to sense articulation through both audible and inaudible signals, providing feedback at the phoneme level. Some promising areas for improvement which were being developed in 2024 include articulatory feature extraction and transfer learning to suppress unnecessary corrections. Other interesting advances under development include "augmented reality" interfaces for mobile devices using optical character recognition to provide pronunciation training on text found in user environments. In 2024, audio multimodal large language models were first described as assessing pronunciation. That work has been carried forward by other researchers in 2025 who report positive results. Subsequently, researchers demonstrated pronunciation scoring by providing a language model with textual descriptions of speech, including the speech-to-text transcript, phoneme sequences, pauses, and phoneme sequence matching; this approach can achieve performance similar to multimodal LLMs that analyze raw audio while avoiding their higher computational cost. In 2025, the Duolingo English Test authors published a description of their pronunciation assessment method, purportedly built to measure intelligibility rather than accent imitation. While achieving a correlation of 0.82 with expert human ratings, very close to inter-rater agreement and outperforming alternative methods, the method is nonetheless based on experts' scores along the six-point CEFR common reference levels scale, instead of actual blinded listener transcriptions. Further promising work in 2025 includes assessment feedback aligning learner speech to synthetic utterances using interpretable features, identifying continuous spans of words for remediation feedback; synthesizing corrected speech matching learners' self-perceived voices, which they prefer and imitate more accurately as corrections; and streaming such interactions. On January 21, 2026, Educational Testing Service's TOEFL iBT high-stakes English language test, required by US university admissions and employers from English as a foreign language applicants more often than all other internet-based tests combined, changed its speaking assessments. While official rubrics claim that the new scoring will be based primarily on intelligibility, the new test's technical description indicates that it ju

VistaCreate

VistaCreate (formerly Crello) is an online graphic design platform for non-designers, launched in 2016. As of 2022, it has more than 10 million users in 192 countries. == Overview == VistaCreate (then known as Crello) was launched in 2016 as a part of Depositphotos. In 2019, the product hit a milestone of 1 million registered users and also launched mobile apps. In 2020, the library of templates and objects became free. A music library and a background remover tool were added to the platform. In May 2021, Moufflons Basketball, in collaboration with VistaCreate, organized a poster design competition in support of gender equality in sports. In October 2021, Vistaprint acquired Crello and its parent company, Depositphotos, for a total price of $85 million. After the acquisition, Crello was rebranded to VistaCreate. Along with Vistaprint and 99designs, it became part of the new Vista parent brand. After Russia started a full-scale war on the territory of Ukraine in February 2022, VistaCreate suspended all business in Russia and Belarus. VistaCreate's team and Depositphotos gathered collections of images and templates dedicated to the war in Ukraine.

Lucy–Hook coaddition method

The Lucy–Hook coaddition method is an image processing technique for combining sub-stepped astronomical image data onto a finer grid. The method allows the option of resolution and contrast enhancement or the choice of a conservative, re-convolved, output. Tests with very deep Hubble Space Telescope Wide Field and Planetary Camera 2 (WFPC2) imaging data of excellent quality show that these methods can be very effective and allow fine-scale features to be studied better than on the unprocessed images. The Lucy–Hook coaddition method is an extension of the standard Richardson–Lucy deconvolution iterative restoration method. For many purposes it may be more convenient to combine dithered datasets using the Drizzle method.

Facebook Messenger

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

Artificial intelligence controversies

The controversies surrounding artificial intelligence encompass a broad range of public, academic, and political debates regarding the societal effects of artificial intelligence (AI). These debates intensified particularly in the late 2010s and 2020s, coinciding with an accelerated period of development known as the AI boom. While advocates emphasize the technology's potential to solve complex problems and enhance human quality of life, detractors highlight a wide array of dangers and challenges. These include concerns over ethics, plagiarism and theft, fraud, safety and alignment, environmental impacts, technological unemployment, and the spread of misinformation. It also covers severe future or theoretical challenges, such as the emergence of artificial superintelligence and existential risks. == 2016 == === Microsoft Tay chatbot (2016) === On March 23, 2016, Microsoft released Tay, a chatbot designed to mimic the language patterns of a 19-year-old American girl and learn from interactions with Twitter users. Soon after its launch, Tay began posting racist, sexist, and otherwise inflammatory tweets after Twitter users deliberately taught it offensive phrases and exploited its "repeat after me" capability. Examples of controversial outputs included Holocaust denial and calls for genocide using racial slurs. Within 16 hours of its release, Microsoft suspended the Twitter account, deleted the offensive tweets, and stated that Tay had suffered from a "coordinated attack by a subset of people" that "exploited a vulnerability." Tay was briefly and accidentally re-released on March 30 during testing, after which it was permanently shut down. Microsoft CEO Satya Nadella later stated that Tay "has had a great influence on how Microsoft is approaching AI" and taught the company the importance of taking accountability. == 2022 == === Voiceverse NFT plagiarism scandal (2022) === On January 14, 2022, voice actor Troy Baker announced a partnership with Voiceverse, a blockchain-based company that marketed proprietary AI voice cloning technology as non-fungible tokens (NFT), triggering immediate backlash over environmental concerns, fears that AI could displace human voice actors, and concerns about fraud. Later that same day, the pseudonymous creator of 15.ai—a free, non-commercial AI voice synthesis research project—revealed through server logs that Voiceverse had used 15.ai to generate voice samples, pitch-shifted them to make them unrecognizable, and falsely marketed them as their own proprietary technology before selling them as NFTs; the developer of 15.ai had previously stated that they had no interest in incorporating NFTs into their work. Voiceverse confessed within an hour and stated that their marketing team had used 15.ai without attribution while rushing to create a demo. News publications and AI watchdog groups universally characterized the incident as theft stemming from generative artificial intelligence. === Théâtre D'opéra Spatial (2022) === On August 29, 2022, Jason Michael Allen won first place in the "emerging artist" (non-professional) division of the "Digital Arts/Digitally-Manipulated Photography" category of the Colorado State Fair's fine arts competition with Théâtre D'opéra Spatial, a digital artwork created using the AI image generator Midjourney, Adobe Photoshop, and AI upscaling tools, becoming one of the first images made using generative AI to win such a prize. Allen disclosed his use of Midjourney when submitting, though the judges did not know it was an AI tool but stated they would have awarded him first place regardless. While there was little contention about the image at the fair, reactions to the win on social media were negative. On September 5, 2023, the United States Copyright Office ruled that the work was not eligible for copyright protection as the human creative input was de minimis and that copyright rules "exclude works produced by non-humans." == 2023 == === Statements on AI risk (2023) === On March 22, 2023, the Future of Life Institute published an open letter calling on "all AI labs to immediately pause for at least 6 months the training of AI systems more powerful than GPT-4", citing risks such as AI-generated propaganda, extreme automation of jobs, human obsolescence, and a society-wide loss of control. The letter, published a week after the release of OpenAI's GPT-4, asserted that current large language models were "becoming human-competitive at general tasks". It received more than 30,000 signatures, including academic AI researchers and industry CEOs such as Yoshua Bengio, Stuart Russell, Elon Musk, Steve Wozniak and Yuval Noah Harari. The letter was criticized for diverting attention from more immediate societal risks such as algorithmic biases, with Timnit Gebru and others arguing that it amplified "some futuristic, dystopian sci-fi scenario" instead of current problems with AI. On May 30, 2023, the Center for AI Safety released a one-sentence statement signed by hundreds of artificial intelligence experts and other notable figures: "Mitigating the risk of extinction from AI should be a global priority alongside other societal-scale risks such as pandemics and nuclear war." Signatories included Turing laureates Geoffrey Hinton and Yoshua Bengio, as well as the scientific and executive leaders of several major AI companies, including Sam Altman, Demis Hassabis, and Bill Gates. The statement prompted responses from political leaders, including UK Prime Minister Rishi Sunak, who retweeted it with a statement that the UK government would look carefully into it, and White House Press Secretary Karine Jean-Pierre, who commented that AI "is one of the most powerful technologies that we see currently in our time." Skeptics, including from Human Rights Watch, argued that scientists should focus on known risks of AI instead of speculative future risks. === Removal of Sam Altman from OpenAI (2023) === On November 17, 2023, OpenAI's board of directors ousted co-founder and chief executive Sam Altman, stating that "the board no longer has confidence in his ability to continue leading OpenAI." The removal was precipitated by employee concerns about his handling of artificial intelligence safety and allegations of abusive behavior. Altman was reinstated on November 22 after pressure from employees and investors, including a letter signed by 745 of OpenAI's 770 employees threatening mass resignations if the board did not resign. The removal and subsequent reinstatement caused widespread reactions, including Microsoft's stock falling nearly three percent following the initial announcement and then rising over two percent to an all-time high after Altman was hired to lead a Microsoft AI research team before his reinstatement. The incident also prompted investigations from the Competition and Markets Authority and the Federal Trade Commission into Microsoft's relationship with OpenAI. == 2024 == === Taylor Swift deepfake pornography controversy (2024) === In late January 2024, sexually explicit AI-generated deepfake images of Taylor Swift were proliferated on X, with one post reported to have been seen over 47 million times before its removal. Disinformation research firm Graphika traced the images back to 4chan, while members of a Telegram group had discussed ways to circumvent censorship safeguards of AI image generators to create pornographic images of celebrities. The images prompted responses from anti-sexual assault advocacy groups, US politicians, and Swifties. Microsoft CEO Satya Nadella called the incident "alarming and terrible." X briefly blocked searches of Swift's name on January 27, 2024, and Microsoft enhanced its text-to-image model safeguards to prevent future abuse. On January 30, US senators Dick Durbin, Lindsey Graham, Amy Klobuchar, and Josh Hawley introduced a bipartisan bill that would allow victims to sue individuals who produced or possessed "digital forgeries" with intent to distribute, or those who received the material knowing it was made without consent. === Google Gemini image generation controversy (2024) === In February 2024, social media users reported that Google's Gemini chatbot was generating images that featured people of color and women in historically inaccurate contexts—such as Vikings, Nazi soldiers, and the Founding Fathers—and refusing prompts to generate images of white people. The images were derided on social media, including by conservatives who cited them as evidence of Google's "wokeness", and criticized by Elon Musk, who denounced Google's products as biased and racist. In response, Google paused Gemini's ability to generate images of people. Google executive Prabhakar Raghavan released a statement explaining that Gemini had "overcompensate[d]" in its efforts to strive for diversity and acknowledging that the images were "embarrassing and wrong". Google CEO Sundar Pichai called the incident offensive and unacceptable in an internal memo, promising struc

PCVC Speech Dataset

The PCVC (Persian Consonant Vowel Combination) Speech Dataset is a Modern Persian speech corpus for speech recognition and also speaker recognition. The dataset contains sound samples of Modern Persian combination of vowel and consonant phonemes from different speakers. Every sound sample contains just one consonant and one vowel So it is somehow labeled in phoneme level. This dataset consists of 23 Persian consonants and 6 vowels. The sound samples are all possible combinations of vowels and consonants (138 samples for each speaker). The sample rate of all speech samples is 48000 which means there are 48000 sound samples in every 1 second. Every sound sample starts with consonant then continues with vowel. In each sample, in average, 0.5 second of each sample is speech and the rest is silence. Each sound sample ends with silence. All of sound samples are denoised with "Adaptive noise reduction" algorithm. Compared to Farsdat speech dataset and Persian speech corpus it is more easy to use because it is prepared in .mat data files. Also it is more based on phoneme based separation and all samples are denoised. == Contents == The corpus is downloadable from its Kaggle web page, and contains the following: .mat data files of sound samples in a 23630000 matrix, in which 23 is number of consonants, 6 is the number of vowels and 30000 is the length of sound sample.