Jeremy Renner Official

Jeremy Renner Official

Jeremy Renner Official (or Jeremy Renner on the Google Play Store) was a mobile app created by American actor Jeremy Renner. He created the app in March 2017 to hear the input and comments of his fans. The app was shut down in September 2019 in part due to the frequent bullying and trolling that the platform had experienced. The app featured optional microtransactions, with some ranging up to roughly US$400 despite the app itself being free. Upon shutting down the app, Renner issued a mass-refund for the collectible "stars" in the app for purchases made within the last ninety days, from the day the announcement was posted. He then posted an apology to the app itself, and the app was deleted from both the Google Play Store and the App Store shortly after. == Usage == Upon downloading the app, the user was faced with a video of Renner speaking about his fans and superfans, regular giveaways, and real-life updates. While the app was active, Renner posted regular questions and comments for fans. Renner occasionally livestreamed about his work and day-to-day life. The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. == History == === 2017–2019 === The app launched in March 2017 with a promotional contest. Renner's fans were encouraged to download the app and create comments about being Renner's biggest fan; Renner would then choose a winner and transport the winner and a guest to have lunch with him at the Calgary Expo. In the first few months Renner teased behind-the-scenes of projects he was working on, which he now sporadically does on Instagram. The app was similarly designed to Instagram as well, with a near identically styled layout. Around midway through 2019, a hoax account of Renner was made to mock the celebrity, joking about masturbating to porn and defending another hoax account of Casey Anthony. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer stated "Jeremy Renner's Jeremy Renner app is the Jeremy Renner of apps." === After deletion (2019–2020) === After the shutdown of the app, a comedy-based pseudo-app with modular endings was released, called "The Jeremy Renner App Experience", in which the player plays as Jeremy Renner on the day of the Jeremy Renner Official app's shutdown. The app details several different choices on how Renner handles the situation. A six-part podcast was also created to mock the app's deletion, called The Renner Files, featuring Carolyn Goldfarb and Sarah Ramos. == Controversies == === Marketing === One of the main controversies of Renner's app was its marketing. The app's developers, Escapex, specialized in and grew famous for making similar monetized apps for celebrities. The marketing campaign was based on direct contact with Renner, whose chances were increased with regular payments for "stars", although very few encounters seemed to happen with Renner himself. The multiple problems with the app led the CEO of Escapex, Sephi Shapira, to call the app a "freak situation", and added "Am I concerned about this? Not more than I'm concerned about 50 other things I'm dealing with as a startup company." Along with the marketing failures, the app was seen as misrepresenting itself as seemingly erotic with some advertisements featuring Renner suggestively staring at the camera, despite the actual app being initially considered safe for children. === Harassment === After its release in 2017, the app was met with waves of harassment and bullying by many users on the app, most frequently by using impersonation — referenced in Renner's apology/deletion notice. Some death threats were made across the app by fraud accounts pretending to be several controversial celebrities, including O. J. Simpson and Casey Anthony. As early as October 2017, there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck publicized his discovery of the fact that replies through the app appeared as if they were sent by Renner himself in push notifications. After several users abused this feature, Renner asked Escapex to shut down the app.

Site-specific browser

A site-specific browser (SSB) is a software application dedicated to accessing pages from a single source (site) on a computer network such as the Internet or a private intranet. SSBs typically simplify the more complex functions of a web browser by excluding the menus, toolbars and browser graphical user interface associated with functions that are external to the workings of a single site. Modern site-specific browsers range from simple browser windows without navigation controls to sophisticated desktop applications built with frameworks like Electron that bundle entire browser engines. This evolution has enabled many popular desktop applications to be built using web technologies, effectively making them advanced site-specific browsers. == History == === Early development === One of the earliest examples of an SSB was MacDICT, a Mac OS 9 application that accessed various websites to define, translate, or find synonyms for words typed into a text box. However, the first general-purpose SSB is considered to be Bubbles, which launched in late 2005 on the Windows platform. Bubbles introduced the term "Site Specific Extensions" for SSB userscripts and created the first SSB JavaScript API. In 2007, Mozilla announced Prism (originally called WebRunner), a project to integrate web applications with the desktop. That same year, Todd Ditchendorf, a former Apple Dashboard engineer, released Fluid for macOS. On 2 September 2008, Google Chrome was released with a built-in "Create application shortcut" feature, bringing SSB functionality to mainstream users. This feature allowed any website to be launched in a separate window without the browser interface. === Modern era === The landscape of site-specific browsers changed dramatically with the introduction of Electron in 2013 (originally called Atom Shell). Electron combined Chromium and Node.js into a single runtime, enabling developers to build desktop applications using web technologies. This framework has since powered applications used by hundreds of millions of users, including Visual Studio Code, Slack, Discord, and Microsoft Teams. In 2015, the concept of Progressive Web Apps (PWAs) was introduced by Google engineers Alex Russell and Frances Berriman, representing a parallel evolution in web-to-desktop technology. While PWAs share similar goals with SSBs, they follow web standards and can be installed directly from browsers. More recently, alternative frameworks like Tauri have emerged, offering significantly smaller application sizes by using the system's native web renderer instead of bundling Chromium. == Technical implementation == Site-specific browsers can be implemented through various approaches: === Browser-based SSBs === The simplest form of SSB is created through browser features that allow websites to run in separate windows without the standard browser interface. Modern Chromium-based browsers offer "Install as app" or "Create shortcut" functionality that creates a dedicated window for a specific website. These SSBs share the browser's underlying engine and resources but operate in isolated windows. === Framework-based SSBs === More sophisticated SSBs are built using application frameworks: Electron: Bundles a complete Chromium browser with Node.js, resulting in applications of 85MB or larger. Each Electron application runs its own browser instance, providing full access to system APIs but consuming significant resources. Tauri: Uses the operating system's native web rendering engine (WebView2 on Windows, WebKit on macOS, and WebKitGTK on Linux), resulting in applications typically 2.5-10MB in size. Other frameworks: Include Neutralino.js (ultra-lightweight using system browser), Wails (Go-based), and the Chromium Embedded Framework (CEF). == Comparison with Progressive Web Apps == While site-specific browsers and Progressive Web Apps (PWAs) share the goal of bringing web content to the desktop, they differ in several key aspects: == Applications == Site-specific browsers have become the foundation for many popular desktop applications: Communication and collaboration: Many modern communication tools are built as SSBs, including Slack, Discord, Microsoft Teams, and WhatsApp Desktop. These applications benefit from web-based development while providing desktop integration. Development tools: Visual Studio Code, used by 73.6% of developers according to Stack Overflow's 2024 survey, is built with Electron, as are Atom and GitHub Desktop. Productivity software: Applications like Notion, Obsidian, and various project management tools use SSB technology to provide consistent experiences across platforms. Security and Privacy: Web browsers can be modified to only have access to a single site, in order to protect the security and privacy of the user via compartmentalization == Security and performance == === Memory usage === Framework-based SSBs, particularly those using Electron, are known for high memory consumption. Studies show Electron applications typically use 120-300MB at baseline, with complex applications consuming significantly more. This is approximately 5-10 times more memory than equivalent native applications. === Security considerations === SSBs can provide security benefits through process isolation, where each application runs in its own sandboxed environment. However, bundling an entire browser engine also means each application must be updated independently to patch security vulnerabilities. Research presented at the Network and Distributed System Security (NDSS) Symposium has identified various security challenges specific to Electron applications. === Bundle sizes === The choice of framework significantly impacts application size: Electron applications: 85MB+ (includes full Chromium) Tauri applications: 2.5-10MB (uses system WebView) Browser-based SSBs: No additional download (uses existing browser) == Software == === Browser support === Most modern browsers provide some form of SSB functionality: Chromium-based browsers (Google Chrome, Microsoft Edge, Brave, Opera, Vivaldi): "Install as app" or "Create shortcut" feature Safari: "Add to Dock" feature in macOS Sonoma (2023) Firefox: Removed SSB support in December 2020 (version 85) GNOME Web: "Install Site as Web Application" feature === Standalone tools === ==== Active ==== WebCatalog (Windows, macOS, Linux) – Manages multiple SSBs with isolated storage Fluid (macOS) – Pioneering SSB creator for Mac Unite (macOS) – Creates SSBs with customization options Coherence X (macOS) – Advanced SSB creation tool Pake (cross-platform) – Open-source SSB creator Wavebox (cross-platform) – Workspace browser with SSB features ==== Discontinued ==== Mozilla Prism – Cross-platform SSB creator (discontinued 2011) Nativefier – Command-line SSB creator (discontinued 2023) Epichrome – macOS SSB creator (discontinued 2021) === Development frameworks === Electron – Most popular framework, bundles Chromium and Node.js Tauri – Rust-based framework using system WebView Chromium Embedded Framework (CEF) – C++ library for embedding Chromium Neutralino.js – Lightweight framework using system browser Wails – Go-based framework for web frontends

Template matching

Template matching is a technique in digital image processing for finding small parts of an image which match a template image. It can be used for quality control in manufacturing, navigation of mobile robots, or edge detection in images. The main challenges in a template matching task are detection of occlusion, when a sought-after object is partly hidden in an image; detection of non-rigid transformations, when an object is distorted or imaged from different angles; sensitivity to illumination and background changes; background clutter; and scale changes. == Feature-based approach == The feature-based approach to template matching relies on the extraction of image features, such as shapes, textures, and colors, that match the target image or frame. This approach is usually achieved using neural networks and deep-learning classifiers such as VGG, AlexNet, and ResNet.Convolutional neural networks (CNNs), which many modern classifiers are based on, process an image by passing it through different hidden layers, producing a vector at each layer with classification information about the image. These vectors are extracted from the network and used as the features of the image. Feature extraction using deep neural networks, like CNNs, has proven extremely effective has become the standard in state-of-the-art template matching algorithms. This feature-based approach is often more robust than the template-based approach described below. As such, it has become the state-of-the-art method for template matching, as it can match templates with non-rigid and out-of-plane transformations, as well as high background clutter and illumination changes. == Template-based approach == For templates without strong features, or for when the bulk of a template image constitutes the matching image as a whole, a template-based approach may be effective. Since template-based matching may require sampling of a large number of data points, it is often desirable to reduce the number of sampling points by reducing the resolution of search and template images by the same factor before performing the operation on the resultant downsized images. This pre-processing method creates a multi-scale, or pyramid, representation of images, providing a reduced search window of data points within a search image so that the template does not have to be compared with every viable data point. Pyramid representations are a method of dimensionality reduction, a common aim of machine learning on data sets that suffer the curse of dimensionality. == Common challenges == In instances where the template may not provide a direct match, it may be useful to implement eigenspaces to create templates that detail the matching object under a number of different conditions, such as varying perspectives, illuminations, color contrasts, or object poses. For example, if an algorithm is looking for a face, its template eigenspaces may consist of images (i.e., templates) of faces in different positions to the camera, in different lighting conditions, or with different expressions (i.e., poses). It is also possible for a matching image to be obscured or occluded by an object. In these cases, it is unreasonable to provide a multitude of templates to cover each possible occlusion. For example, the search object may be a playing card, and in some of the search images, the card is obscured by the fingers of someone holding the card, or by another card on top of it, or by some other object in front of the camera. In cases where the object is malleable or poseable, motion becomes an additional problem, and problems involving both motion and occlusion become ambiguous. In these cases, one possible solution is to divide the template image into multiple sub-images and perform matching on each subdivision. == Deformable templates in computational anatomy == Template matching is a central tool in computational anatomy (CA). In this field, a deformable template model is used to model the space of human anatomies and their orbits under the group of diffeomorphisms, functions which smoothly deform an object. Template matching arises as an approach to finding the unknown diffeomorphism that acts on a template image to match the target image. Template matching algorithms in CA have come to be called large deformation diffeomorphic metric mappings (LDDMMs). Currently, there are LDDMM template matching algorithms for matching anatomical landmark points, curves, surfaces, volumes. == Template-based matching explained using cross correlation or sum of absolute differences == A basic method of template matching sometimes called "Linear Spatial Filtering" uses an image patch (i.e., the "template image" or "filter mask") tailored to a specific feature of search images to detect. This technique can be easily performed on grey images or edge images, where the additional variable of color is either not present or not relevant. Cross correlation techniques compare the similarities of the search and template images. Their outputs should be highest at places where the image structure matches the template structure, i.e., where large search image values get multiplied by large template image values. This method is normally implemented by first picking out a part of a search image to use as a template. Let S ( x , y ) {\displaystyle S(x,y)} represent the value of a search image pixel, where ( x , y ) {\displaystyle (x,y)} represents the coordinates of the pixel in the search image. For simplicity, assume pixel values are scalar, as in a greyscale image. Similarly, let T ( x t , y t ) {\textstyle T(x_{t},y_{t})} represent the value of a template pixel, where ( x t , y t ) {\textstyle (x_{t},y_{t})} represents the coordinates of the pixel in the template image. To apply the filter, simply move the center (or origin) of the template image over each point in the search image and calculate the sum of products, similar to a dot product, between the pixel values in the search and template images over the whole area spanned by the template. More formally, if ( 0 , 0 ) {\displaystyle (0,0)} is the center (or origin) of the template image, then the cross correlation T ⋆ S {\displaystyle T\star S} at each point ( x , y ) {\displaystyle (x,y)} in the search image can be computed as: ( T ⋆ S ) ( x , y ) = ∑ ( x t , y t ) ∈ T T ( x t , y t ) ⋅ S ( x t + x , y t + y ) {\displaystyle (T\star S)(x,y)=\sum _{(x_{t},y_{t})\in T}T(x_{t},y_{t})\cdot S(x_{t}+x,y_{t}+y)} For convenience, T {\displaystyle T} denotes both the pixel values of the template image as well as its domain, the bounds of the template. Note that all possible positions of the template with respect to the search image are considered. Since cross correlation values are greatest when the values of the search and template pixels align, the best matching position ( x m , y m ) {\displaystyle (x_{m},y_{m})} corresponds to the maximum value of T ⋆ S {\displaystyle T\star S} over S {\displaystyle S} . Another way to handle translation problems on images using template matching is to compare the intensities of the pixels, using the sum of absolute differences (SAD) measure. To formulate this, let I S ( x s , y s ) {\displaystyle I_{S}(x_{s},y_{s})} and I T ( x t , y t ) {\displaystyle I_{T}(x_{t},y_{t})} denote the light intensity of pixels in the search and template images with coordinates ( x s , y s ) {\displaystyle (x_{s},y_{s})} and ( x t , y t ) {\displaystyle (x_{t},y_{t})} , respectively. Then by moving the center (or origin) of the template to a point ( x , y ) {\displaystyle (x,y)} in the search image, as before, the sum of absolute differences between the template and search pixel intensities at that point is: S A D ( x , y ) = ∑ ( x t , y t ) ∈ T | I T ( x t , y t ) − I S ( x t + x , y t + y ) | {\displaystyle SAD(x,y)=\sum _{(x_{t},y_{t})\in T}\left\vert I_{T}(x_{t},y_{t})-I_{S}(x_{t}+x,y_{t}+y)\right\vert } With this measure, the lowest SAD gives the best position for the template, rather than the greatest as with cross correlation. SAD tends to be relatively simple to implement and understand, but it also tends to be relatively slow to execute. A simple C++ implementation of SAD template matching is given below. == Implementation == In this simple implementation, it is assumed that the above described method is applied on grey images: This is why Grey is used as pixel intensity. The final position in this implementation gives the top left location for where the template image best matches the search image. One way to perform template matching on color images is to decompose the pixels into their color components and measure the quality of match between the color template and search image using the sum of the SAD computed for each color separately. == Speeding up the process == In the past, this type of spatial filtering was normally only used in dedicated hardware solutions because of the computational complexity of the operation, however we can lessen this complexity b

Pixel-art scaling algorithms

Pixel art scaling algorithms are graphical filters that attempt to enhance the appearance of hand-drawn 2D pixel art graphics. These algorithms are a form of automatic image enhancement. Pixel art scaling algorithms employ methods significantly different than the common methods of image rescaling, which have the goal of preserving the appearance of images. As pixel art graphics are commonly used at very low resolutions, they employ careful coloring of individual pixels. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes. Several specialized algorithms have been developed to handle re-scaling of such graphics. These specialized algorithms can improve the appearance of pixel-art graphics, but in doing so they introduce changes. Such changes may be undesirable, especially if the goal is to faithfully reproduce the original appearance. Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many pixel art scaling algorithms are designed to run in real-time for sufficiently small input images at 60-frames per second. This places constraints on the type of programming techniques that can be used for this sort of real-time processing. Many work only on specific scale factors. 2× is the most common scale factor, while 3×, 4×, 5×, and 6× exist but are less used. == Algorithms == === SAA5050 'Diagonal Smoothing' === The Mullard SAA5050 Teletext character generator chip (1980) used a primitive pixel scaling algorithm to generate higher-resolution characters on the screen from a lower-resolution representation from its internal ROM. Internally, each character shape was defined on a 5 × 9 pixel grid, which was then interpolated by smoothing diagonals to give a 10 × 18 pixel character, with a characteristically angular shape, surrounded to the top and the left by two pixels of blank space. The algorithm only works on monochrome source data, and assumes the source pixels will be logically true or false depending on whether they are 'on' or 'off'. Pixels 'outside the grid pattern' are assumed to be off. The algorithm works as follows: A B C --\ 1 2 D E F --/ 3 4 1 = B | (A & E & !B & !D) 2 = B | (C & E & !B & !F) 3 = E | (!A & !E & B & D) 4 = E | (!C & !E & B & F) Note that this algorithm, like the Eagle algorithm below, has a flaw: If a pattern of 4 pixels in a hollow diamond shape appears, the hollow will be obliterated by the expansion. The SAA5050's internal character ROM carefully avoids ever using this pattern. The degenerate case: becomes: === EPX/Scale2×/AdvMAME2× === Eric's Pixel Expansion (EPX) is an algorithm developed by Eric Johnston at LucasArts around 1992, when porting the SCUMM engine games from the IBM PC (which ran at 320 × 200 × 256 colors) to the early color Macintosh computers, which ran at more or less double that resolution. The algorithm works as follows, expanding P into 4 new pixels based on P's surroundings: 1=P; 2=P; 3=P; 4=P; IF C==A => 1=A IF A==B => 2=B IF D==C => 3=C IF B==D => 4=D IF of A, B, C, D, three or more are identical: 1=2=3=4=P Later implementations of this same algorithm (as AdvMAME2× and Scale2×, developed around 2001) are slightly more efficient but functionally identical: 1=P; 2=P; 3=P; 4=P; IF C==A AND C!=D AND A!=B => 1=A IF A==B AND A!=C AND B!=D => 2=B IF D==C AND D!=B AND C!=A => 3=C IF B==D AND B!=A AND D!=C => 4=D AdvMAME2× is available in DOSBox via the scaler=advmame2x dosbox.conf option. The AdvMAME4×/Scale4× algorithm is just EPX applied twice to get 4× resolution. ==== Scale3×/AdvMAME3× and ScaleFX ==== The AdvMAME3×/Scale3× algorithm (available in DOSBox via the scaler=advmame3x dosbox.conf option) can be thought of as a generalization of EPX to the 3× case. The corner pixels are calculated identically to EPX. 1=E; 2=E; 3=E; 4=E; 5=E; 6=E; 7=E; 8=E; 9=E; IF D==B AND D!=H AND B!=F => 1=D IF (D==B AND D!=H AND B!=F AND E!=C) OR (B==F AND B!=D AND F!=H AND E!=A) => 2=B IF B==F AND B!=D AND F!=H => 3=F IF (H==D AND H!=F AND D!=B AND E!=A) OR (D==B AND D!=H AND B!=F AND E!=G) => 4=D 5=E IF (B==F AND B!=D AND F!=H AND E!=I) OR (F==H AND F!=B AND H!=D AND E!=C) => 6=F IF H==D AND H!=F AND D!=B => 7=D IF (F==H AND F!=B AND H!=D AND E!=G) OR (H==D AND H!=F AND D!=B AND E!=I) => 8=H IF F==H AND F!=B AND H!=D => 9=F There is also a variant improved over Scale3× called ScaleFX, developed by Sp00kyFox, and a version combined with Reverse-AA called ScaleFX-Hybrid. === Eagle === Eagle works as follows: for every in pixel, we will generate 4 out pixels. First, set all 4 to the color of the pixel we are currently scaling (as nearest-neighbor). Next look at the three pixels above, to the left, and diagonally above left: if all three are the same color as each other, set the top left pixel of our output square to that color in preference to the nearest-neighbor color. Work similarly for all four pixels, and then move to the next one. Assume an input matrix of 3 × 3 pixels where the centermost pixel is the pixel to be scaled, and an output matrix of 2 × 2 pixels (i.e., the scaled pixel) first: |Then . . . --\ CC |S T U --\ 1 2 . C . --/ CC |V C W --/ 3 4 . . . |X Y Z | IF V==S==T => 1=S | IF T==U==W => 2=U | IF V==X==Y => 3=X | IF W==Z==Y => 4=Z Thus if we have a single black pixel on a white background it will vanish. This is a bug in the Eagle algorithm but is solved by other algorithms such as EPX, 2xSaI, and HQ2x. === 2×SaI === 2×SaI, short for 2× Scale and Interpolation engine, was inspired by Eagle. It was designed by Derek Liauw Kie Fa, also known as Kreed, primarily for use in console and computer emulators, and it has remained fairly popular in this niche. Many of the most popular emulators, including ZSNES and VisualBoyAdvance, offer this scaling algorithm as a feature. Several slightly different versions of the scaling algorithm are available, and these are often referred to as Super 2×SaI and Super Eagle. The 2xSaI family works on a 4 × 4 matrix of pixels where the pixel marked A below is scaled: I E F J G A B K --\ W X H C D L --/ Y Z M N O P For 16-bit pixels, they use pixel masks which change based on whether the 16-bit pixel format is 565 or 555. The constants colorMask, lowPixelMask, qColorMask, qLowPixelMask, redBlueMask, and greenMask are 16-bit masks. The lower 8 bits are identical in either pixel format. Two interpolation functions are described: INTERPOLATE(uint32 A, UINT32 B). -- linear midpoint of A and B if (A == B) return A; return ( ((A & colorMask) >> 1) + ((B & colorMask) >> 1) + (A & B & lowPixelMask) ); Q_INTERPOLATE(uint32 A, uint32 B, uint32 C, uint32 D) -- bilinear interpolation; A, B, C, and D's average x = ((A & qColorMask) >> 2) + ((B & qColorMask) >> 2) + ((C & qColorMask) >> 2) + ((D & qColorMask) >> 2); y = (A & qLowPixelMask) + (B & qLowPixelMask) + (C & qLowPixelMask) + (D & qLowPixelMask); y = (y >> 2) & qLowPixelMask; return x + y; The algorithm checks A, B, C, and D for a diagonal match such that A==D and B!=C, or the other way around, or if they are both diagonals or if there is no diagonal match. Within these, it checks for three or four identical pixels. Based on these conditions, the algorithm decides whether to use one of A, B, C, or D, or an interpolation among only these four, for each output pixel. The 2xSaI arbitrary scaler can enlarge any image to any resolution and uses bilinear filtering to interpolate pixels. Since Kreed released the source code under the GNU General Public License, it is freely available to anyone wishing to utilize it in a project released under that license. Developers wishing to use it in a non-GPL project would be required to rewrite the algorithm without using any of Kreed's existing code. It is available in DOSBox via scaler=2xsai option. === hqnx family === Maxim Stepin's hq2x, hq3x, and hq4x are for scale factors of 2:1, 3:1, and 4:1 respectively. Each work by comparing the color value of each pixel to those of its eight immediate neighbors, marking the neighbors as close or distant, and using a pre-generated lookup table to find the proper proportion of input pixels' values for each of the 4, 9 or 16 corresponding output pixels. The hq3x family will perfectly smooth any diagonal line whose slope is ±0.5, ±1, or ±2 and which is not anti-aliased in the input; one with any other slope will alternate between two slopes in the output. It will also smooth very tight curves. Unlike 2xSaI, it anti-aliases the output. hqnx was initially created for the Super NES emulator ZSNES. The author of bsnes has released a space-efficient implementation of hq2x to the public domain. A port to shaders, which has comparable quality to the early versions of xBR, is available. Before the port, a shader called "scalehq" has often been confused for hqx. === xBR family === There are 6 filters in this family: xBR , xBRZ, xBR-Hybrid, Super xBR, xBR+3D and Super xBR+3D. xBR ("scale by rules"), cre

Faceu

FaceU (Chinese: 激萌) is a camera app for smartphones running Android or Apple iOS that edits portrait photographs, typically selfies. This app uses AR technology to allow users to add stickers or effects in real-time when taking selfies and videos. It was launched in 2016 and had 250 million registered users in 2017. Most of the users of Faceu are females from 15 to 35 years old. In February 2018, Faceu was acquired by Chinese media startup Toutiao, which is worth about $300 million. The app was banned in India (along with other Chinese apps) on 2 September 2020 by the government, the move came amid the 2020 China-India skirmish. == Online marketing == FaceU is one of several selfie camera apps in China, including MeituPic, Pitu, and Camera360. The app includes social functions such as instant messaging and video chat. Photos and short videos are deleted after a short period. . FaceU has worked with brands to create themed stickers for social media campaigns. In 2016, Faceu collaborated with MeituPic's Meipai and launched a rainbow effect. In October 2017, during the Mid-Autumn Festival and National Day, FaceU released a feature that applied historical or military costumes to selfies. The app has also worked with various social media personalities and celebrities, who have posted content using FaceU effects. Faceu group engages users' emotions utilizing key opinion leaders (KOL) and posters on social media. == Usage and Demographics == FaceU had a large user base. According to industry sources, the app had more than 90 million monthly active users (MAU) and over 11 million daily active users (DAU) at certain points. Most of the users were under 30 and mainly women. The app was especially popular in major Chinese cities like Beijing, Shanghai, and Guangzhou. FaceU also caught on in other parts of East Asia, particularly Japan and South Korea. Some app stores claim the app had hundreds of millions of users worldwide, but these numbers mostly come from the company’s marketing materials and have not been confirmed by independent sources. == Product Features == FaceU includes face recognition and live augmented reality (AR) effects. It allows users to add filters and stickers in real time while they are recording, rather than having to apply them later. The app integrates beauty filters, tools to create emojis and GIFs, and follow-video functionality that automatically tracks the face and movements as it records. Studies and market reports indicate that augmented reality (AR) filters and beautification tools are now common in smartphone photography. These features have influenced the way people take photos and what they expect photos to look like when shared online. Adding AR filters and beautification options has become a standard feature that most mobile photography apps now include.

JSGF

JSGF stands for Java Speech Grammar Format or the JSpeech Grammar Format (in a W3C Note). Developed by Sun Microsystems, it is a textual representation of grammars for use in speech recognition for technologies like XHTML+Voice. JSGF adopts the style and conventions of the Java programming language in addition to use of traditional grammar notations. The Speech Recognition Grammar Specification was derived from this specification. == Example == The following JSGF grammar will recognize the words coffee, tea, and milk.

AARON

AARON is the collective name for a series of computer programs written by artist Harold Cohen that create original artistic images autonomously, which set it apart from previous programs. Proceeding from Cohen's initial question "What are the minimum conditions under which a set of marks functions as an image?", AARON was in development between 1972 and the 2010s. As the software is not open source, its development effectively ended with Cohen's death in 2016. The name "AARON" does not seem to be an acronym; rather, it was a name chosen to start with the letter "A" so that the names of successive programs could follow it alphabetically. However, Cohen did not create any other major programs. Initial versions of AARON created abstract drawings that grew more complex through the 1970s. More representational imagery was added in the 1980s; first rocks, then plants, then people. In the 1990s more representational figures set in interior scenes were added, along with color. AARON returned to more abstract imagery, this time in color, in the early 2000s. Cohen used machines that allowed AARON to produce physical artwork. The first machines drew in black and white using a succession of custom-built "turtle" and flatbed plotter devices. Cohen would sometimes color these images by hand in fabric dye (Procion), or scale them up to make larger paintings and murals. In the 1990s Cohen built a series of digital painting machines to output AARON's images in ink and fabric dye. His later work used a large-scale inkjet printer on canvas. Development of AARON began in the C programming language then switched to Lisp in the early 1990s. Cohen credits Lisp with helping him solve the challenges he faced in adding color capabilities to AARON. An article about Cohen appeared in Computer Answers that describes AARON and shows two line drawings that were exhibited at the Tate gallery. The article goes on to describe the workings of AARON, then running on a DEC VAX 750 minicomputer. Raymond Kurzweil's company has produced a downloadable screensaver of AARON for Microsoft Windows PCs. This version of AARON can also produce printable images. AARON's source code is not publicly available, but Cohen has described AARON's operations in various essays and it is discussed in abstract in Pamela McCorduck's book. AARON cannot learn new styles or imagery on its own; each new capability must be hand-coded by Cohen. It is capable of producing a practically infinite supply of distinct images in its own style. Examples of these images have been exhibited in galleries worldwide. AARON's artwork has been used as an artistic equivalent of the Turing test. It does seem however that AARON's output follows a noticeable formula (figures standing next to a potted plant, framed within a colored square is a common theme). Cohen is very careful not to claim that AARON is creative. But he does ask "If what AARON is making is not art, what is it exactly, and in what ways, other than its origin, does it differ from the 'real thing?' If it is not thinking, what exactly is it doing?" — The further exploits of AARON, Painter. The Whitney Museum featured AARON in 2024, showcasing the evolution of AARON as the earliest artificial intelligence (AI) program for artmaking.