AI Face Look

AI Face Look — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Purged cross-validation

    Purged cross-validation

    Purged cross-validation is a variant of k-fold cross-validation designed to prevent look-ahead bias in time series and other structured data, developed in 2017 by Marcos López de Prado at Guggenheim Partners and Cornell University. It is primarily used in financial machine learning to ensure the independence of training and testing samples when labels depend on future events. It provides an alternative to conventional cross-validation and walk-forward backtesting methods, which often yield overly optimistic performance estimates due to information leakage and overfitting. == Motivation == Standard cross-validation assumes that observations are independently and identically distributed (IID), which often does not hold in time series or financial datasets. If the label of a test sample overlaps in time with the features or labels in the training set, the result may be data leakage and overfitting. Purged cross-validation addresses this issue by removing overlapping observations and, optionally, adding a temporal buffer ("embargo") around the test set to further reduce the risk of leakage. The figure below illustrates standard 5 Fold Cross-Validation == Purging == Purging removes from the training set any observation whose timestamp falls within the time range of formation of a label in the test set. This can be the case for train set observations before and after the test set. Their removal ensures that the algorithm cannot learn during train time information that will be used to assess the performance of the algorithm. See the figure below for an illustration of purging. == Embargoing == Embargoing addresses a more subtle form of leakage: even if an observation does not directly overlap the test set, it may still be affected by test events due to market reaction lag or downstream dependencies. To guard against this, a percentage-based embargo is imposed after each test fold. For example, with a 5% embargo and 1000 observations, the 50 observations following each test fold are excluded from training. Unlike purging, embargoing can only occur after the test set. The figure below illustrates the application of embargo: == Applications == Purged and embargoed cross-validation has been useful in: Backtesting of trading strategies Validation of classifiers on labeled event-driven returns Any machine learning task with overlapping label horizons == Example == To illustrate the effect of purging and embargoing, consider the figures below. Both diagrams show the structure of 5-fold cross-validation over a 20-day period. In each row, blue squares indicate training samples and red squares denote test samples. Each label is defined based on the value of the next two observations, hence creating an overlap. If this overlap is left untreated, test set information leaks into the train set. The second figure applies the Purged CV procedure. Notice how purging removes overlapping observations from the training set and the embargo widens the gap between test and training data. This approach ensures that the evaluation more closely resembles a true out-of-sample test and reduces the risk of backtest overfitting. == Combinatorial Purged Cross-Validation == Walk-forward backtesting analysis, another common cross-validation technique in finance, preserves temporal order but evaluates the model on a single sequence of test sets. This leads to high variance in performance estimation, as results are contingent on a specific historical path. Combinatorial Purged Cross-Validation (CPCV) addresses this limitation by systematically constructing multiple train-test splits, purging overlapping samples, and enforcing an embargo period to prevent information leakage. The result is a distribution of out-of-sample performance estimates, enabling robust statistical inference and more realistic assessment of a model's predictive power. === Methodology === CPCV divides a time-series dataset into N sequential, non-overlapping groups. These groups preserve the temporal order of observations. Then, all combinations of k groups (where k < N) are selected as test sets, with the remaining N − k groups used for training. For each combination, the model is trained and evaluated under strict controls to prevent leakage. To eliminate potential contamination between training and test sets, CPCV introduces two additional mechanisms: Purging: Any training observations whose label horizon overlaps with the test period are excluded. This ensures that future information does not influence model training. Embargoing: After the end of each test period, a fixed number of observations (typically a small percentage) are removed from the training set. This prevents leakage due to delayed market reactions or auto-correlated features. Each data point appears in multiple test sets across different combinations. Because test groups are drawn combinatorially, this process produces multiple backtest "paths," each of which simulates a plausible market scenario. From these paths, practitioners can compute a distribution of performance statistics such as the Sharpe ratio, drawdown, or classification accuracy. === Formal definition === Let N be the number of sequential groups into which the dataset is divided, and let k be the number of groups selected as the test set for each split. Then: The number of unique train-test combinations is given by the binomial coefficient: ( N k ) {\displaystyle {\binom {N}{k}}} Each observation is used in k {\displaystyle k} test sets and contributes to φ [ N , k ] {\displaystyle \varphi [N,k]} unique backtest paths: φ [ N , k ] = k N ( N k ) {\displaystyle \varphi [N,k]={\frac {k}{N}}{\binom {N}{k}}} This yields a distribution of performance metrics rather than a single point estimate, making it possible to apply Monte Carlo-based or probabilistic techniques to assess model robustness. === Illustrative example === Consider the case where N = 6 and k = 2. The number of possible test set combinations is ( 6 2 ) = 15 {\displaystyle {\binom {6}{2}}=15} . Each of the six groups appears in five test splits. Consequently, five distinct backtest paths can be constructed, each incorporating one appearance from every group. ==== Test group assignment matrix ==== This table shows the 15 test combinations. An "x" indicates that the corresponding group is included in the test set for that split. ==== Backtest path assignment ==== Each group contributes to five different backtest paths. The number in each cell indicates the path to which the group's result is assigned for that split. === Advantages === Combinatorial Purged Cross-Validation offers several key benefits over conventional methods: It produces a distribution of performance metrics, enabling more rigorous statistical inference. The method systematically eliminates lookahead bias through purging and embargoing. By simulating multiple historical scenarios, it reduces the dependence on any single market regime or realization. It supports high-confidence comparisons between competing models or strategies. CPCV is commonly used in quantitative strategy research, especially for evaluating predictive models such as classifiers, regressors, and portfolio optimizers. It has been applied to estimate realistic Sharpe ratios, assess the risk of overfitting, and support the use of statistical tools such as the Deflated Sharpe Ratio (DSR). === Limitations === The main limitation of CPCV stems from its high computational cost. However, this cost can be managed by sampling a finite number of splits from the space of all possible combinations.

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  • Facebook Messenger

    Facebook Messenger

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

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  • Agent-assisted automation

    Agent-assisted automation

    Agent-assisted automation is a type of call center technology that automates elements of what the call center agent 1) does with his/her desktop tools and/or 2) says to customers during the call using pre-recorded audio. It is a relatively new category of call center technology that shows promise in improving call center productivity and compliance. == Types of agent-assisted automation == === Pre-recorded audio === Pre-recorded audio (sometimes referred to as soundboard (computer program) or as soundboard technology) is another form of agent-assisted automation. The purpose of using pre-recorded messages is to increase the probability (and in some cases error-proof the process so) that the right information is provided to customers at the right time. The required disclosures are pre-recorded to ensure accuracy and understandability. By integrating the recordings with the customer relationship management software, the right combination of disclosures can be played based on the combination of goods and services the customer purchased. The integration with the customer relationship management software also ensures that the order cannot be submitted until the disclosures are played, essentially error-proofing (poka-yoke) the process of ensuring the customer gets all the required consumer protection information. Phone surveys are ideal applications of this technology. Whether surveying market preferences or political views, the pre-recorded audio with an agent listening allows the questions to be asked in the same way every time, uninfluenced by the agents' fatigue levels, accents, or their own views. === Fraud prevention === Fraud prevention is a specialized type of agent-assisted automation focused on reducing ID theft and credit card fraud. ID theft and credit card fraud are huge threats for call centers and their customers and few good solutions exist, but new agent-assisted automation solutions are producing promising results. The technology allows the agents to remain on the phone while the customers use their phone key pads to enter the information. The tones are masked and the information passes directly into the customer relationship management system or payment gateway in the case of credit card transactions. The automation essentially makes it impossible for call center agents and also call center personnel that might be monitoring the calls to steal the credit card number, social security number, or other personally identifiable information. === Outbound telemarketing === Another specialized application space of agent-assisted automation is in outbound telemarketing, which goes under numerous headings including outbound prospecting, cold calling, solicitation, fund-raising, etc. Turnover is high among agents engaged in this kind of work because the task is tedious and emotionally difficult. It is tedious because the agent spends the bulk of their day, not talking to qualified leads, but in getting wrong numbers and answering machines. == Benefits == Just as automation has benefited manufacturing by reducing the mental and physical effort required of workers while simultaneously improving throughput, quality, and safety, agent-assisted automation is improving call center results while reducing the tiring aspects of the job for agents. In some cases, the agent-assisted automation streamlines the process and allows calls to be handled more quickly. By eliminating cutting and pasting from one application to another, by auto-navigating applications, and by providing a single view of the customer, agent-assisted automation can reduce call handle time and increase agent productivity. Second, in theory, the more steps that can be automated and the more logic that can be built into the call flow (e.g., if the customer buys items 2 and 9, then disclosures a, c, and f are read by the pre-recorded audio), then companies may be able to reduce the amount of training that is required of the agents while at the same time ensuring more consistency and accuracy. However, no published studies have reported this result yet. But an even larger problem in call centers is between-agent variation in behavior and results. Agents differ in the amount of training and coaching they receive, they differ in the amount of experience they have, their jobs are repetitious and tiring, and the process and procedures the agents are supposed to follow constantly change. Moreover, there are significant individual differences between agents in their intelligence, personality, motivations, etc. which all affect performance. Despite the large amount of money call centers have spent over decades trying to reduce between-agent variation, the problem is still so prevalent that one large study of customer interactions with call centers found that a customer's experience was completely a function of the quality of the agent who happened to answer the phone. Therefore, the most significant benefit of agent-assisted automation may prove to be in how the automation error-proofs or poka-yoke the process and ensures that something that needs to be done or said happens every time. Properly implemented, the between-agent variation for whatever step of the process the automation is applied to may be able to be reduced to near zero. This is especially important in a collection agency whose processes and procedures are closely regulated by the Fair Debt Collection Practices Act.

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  • Outline of robotics

    Outline of robotics

    The following outline is provided as an overview of and topical guide to robotics: Robotics is a branch of mechanical engineering, electrical engineering and computer science that deals with the design, construction, operation, and application of robots, as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behaviour, and or cognition. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics. The word "robot" was introduced to the public by Czech writer Karel Čapek in his play R.U.R. (Rossum's Universal Robots), published in 1920. The term "robotics" was coined by Isaac Asimov in his 1941 science fiction short-story "Liar!" == Nature of robotics == Robotics can be described as: An applied science – scientific knowledge transferred into a physical environment. A branch of computer science – A branch of electrical engineering – A branch of mechanical engineering – Research and development – A branch of technology – == Branches of robotics == Adaptive control – control method used by a controller which must adapt to a controlled system with parameters which vary, or are initially uncertain. For example, as an aircraft flies, its mass will slowly decrease as a result of fuel consumption; a control law is needed that adapts itself to such changing conditions. Aerial robotics – development of unmanned aerial vehicles (UAVs), commonly known as drones, aircraft without a human pilot aboard. Their flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground or in another vehicle. Android science – interdisciplinary framework for studying human interaction and cognition based on the premise that a very humanlike robot (that is, an android) can elicit human-directed social responses in human beings. Anthrobotics – science of developing and studying robots that are either entirely or in some way human-like. Artificial intelligence – the intelligence of machines and the branch of computer science that aims to create it. Artificial neural networks – a mathematical model inspired by biological neural networks. Autonomous car – an autonomous vehicle capable of fulfilling the human transportation capabilities of a traditional car Autonomous research robotics – Bayesian network – BEAM robotics – a style of robotics that primarily uses simple analogue circuits instead of a microprocessor in order to produce an unusually simple design (in comparison to traditional mobile robots) that trades flexibility for robustness and efficiency in performing the task for which it was designed. Behavior-based robotics – the branch of robotics that incorporates modular or behavior based AI (BBAI). Bio-inspired robotics – making robots that are inspired by biological systems. Biomimicry and bio-inspired design are sometimes confused. Biomimicry is copying the nature while bio-inspired design is learning from nature and making a mechanism that is simpler and more effective than the system observed in nature. Biomimetic – see Bionics. Biomorphic robotics – a sub-discipline of robotics focused upon emulating the mechanics, sensor systems, computing structures and methodologies used by animals. Bionics – also known as biomimetics, biognosis, biomimicry, or bionical creativity engineering is the application of biological methods and systems found in nature to the study and design of engineering systems and modern technology. Biorobotics – a study of how to make robots that emulate or simulate living biological organisms mechanically or even chemically. Cloud robotics – is a field of robotics that attempts to invoke cloud technologies such as cloud computing, cloud storage, and other Internet technologies centered around the benefits of converged infrastructure and shared services for robotics. Cognitive robotics – views animal cognition as a starting point for the development of robotic information processing, as opposed to more traditional Artificial Intelligence techniques. Clustering – Computational neuroscience – study of brain function in terms of the information processing properties of the structures that make up the nervous system. Robot control – a study of controlling robots Robotics conventions – Data mining Techniques – Degrees of freedom – in mechanics, the degree of freedom (DOF) of a mechanical system is the number of independent parameters that define its configuration. It is the number of parameters that determine the state of a physical system and is important to the analysis of systems of bodies in mechanical engineering, aeronautical engineering, robotics, and structural engineering. Developmental robotics – a methodology that uses metaphors from neural development and developmental psychology to develop the mind for autonomous robots Digital control – a branch of control theory that uses digital computers to act as system controllers. Digital image processing – the use of computer algorithms to perform image processing on digital images. Dimensionality reduction – the process of reducing the number of random variables under consideration, and can be divided into feature selection and feature extraction. Distributed robotics – Electronic stability control – is a computerized technology that improves the safety of a vehicle's stability by detecting and reducing loss of traction (skidding). Evolutionary computation – Evolutionary robotics – a methodology that uses evolutionary computation to develop controllers for autonomous robots Extended Kalman filter – Flexible Distribution functions – Feedback control and regulation – Human–computer interaction – a study, planning and design of the interaction between people (users) and computers Human robot interaction – a study of interactions between humans and robots Intelligent vehicle technologies – comprise electronic, electromechanical, and electromagnetic devices - usually silicon micromachined components operating in conjunction with computer controlled devices and radio transceivers to provide precision repeatability functions (such as in robotics artificial intelligence systems) emergency warning validation performance reconstruction. Computer vision – Machine vision – Kinematics – study of motion, as applied to robots. This includes both the design of linkages to perform motion, their power, control and stability; also their planning, such as choosing a sequence of movements to achieve a broader task. Laboratory robotics – the act of using robots in biology or chemistry labs Robot learning – learning to perform tasks such as obstacle avoidance, control and various other motion-related tasks Direct manipulation interface – In computer science, direct manipulation is a human–computer interaction style which involves continuous representation of objects of interest and rapid, reversible, and incremental actions and feedback. The intention is to allow a user to directly manipulate objects presented to them, using actions that correspond at least loosely to the physical world. Manifold learning – Microrobotics – a field of miniature robotics, in particular mobile robots with characteristic dimensions less than 1 mm Motion planning – (a.k.a., the "navigation problem", the "piano mover's problem") is a term used in robotics for the process of detailing a task into discrete motions. Motor control – information processing related activities carried out by the central nervous system that organize the musculoskeletal system to create coordinated movements and skilled actions. Nanorobotics – the emerging technology field creating machines or robots whose components are at or close to the scale of a nanometer (10−9 meters). Passive dynamics – refers to the dynamical behavior of actuators, robots, or organisms when not drawing energy from a supply (e.g., batteries, fuel, ATP). Programming by Demonstration – an End-user development technique for teaching a computer or a robot new behaviors by demonstrating the task to transfer directly instead of programming it through machine commands. Quantum robotics – a subfield of robotics that deals with using quantum computers to run robotics algorithms more quickly than digital computers can. Rapid prototyping – automatic construction of physical objects via additive manufacturing from virtual models in computer aided design (CAD) software, transforming them into thin, virtual, horizontal cross-sections and then producing successive layers until the items are complete. As of June 2011, used for making models, prototype parts, and production-quality parts in relatively small numbers. Reinforcement learning – an area of machine learning in computer science, concerned with how an agent ought to take actions in an environment so as to maximize some notion of cumulative reward. Robot

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  • My Drama

    My Drama

    My Drama (also may be stylised as MyDrama) is a global streaming service specializing in vertical video series for Duanju. It is owned by the company Holywater Tech. The platform focuses on short-form, emotional storytelling optimized for smartphone viewing, offering content in over 30 languages across 190 countries. == History == My Drama was launched in 2024 by Holywater Tech, founded by Ukrainian entrepreneur Bogdan Nesvit and Anatolii Kasianov. The service gained international traction as part of a growing market for short-form vertical storytelling, influenced by mobile-first entertainment trends. My Drama primarily streams serialized vertical dramas, which are short-form episodes around 1-2 minutes in length designed for mobile consumption. Many series are adaptations of successful stories originally published on Holywater Tech's book platform My Passion. The platform employs AI technology in areas such as content recommendation and story generation, and is one of several Holywater apps focused on interactive entertainment. In 2024, My Drama won a People's Voice award at the 28th Annual Webby Awards. In 2025, My Drama received a Gold Award at the MUSE Creative Awards in the Mobile App: Video Streaming Services category. In 2025, the company received strategic investment from Fox Entertainment, aimed at expanding content creation capabilities and producing over 200 vertical video series. As of 2025, My Drama has produced over 56 titles and reached more than 40 million lifetime users, according to media reports. In January 2026, Holywater Tech raised $22 million in funding to expand its microdrama business in the United States. The investment round was led by Horizon Capital, with participation from U.S.-based investors including Endeavor Catalyst and Wheelhouse. The funding is intended to support the development of Holywater Tech's mobile-first vertical video platform, My Drama, as well as the company's AI-driven content initiatives, such as AI-assisted comics and anime. In February 2026, Holywater bought Jeynix, a studio that uses AI for special effects. This deal helps the company make better-quality shows and translate them into different languages much faster. == Partnerships == In 2024, Holywater Tech entered a partnership with Latin American studio Elefantec Global to distribute vertical dramas in Spanish-language markets. In early 2026, Fox Entertainment entered into a partnership with content creator Dhar Mann to produce a slate of 40 original vertical microdrama series. Under the agreement, the series debut exclusively on the My Drama platform, while global distribution is managed by Fox Entertainment Global. == Reception == My Drama has been highlighted in discussions of the global rise of vertical short drama platforms and has been compared with similar apps such as ReelShort and DramaBox.

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  • Faceu

    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.

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  • Word error rate

    Word error rate

    Word error rate (WER) is a common metric of the performance of a speech recognition or machine translation system. The WER metric typically ranges from 0 to 1, where 0 indicates that the compared pieces of text are exactly identical, and 1 (or larger) indicates that they are completely different with no similarity. This way, a WER of 0.8 means that there is an 80% error rate for compared sentences. The general difficulty of measuring performance lies in the fact that the recognized word sequence can have a different length from the reference word sequence (supposedly the correct one). The WER is derived from the Levenshtein distance, working at the word level instead of the phoneme level. The WER is a valuable tool for comparing different systems as well as for evaluating improvements within one system. This kind of measurement, however, provides no details on the nature of translation errors and further work is therefore required to identify the main source(s) of error and to focus any research effort. This problem is solved by first aligning the recognized word sequence with the reference (spoken) word sequence using dynamic string alignment. Examination of this issue is seen through a theory called the power law that states the correlation between perplexity and word error rate. Word error rate can then be computed as: W E R = S + D + I N = S + D + I S + D + C {\displaystyle {\mathit {WER}}={\frac {S+D+I}{N}}={\frac {S+D+I}{S+D+C}}} where S is the number of substitutions, D is the number of deletions, I is the number of insertions, C is the number of correct words, N is the number of words in the reference (N=S+D+C) The intuition behind 'deletion' and 'insertion' is how to get from the reference to the hypothesis. So if we have the reference "This is wikipedia" and hypothesis "This _ wikipedia", we call it a deletion. Note that since N is the number of words in the reference, the word error rate can be larger than 1.0, namely if the number of insertions I is larger than the number of correct words C. When reporting the performance of a speech recognition system, sometimes word accuracy (WAcc) is used instead: W A c c = 1 − W E R = N − S − D − I N = C − I N {\displaystyle {\mathit {WAcc}}=1-{\mathit {WER}}={\frac {N-S-D-I}{N}}={\frac {C-I}{N}}} Since the WER can be larger than 1.0, the word accuracy can be smaller than 0.0. == Experiments == It is commonly believed that a lower word error rate shows superior accuracy in recognition of speech, compared with a higher word error rate. However, at least one study has shown that this may not be true. In a Microsoft Research experiment, it was shown that, if people were trained under "that matches the optimization objective for understanding", (Wang, Acero and Chelba, 2003) they would show a higher accuracy in understanding of language than other people who demonstrated a lower word error rate, showing that true understanding of spoken language relies on more than just high word recognition accuracy. == Other metrics == One problem with using a generic formula such as the one above, however, is that no account is taken of the effect that different types of error may have on the likelihood of successful outcome, e.g. some errors may be more disruptive than others and some may be corrected more easily than others. These factors are likely to be specific to the syntax being tested. A further problem is that, even with the best alignment, the formula cannot distinguish a substitution error from a combined deletion plus insertion error. Hunt (1990) has proposed the use of a weighted measure of performance accuracy where errors of substitution are weighted at unity but errors of deletion and insertion are both weighted only at 0.5, thus: W E R = S + 0.5 D + 0.5 I N {\displaystyle {\mathit {WER}}={\frac {S+0.5D+0.5I}{N}}} There is some debate, however, as to whether Hunt's formula may properly be used to assess the performance of a single system, as it was developed as a means of comparing more fairly competing candidate systems. A further complication is added by whether a given syntax allows for error correction and, if it does, how easy that process is for the user. There is thus some merit to the argument that performance metrics should be developed to suit the particular system being measured. Whichever metric is used, however, one major theoretical problem in assessing the performance of a system is deciding whether a word has been “mis-pronounced,” i.e. does the fault lie with the user or with the recogniser. This may be particularly relevant in a system which is designed to cope with non-native speakers of a given language or with strong regional accents. The pace at which words should be spoken during the measurement process is also a source of variability between subjects, as is the need for subjects to rest or take a breath. All such factors may need to be controlled in some way. For text dictation it is generally agreed that performance accuracy at a rate below 95% is not acceptable, but this again may be syntax and/or domain specific, e.g. whether there is time pressure on users to complete the task, whether there are alternative methods of completion, and so on. The term "Single Word Error Rate" is sometimes referred to as the percentage of incorrect recognitions for each different word in the system vocabulary. == Edit distance == The word error rate may also be referred to as the length normalized edit distance. The normalized edit distance between X and Y, d( X, Y ) is defined as the minimum of W( P ) / L ( P ), where P is an editing path between X and Y, W ( P ) is the sum of the weights of the elementary edit operations of P, and L(P) is the number of these operations (length of P).

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  • Microsoft Fresh Paint

    Microsoft Fresh Paint

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

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  • Fake nude photography

    Fake nude photography

    Fake nude photography is the creation of nude photographs designed to appear as genuine nudes of an individual. The motivations for the creation of these modified photographs include curiosity, sexual gratification, the stigmatization or embarrassment of the subject, and commercial gain, such as through the sale of the photographs via pornographic websites. Fakes can be created using image editing software or through machine learning. Fake images created using the latter method are called deepfakes. == History == Magazines such as Celebrity Skin published non-fake paparazzi shots and illicitly obtained nude photos, showing there was a market for such images. Subsequently, some websites hosted fake nude or pornographic photos of celebrities, which are sometimes referred to as celebrity fakes. In the 1990s and 2000s, fake nude images of celebrities proliferated on Usenet and on websites, leading to campaigns to take legal action against the creators of the images and websites dedicated to determining the veracity of nude photos. "Deepfakes", which use artificial neural networks to superimpose one person's face into an image or video of someone else, were popularized in the late 2010s, leading to concerns about the technology's use in fake news and revenge porn. Fake nude photography is sometimes confused with Deepfake pornography, but the two are distinct. Fake nude photography typically starts with human-made non-sexual images, and merely makes it appear that the people in them are nude (but not having sex). Deepfake pornography typically starts with human-made sexual (pornographic) images or videos, and alters the actors' facial features to make the participants in the sexual act look like someone else. === DeepNude === In June 2019, a downloadable Windows and Linux application called DeepNude was released which used a Generative Adversarial Network to remove clothing from images of women. The images it produced were typically not pornographic, merely nude. Because there were more images of nude women than men available to its creator, the images it produced were all female, even when the original was male. The app had both a paid and unpaid version. A few days later, on June 27, the creators removed the application and refunded consumers, although various copies of the app, both free and for charge, continue to exist. On GitHub, the open-source version of this program called "open-deepnude" was deleted. The open-source version had the advantage of allowing it to be trained on a larger dataset of nude images to increase the resulting nude image's accuracy level. A successor free software application, Dreamtime, was later released, and some copies of it remain available, though some have been suppressed. === Deepfake Telegram Bot === In July 2019 a deepfake bot service was launched on messaging app Telegram that used AI technology to create nude images of women. The service was free and enabled users to submit photos and receive manipulated nude images within minutes. The service was connected to seven Telegram channels, including the main channel that hosts the bot, technical support, and image sharing channels. While the total number of users was unknown, the main channel had over 45,000 members. As of July 2020, it is estimated that approximately 24,000 manipulated images had been shared across the image sharing channels. === Nudify websites === By late 2024, most ways to produce nude images from photographs of clothed people were accessible at websites rather than in apps, and required payment. == Purposes == The reasons for the creation of nude photos may range from a need to discredit the target publicly, personal hatred for the target, or the promise of pecuniary gains for such work on the part of the creator of such photos. Fake nude photos often target prominent figures such as businesspeople or politicians. == Notable cases == In 2010, 97 people were arrested in Korea after spreading fake nude pictures of the group Girls' Generation on the internet. In 2011, a 53-year-old Incheon man was arrested after spreading more fake pictures of the same group. In 2012, South Korean police identified 157 Korean artists of whom fake nudes were circulating. In 2012, when Liu Yifei's fake nude photography released on the network, Liu Yifei Red Star Land Company declared a legal search to find out who created and released the photos. In the same year, Chinese actor Huang Xiaoming released nude photos that sparked public controversy, but they were ultimately proven to be real pictures. In 2014, supermodel Kate Upton threatened to sue a website for posting her fake nude photos. Previously, in 2011, this page was threatened by Taylor Swift. In November 2014, singer Rain was angry because of a fake nude photo that spread throughout the internet. Information reveals that: "Rain's nude photo was released from Kim Tae-hee's lost phone." Rain's label, Cube Entertainment, stated that the person in the nude photo is not Rain and the company has since stated that it will take strict legal action against those who post photos together with false comments. In July 2018, Seoul police launched an investigation after a fake nude photo of President Moon Jae-in was posted on the website of the Korean radical feminist group WOMAD. In early 2019, Alexandria Ocasio-Cortez, a Democratic politician, was berated by other political parties over a fake nude photo of her in the bathroom. The picture created a huge wave of media controversy in the United States. == Methods == Fake nude images can be created using image editing software or neural network applications. There are two basic methods: Combine and superimpose existing images onto source images, adding the face of the subject onto a nude model. Remove clothes from the source image to make it look like a nude photo. == Impact == Images of this type may have a negative psychological impact on the victims and may be used for extortion purposes.

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  • Breakup Notifier

    Breakup Notifier

    Breakup Notifier was a web application written by product developer and programmer Dan Loewenherz that enabled its registered users to track the relationship status of their Facebook friends. An email notification was sent to the user when one of their Facebook friends changed their relationship status. The app was one of the most viral Facebook app's at the time of its release. It was mentioned in a skit on The Jay Leno Show and news of its popularity was published in Time magazine, The New York Post, CNET, and The Globe and Mail. == Popularity and Facebook controversy == Breakup Notifier gathered 100,000 users in less than 24 hours of its launch and reached a user base of more than 3,000,000 in February 2011. Facebook then blocked the app. Loewenherz later created an app named Crush Notifier, which differs from the original app in that users can check if they have a mutual crush. Breakup Notifier was later unblocked by Facebook and monetized.

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  • Clips (software)

    Clips (software)

    Clips is a discontinued mobile video editing software application created by Apple Inc. It was released onto the iOS App Store on April 6, 2017, for free. Initially, it was only available on 64-bit devices running iOS 10.3 or later; as of version 3.1.3, it requires iOS 16.0 or later. Apple describes it as an app for "making and sharing fun videos with text, effects, graphics, and more.". Its final release was on May 9, 2024 before was removed from the App Store on October 10, 2025. == Features == After launching of the app, the user sees the view of the front-facing camera. The app allows the user to create a new clip by tapping on a red record button, or use photos or videos from the device's photo library. Once a clip is recorded, it can be added to a project timeline shown at the bottom of the screen. The user can share their project on social media platforms. The user can also add filters and effects to the project. "Live Titles" (available in several styles) can also be created by dictating to the device.

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  • Paint.NET

    Paint.NET

    Paint.NET (sometimes stylized as paint.net) is a freeware general-purpose raster graphics editor program for Microsoft Windows, developed with the .NET platform. Paint.NET was originally created by Rick Brewster as a Washington State University student project, and has evolved from a simple replacement for the Microsoft Paint program into a program for editing mainly graphics, with support for plugins. == History == Paint.NET originated as a computer science senior design project by Rick Brewster during spring 2004 at Washington State University. Version 1.0 consisted of 36,000 lines of code and was written in four months. In contrast, version 3.35 has approximately 162,000 lines of code. The Paint.NET project continued over the summer and into the autumn 2004 semester for both the version 1.1 and 2.0 releases. Development continued with one programmer who worked on previous versions of Paint.NET while he was a student at WSU. As of May 2006 the program had been downloaded at least 2 million times, at a rate of about 180,000 per month. Initially, Paint.NET was released under a modified version of the MIT License, with the exclusion of the installer, text, and graphics. However, citing issues with the open source code being plagiarized by others that had rebranded the software as their own and bundled user content without their permission, the availability of the source code was restricted, in December 2007 Brewster announced his intent to restrict access to components of the program (including its installer, resources, and user interface). In November 2009, the software was made proprietary, restricting the sale or creation of derivative works of the software. Starting with version 4.0.18, Paint.NET is published in two editions: A classic edition remains freeware, similar to all other versions since 3.5. Another edition, however, is published to Microsoft Store under a trialware license and is available to purchase for US$14.99. According to the developer, this was done to enable the users to contribute to the development with more convenience, even though the old avenue of donation was not closed. In May 2026, Brewster revealed that he obtained the paint.net domain after attempting to do so for 22 years. Historically, the editor was hosted on getpaint.net, and according to Brewster, the previous owners of paint.net would not sell the domain and asked for "lots and lots of money". In December of the previous year, paint.net began hosting content that impersonated Paint.NET, therefore becoming a clear case of trademark infringement and domain squatting. Brewster stated that he was able to obtain the domain afterwards with the help of a lawyer. == Overview == Paint.NET is primarily programmed in the C# programming language. Its native image format, .PDN, is a compressed representation of the application's internal object format, which preserves layering and other information. == Plugins == Paint.NET supports plugins, which add image adjustments, effects, and support for additional file types. They can be programmed using any .NET Framework programming language, though they are most commonly written in C#. These are created by volunteer coders on the program's discussion board, the Paint.NET Forum. Though most are simply published via the discussion board, some have been included with a later release of the program. For instance, a DirectDraw Surface file type plugin, (originally by Dean Ashton) and an Ink Sketch and Soften Portrait effect (originally by David Issel) were added to Paint.NET in version 3.10. Hundreds of plugins have been produced; such as Shape3D, which renders a 2D drawing into a 3D shape. Some plugins expand on the functionality that comes with Paint.NET, such as Curves+ and Sharpen+, which extend the included tools Curves and Sharpen, respectively. Examples of file type plugins include an Animated Cursor and Icon plugin and an Adobe Photoshop file format plugin. Several of these plugins are based on existing open source software, such as a raw image format plugin that uses dcraw and a PNG optimization plugin that uses OptiPNG. == Forks == === paint-mono === Paint.NET was created exclusively for Windows and has no native support for other operating systems. Due to its former open-source licensing, the development of alternative versions was possible. In May 2007, Miguel de Icaza officially started a porting project called paint-mono. This project had partially ported Paint.NET 3.0 to Mono, an open-source implementation of the Common Language Infrastructure on which the .NET Framework is based. This allowed Paint.NET to be run on Mono-supported platforms, such as Linux. This port is no longer maintained and has not been updated since March 2009. Newer Mono runtime 6 versions are able to run original Paint.NET releases up to 3.5.11 with only minor issues. === Pinta === In 2010, developer Jonathan Pobst started a project called Pinta, describing it as a clone of Paint.NET for Mono and Gtk#. Pinta reused the adjustments and effects code from Paint.NET but otherwise is original code.

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  • Character.ai

    Character.ai

    Character.ai (also known as c.ai, char.ai or Character AI) is a generative AI chatbot service where users can engage in conversations with customizable characters. It was designed by the developers of Google LaMDA, Noam Shazeer and Daniel de Freitas. Users can create "characters", craft their "personalities", set specific parameters, and then publish them to the community for others to chat with. Many characters are based on fictional media sources or celebrities, while others are original, some being made with certain goals in mind, such as assisting with creative writing, or playing a text-based adventure game. The beta version was made available to the public on September 16, 2022, and retired in September 2024, when it was replaced by the current website. In May 2023, a mobile app was released for iOS and Android, which received over 1.7 million downloads within a week. == History == Character.ai was established in November 2021. The company's co-founders, Noam Shazeer and Daniel de Freitas, were both engineers from Google. They both worked on AI-related projects: Shazeer was a lead author on a paper that Business Insider reported in April 2023 "has been widely cited as key to today's chatbots", and Freitas was the lead designer of an experimental AI at Google initially called Meena, which later became known as LaMDA. Character.ai raised $43 million in seed funding at the time of its initial foundation in 2021. The first beta version of Character.ai's service was made available to the public on September 16, 2022. The Washington Post reported in October 2022 that the site had "logged hundreds of thousands of user interactions in its first three weeks of beta-testing". It allowed users to create their own new characters, and to play text-adventure game scenarios where users navigate scenarios described and managed by the chatbot characters. Following a $150 million funding round in March 2023, Character.ai became valued at approximately $1 billion. As of January 2024, the site had 3.5 million daily visitors, the vast majority of them 16 to 30 years old. In 2024, Google hired Noam Shazeer, the CEO of Character.ai, and entered into a non-exclusive agreement to use Character.ai's technology. == Features == Character.ai's primary service is to let users converse with character AI chatbots based on fictional characters or real people (living or deceased). These characters' responses use data the chatbots gather from the internet about a person. In addition, users can play text-adventure games where characters guide them through scenarios. The company also provides a service that allows multiple users and AI chatbot characters to converse together at once in a single chatroom. Character "personalities" are designed via descriptions from the point of view of the character and its greeting message, and further molded from conversations made into examples, giving its messages a star rating and modification to fit the precise dialect and identity the user desires. When a character sends back a response, the user can rate the response from 1 to 4 stars. The rating predominantly affects the specific character, but also affects the behavioral selection as a whole. On May 11, 2023, Character.ai announced character.ai+, an opt-in subscription plan for $9.99 a month, that was marketed as including features such as skipping waiting rooms, fast messaging and responses, and access to an exclusion channel with faster support. In December 2024, amid multiple lawsuits and concerns, Character.ai introduced new safety features aimed at protecting teenage users. These enhancements include a dedicated model for users under 18, which moderates responses to sensitive subjects like violence and sex and has input and output filters to block harmful content. As a result of these changes and the deletion of custom-made bots flagged as violating the site's terms, some users complained that the bots were too restrictive and lacked personality. The platform was also updated to notify users after 60 minutes of continuous engagement, and display clearer disclaimers indicating that its AI characters are not real individuals. In January 2025, Character.ai began offering two games on its platform. Speakeasy is a word-based game in which players attempt to prompt the AI chatbot to say a target word while avoiding a restricted list of words. War of Words is a dueling game where users compete against an AI character over multiple rounds, with an AI referee determining the winner. The games are available to paid subscribers and a limited number of free users. In October 2025, Character.ai announced that it would be barring users under the age of 18 from creating or talking to chatbots starting November 25, 2025. Minor users will still be able to access previously generated chat conversations and can create new videos and images with the app. In November 2025 interview, CEO Karandeep Anand said that he allows his six-year-old daughter to use the app with his account, under supervision. == Controversies == === Content moderation issues === Character.ai has been criticized for poor moderation of its chatbots, with incidents of chatbots that groom underage users and promote suicide, anorexia and self-harm being reported. In October 2024, the Washington Post reported that Character.ai had removed a chatbot based on Jennifer Ann Crecente, a person who had been murdered by her ex-boyfriend in 2006. The company had been alerted to the character by the deceased girl's father. Similar reports from The Daily Telegraph in the United Kingdom noted that the company had also been prompted to remove chatbots based on Brianna Ghey, a 16-year-old transgender girl murdered in 2023, and Molly Russell, a 14-year-old suicide victim. In response to the latter incident, Ofcom announced that content from chatbots impersonating real and fictional people would fall under the Online Safety Act. In November 2024, The Daily Telegraph reported that chatbots based on alleged sex offender Jimmy Savile were present on Character.ai. In December 2024, chatbots of Luigi Mangione, the suspect in the killing of UnitedHealthcare CEO Brian Thompson, were created by Mangione's fans. Several of the chatbots were later removed by Character.ai. In 2025, a chatbot modeled after Jeffrey Epstein called "Bestie Epstein" logged nearly 3,000 chats before being removed. Chatbots modeled after school shooters were also found on the platform. Another concern is a chatbot posing as a doctor which gave medically inaccurate advice. === Litigation === In November 2023, 13-year-old Juliana Peralta of Colorado died by suicide after extensive interactions with multiple chatbots on Character.ai. She primarily confided suicidal thoughts and mental health struggles in a chatbot based on the character Hero from the video game Omori, while also engaging in sexually explicit conversations—often initiated by the bots—with others, including those based on characters from children's series such as Harry Potter. In February 2024, Sewell Setzer III, a 14-year-old Florida boy died by suicide after developing an emotional relationship over several months with a Character.ai chatbot of Daenerys Targaryen. His mother sued the company in October 2024, claiming that the platform lacks proper safeguards and uses addictive design features to increase engagement. This chatbot, and several related to Daenerys Targaryen, were removed from Character.ai as a result of this incident. Both teens wrote the same phrase "I WILL SHIFT" repeatedly on their notebooks. In December 2024, two families in Texas sued Character.ai, alleging that the software "poses a clear and present danger to American youth causing serious harms to thousands of kids, including suicide, self-mutilation, sexual solicitation, isolation, depression, anxiety, and harm towards others". It is alleged that the 17-year-old son of one family began self-harming after a chatbot introduced the topic unprompted and said that the practice "felt good for a moment", and that the chatbot compared the parents limiting their son's screen time to emotional abuse that might drive someone to murder. In May 2026, the Pennsylvania Department of State and State Board of Medicine filed a lawsuit against Character.ai for presenting chatbot characters as licensed medical professionals, including psychiatrists. The lawsuit quoted a case where chatbot claimed to be registered with the General Medical Council in the United Kingdom, and to have a license to practice in Pennsylvania. The board allege that such statements violate the state's Medical Practice Act.

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  • Feed forward (control)

    Feed forward (control)

    A feed forward (sometimes written feedforward) is an element or pathway within a control system that passes a controlling signal from a source in its external environment to a load elsewhere in its external environment. This is often a command signal from an external operator. In control engineering, a feedforward control system is a control system that uses sensors to detect disturbances affecting the system and then applies an additional input to minimize the effect of the disturbance. This requires a mathematical model of the system so that the effect of disturbances can be properly predicted. A control system which has only feed-forward behavior responds to its control signal in a pre-defined way without responding to the way the system reacts; it is in contrast with a system that also has feedback, which adjusts the input to take account of how it affects the system, and how the system itself may vary unpredictably. In a feed-forward system, the control variable adjustment is not error-based. Instead it is based on knowledge about the process in the form of a mathematical model of the process and knowledge about, or measurements of, the process disturbances. Some prerequisites are needed for control scheme to be reliable by pure feed-forward without feedback: the external command or controlling signal must be available, and the effect of the output of the system on the load should be known (that usually means that the load must be predictably unchanging with time). Sometimes pure feed-forward control without feedback is called 'ballistic', because once a control signal has been sent, it cannot be further adjusted; any corrective adjustment must be by way of a new control signal. In contrast, 'cruise control' adjusts the output in response to the load that it encounters, by a feedback mechanism. These systems could relate to control theory, physiology, or computing. == Overview == With feed-forward or feedforward control, the disturbances are measured and accounted for before they have time to affect the system. In the house example, a feed-forward system may measure the fact that the door is opened and automatically turn on the heater before the house can get too cold. The difficulty with feed-forward control is that the effects of the disturbances on the system must be accurately predicted, and there must not be any unmeasured disturbances. For instance, if a window was opened that was not being measured, the feed-forward-controlled thermostat might let the house cool down. The term has specific meaning within the field of CPU-based automatic control. The discipline of feedforward control as it relates to modern, CPU based automatic controls is widely discussed, but is seldom practiced due to the difficulty and expense of developing or providing for the mathematical model required to facilitate this type of control. Open-loop control and feedback control, often based on canned PID control algorithms, are much more widely used. There are three types of control systems: open-loop, feed-forward, and feedback. An example of a pure open-loop control system is manual non-power-assisted steering of a motor car; the steering system does not have access to an auxiliary power source and does not respond to varying resistance to turning of the direction wheels; the driver must make that response without help from the steering system. In comparison, power steering has access to a controlled auxiliary power source, which depends on the engine speed. When the steering wheel is turned, a valve is opened which allows fluid under pressure to turn the wheels. A sensor monitors that pressure so that the valve only opens enough to cause the correct pressure to reach the wheel turning mechanism. This is feed-forward control where the output of the system, the change in direction of travel of the vehicle, plays no part in the system. See Model predictive control. If the driver is included in the system, then they do provide a feedback path by observing the direction of travel and compensating for errors by turning the steering wheel. In that case you have a feedback system, and the block labeled System in Figure(c) is a feed-forward system. In other words, systems of different types can be nested, and the overall system regarded as a black-box. Feedforward control is distinctly different from open-loop control and teleoperator systems. Feedforward control requires a mathematical model of the plant (process and/or machine being controlled) and the plant's relationship to any inputs or feedback the system might receive. Neither open-loop control nor teleoperator systems require the sophistication of a mathematical model of the physical system or plant being controlled. Control based on operator input without integral processing and interpretation through a mathematical model of the system is a teleoperator system and is not considered feedforward control. == History == Historically, the use of the term feedforward is found in works by Harold S. Black in US patent 1686792 (invented 17 March 1923) and D. M. MacKay as early as 1956. While MacKay's work is in the field of biological control theory, he speaks only of feedforward systems. MacKay does not mention feedforward control or allude to the discipline of feedforward controls. MacKay and other early writers who use the term feedforward are generally writing about theories of how human or animal brains work. Black also has US patent 2102671 invented 2 August 1927 on the technique of feedback applied to electronic systems. The discipline of feedforward controls was largely developed by professors and graduate students at Georgia Tech, MIT, Stanford and Carnegie Mellon. Feedforward is not typically hyphenated in scholarly publications. Meckl and Seering of MIT and Book and Dickerson of Georgia Tech began the development of the concepts of Feedforward Control in the mid-1970s. The discipline of Feedforward Controls was well defined in many scholarly papers, articles and books by the late 1980s. == Benefits == The benefits of feedforward control are significant and can often justify the extra cost, time and effort required to implement the technology. Control accuracy can often be improved by as much as an order of magnitude if the mathematical model is of sufficient quality and implementation of the feedforward control law is well thought out. Energy consumption by the feedforward control system and its driver is typically substantially lower than with other controls. Stability is enhanced such that the controlled device can be built of lower cost, lighter weight, springier materials while still being highly accurate and able to operate at high speeds. Other benefits of feedforward control include reduced wear and tear on equipment, lower maintenance costs, higher reliability and a substantial reduction in hysteresis. Feedforward control is often combined with feedback control to optimize performance. == Model == The mathematical model of the plant (machine, process or organism) used by the feedforward control system may be created and input by a control engineer or it may be learned by the control system. Control systems capable of learning and/or adapting their mathematical model have become more practical as microprocessor speeds have increased. The discipline of modern feedforward control was itself made possible by the invention of microprocessors. Feedforward control requires integration of the mathematical model into the control algorithm such that it is used to determine the control actions based on what is known about the state of the system being controlled. In the case of control for a lightweight, flexible robotic arm, this could be as simple as compensating between when the robot arm is carrying a payload and when it is not. The target joint angles are adjusted to place the payload in the desired position based on knowing the deflections in the arm from the mathematical model's interpretation of the disturbance caused by the payload. Systems that plan actions and then pass the plan to a different system for execution do not satisfy the above definition of feedforward control. Unless the system includes a means to detect a disturbance or receive an input and process that input through the mathematical model to determine the required modification to the control action, it is not true feedforward control. === Open system === In control theory, an open system is a feed forward system that does not have any feedback loop to control its output. In contrast, a closed system uses on a feedback loop to control the operation of the system. In an open system, the output of the system is not fed back into the input to the system for control or operation. == Applications == === Physiological feed-forward system === In physiology, feed-forward control is exemplified by the normal anticipatory regulation of heartbeat in advance of actual physical exertion by the central autonomic network. Feed-forward

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  • Showbox.com

    Showbox.com

    Showbox is an online video streaming platform that enables users to stream and download many videos, commonly movies and TV shows, for free. == History == The company opened the platforms to users who registered from its beta in late 2015. The platform was officially launched in February 2016, enabling any visitor to sign up and create videos online. In April 2016, Showbox was featured on the Product Hunt website, coming to the top of the website's lists for that day and week with over 1400 upvotes from the Product Hunt community. Also in April 2016, Showbox partnered with YouTube's leading multi-channel networks, including Fullscreen, BroadbandTV, StyleHaul, AwesomenessTV, and BuzzMyVideos, to enable their communities of creators to access the platform. In June 2016, the company launched Showbox For Brands, a business-oriented video creation platform, enabling companies to create video content in-house and with their communities and influencers. In March 2017, the company launched Showbox Engage, a use case of its B2B product launched in 2016, enabling companies to launch user-generated content campaigns with their communities. In April 2017, Showbox and the United Nations announced a partnership around the 70th anniversary of the declaration of human rights, with an annual, ongoing global campaign in 135 languages, inviting people worldwide to create their part of the declaration in a video from anywhere around the world. In November 2017, Showbox partnered with the Ad:tech and Digital Marketing World Forum conferences (DMWF) in New York to provide their users and communities with a User Generated Content video solution. == Technology == Showbox's video creation technology includes an online green screen feature, proprietary computer vision algorithms, deep learning technology to support the automatic creation of videos in the cloud, and advanced video composition, including special effects. == Coverage and awards == In March 2015, Showbox was nominated as one of the 10 Israeli startups to take over our TV screens this year. In July 2016, Showbox won the Publicis90 award as part of Publicis' "global initiative to foster digital entrepreneurship". In March 2017, Showbox was chosen as one of The Culture Trip's 10 startups to watch for in 2017.

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